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I'm not sure if this has any effects on, e.g. dinos standing on the structure, but sometimes it just looks better and you are more flexible in building without the obstruction check, at least to the ground.
-GD
Example you place a fabricator down, then you can put a wall in the middle of it, making it accessible from 2 rooms, even though it's split down the middle by a solid wall and should be destroyed.
Catwalks
The reason you can't walk under catwalks is the collision volume assigned to them, your player has a collision capsule and it's huge it's almost an entire unit high and doesn't change shape, but is shrunk when you crouch.
Half Walls
I did want to do them and I'll look into it, snapping will probably be weird.
Slanted Ceilings
Snap points are very much one of the most painful things with modding ADK, if you want something to snap from a ceiling it will have a million floating wall snaps, so if I can go into the live game and place something with little to no problem I don't retouch the snap points. They make me not want to mod for ADK.
Can you modify the workstation in that way, that you can put back crafted structures, e.g. walls, ceilings and so on (same for Glass Mod). I prefer to put back structures I did not need after building to the workstation I crafted it in. That way I can just take it the next time instead of crafting new ones or I can reduce the number of structures to craft by looking at the number. Sometimes I craft more than I need or a hole stack and just take from that stack, when I took too many I must always find some extra storage because I can't put them back into the workstation.
Inverted Ceiling
Ceilings, that have to better looking side on the underside. This is for interior building, sometime I whished I could invert the ceiling to see the better looking side. Even better might be the ...
Double-Sided Ceilings
Ceilings, which have the good-looking side on both sides.
Well, after those two, the same goes for walls, especially the double sided walls. Come to think of it hatches, doorframes, and some more ... why not make all tiles look inside and outside the same. Or is there a reason inside and outside looks different? I can't think of any.
Technical: LOD
I notice a lot of pixel artifacts with larger distances with this set. I'm already used to it, but sometime when I come back with the quetzal I noticed the effect especially in areas with lots of tiles. Is there any way to improved the LOD-Model on mid to long-ranges, maybe some simplyfied version or so? Might also improve performance.
Thanks for listing and your mod and continue your very good work.
-GD
Wood is actually a very flexible material and will over time completely bend, especially when you add in environment, load & usage.
On a side note, a giprock tier would be kind of cool, only attaches to Walls and Ceilings, has a 100% paintable surface area, for those looking to make a home, and not a survival base from dinos and psychos with dinos.
I've not looked at any of the LOD settings for the Dev Kit, I would assume it has them based of the way a texture will load through all LoDs even though it's set to Ultra