It makes sense geologically as wind and downfall flatten the surface, especially on larger, lower lying plain-like terrain. From a realism pov that would be justified as well. So, it will be fit for purpose without causing excessive crap. That would just create excessive instance load and be very impractical anyway, as you already indicated.įrom a coding and overall game development pov, I'd consider to make slab gravel, sand and dirt only generate on altitudes above the base water level and some maximum height above that (possibly just 5 to 10 blocks, or 8 as that is a magical number ), just for the sake of creating smoother landscapes on lower altitudes. I'd not opt for an alternative with blocks consisting of two slabs. Players have to continuously make choices and going by what is planned for the game, that won't be getting easier anyway lol. The inventory argument isn't really valid imo. Matter fo smart coding, finding fitting preconditions and getting sequences right. I don't see why it wouldn't be possible for larger terrain generation tasks. Mevans, maker of the LOTRmod managed to pull it off for the roads generated with his mod. It's the kind of decision you'd probably make before you even begin writing the engine.Īs such, I doubt it will happen, and introducing some item-bound form of step assist would be far quicker. And that apparently the game cannot handle combining two slabs in the same block space the way Minecraft can (at least I have been unable to make it work for me).Īnd, independent from it all, if water still comes as full blocks, how do you make sure that shorelines generate correctly? And so on and so forth. However, then you have to account for the fact that currently, mobs cannot spawn on anything that isn't a full block. You could make it so that dirt and sand (and perhaps snow as well) do not have full blocks at all, that only slab blocks exist, stack to 128 (instead of 64), and the world generation works with that. And now instead of three soil types plus one sand type per stone variant, you have twice that number of blocks? Even If you allow direct crafting of one into the other, that's a bit awkward at best. Unfortunately it doesn't come without issues.įor example, VS is already a game that heavily restricts your inventory size in the beginning. Half-height dirt and sand would be very interesting and make Vintage Story different from other one-meter-block games for sure. Given the choice between forced always-on step assist and no step assist at all, I'd rather keep jumping manually while exploring the world. It's also a problem that has existed in Minecraft for as long as step assist has been a thing, and the chief reason for why step assist generally comes in item form (or at least with a hotkey toggle if it's a feature of an integrated armor set like from Pneumaticcraft). Can you imagine the frustration of trying to work on a smithing anvil, and repeatedly and accidentally auto-stepping up onto it while trying to readjust your position to better get at those last few pixels? It would suck hard. Because even with non-jumping step assist, there are still moments where you don't want it - usually while you're at home. Still, I agree that it should be configurable, or perhaps related to special boots you can wear ("Sturdy Hiking Boots", made from leather). And that is generaly far more palatable to a far larger number of people than the unexpected jumping animation. They just let you walk up that block as if it was a slab. Minecraft mods have gone the "step assist" route long before Minecraft officially did (starting with Thaumcraft 2 IIRC, way back in the days where singleplayer and multiplayer MC where still different platforms), and they usually do it without an auto-jump. The thing about the auto-jump in Minecraft is the fact that it's an auto-jump in the first place, and it's freaking annoying =P
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