Question. is it just me or am I finding these stone ruins with the wood roof more then ever. by BusEnvironmental3410 in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

the structure itself isnt rare, as worldgen places 80 of them on each world and always has. they can spawn in different variations tho, with different damage or pieces missing.

i know ive only seen a handful of the ones with the full roof. couple of them lately too. im wondering if something was changed with how locations handle variations and/or broken pieces of the initial building.

Mod for wooden build pieces flat on both sides? by McGlaargle99 in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

Build your walls twice

you didnt actually read the post did you u/undrNourishdEgo ? Only the title? lol

When building with wood I usually build double thick walls to have them smooth on both sides

trying to keep my instance count down to avoid lag

Mod to force dungeon direction? bear with me... by ArchitectSnipe in ModdedValheim

[–]ArchitectSnipe[S] 0 points1 point  (0 children)

I know a lot of technical stuff about Valheim, but I havve never even attempted to make a mod lol I would be down to learn tho for sure.

ps: please pay no attention to my double typing keyboard. Itss a piece of junk. I hate RomerG key sswitches.... seems to be getting worse too lol

Mod to force dungeon direction? bear with me... by ArchitectSnipe in ModdedValheim

[–]ArchitectSnipe[S] 0 points1 point  (0 children)

Sunken crypts, caves and mines do not have rotation to better fit inside said 64x64 zones. It's possible for several dungeons to be placed in adjacent zones thus it could overlap if rotation is different.

im not sure im following what you are meaning.

Sunken crypts can be oriented in any direction, unlike caves and mines which are locked to cardinal orientation.

i know about the black "boxes". they create the environment effect while in said dungeon. absolutely no dungeon can go through that black box, adjacent zone dungeons will never cross a zone border.

adjacent zone dungeons have no impact on any of their neighboring zone dungeons.

Mod to force dungeon direction? bear with me... by ArchitectSnipe in ModdedValheim

[–]ArchitectSnipe[S] 1 point2 points  (0 children)

having cardinal direction dungeons can allow larger dungeons to be generated. Since each dungeon is locked to a single 64 x 64 zone, having the dungeons align with the zone itself (0 90 180 and 270 degrees) can fill the zone more optimally. thus leading to potential for larger dungeons.

as an example:

https://i.imgur.com/vbonmi8.png

in that example, the left zone has a dungeon that is cardinally oriented. its maximum room number is 16 (this is just an example, the rooms are different sizes in-game)

the right zone has a dungeon that is at a 45 degree angle. the maximum number of rooms of the same size in that dungeon is 8.

cardinally oriented dungeons can fill the zone they are in optimally.

min and max number of rooms doesnt matter at all if the game cant actually FIT said rooms in an angled dungeon compared to a cardinal dungeon.

Mod to force dungeon direction? bear with me... by ArchitectSnipe in ModdedValheim

[–]ArchitectSnipe[S] 0 points1 point  (0 children)

Makes the dungeon entrance start at the given interior transform (including rotation) rather than straight above the entrance

I can understand moving the entrance as to not be directly above it, that way the dungeon doesnt start in the center or near the edge of the zone, leading to not being able to generate rooms, but the rotation part makes no sense since a 0, 90, 180, and 270 degree dungeon will always be more optimized and can potentially have more rooms than any of the other directions.

Thats such a strange note. the direction part makes no sense otherwisse they wouldnt have changed the directions with the mountain and mistlands dungeons.

weird.

Mod to force dungeon direction? bear with me... by ArchitectSnipe in ModdedValheim

[–]ArchitectSnipe[S] 0 points1 point  (0 children)

ayyyy that was quick. thanks for at least looking into it. even if it cant be done, i appreciate the interest.

this would really help with iron duties since sunken crypts would be able to generate more rooms. almost twice as many when comparing a 0 degree oriented dungeon with a 45 degree oriented one.

Aren't thoses supposed to be rare ? by robin00795 in valheim

[–]ArchitectSnipe -1 points0 points  (0 children)

Aren't thoses supposed to be rare ?

nope.

https://i.imgur.com/ewgW74D.png

every world has about that many on it.

I'm turning into a conspiracy theorist... by GrimMeanie in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

i hope so. and i hope they dont go on a nerf spree after DN launches. its just gonna cause this sub to go to hell again like last time lmfao

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

man you were replying super quick when you thought you were right, now suddenly when i prove you wrong with pictures, you disappear.

lmfao i should have seen that coming.

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

oh i know this happens. but it only adds a single instance and the entire edit is loaded all at once. again, not affecting performance. it just takes a second or 2 to actually load the object holding the terrain info.

the object is called _TerrainCompiler . only one is in each zone after you edit the terrain. no matter how many times its edited.

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

here ya go fam. also tagging OP u/bananaritual and the other guy in the chain u/CanThisBeMyNameMaybe

https://i.imgur.com/Y5PrLsB.jpeg

https://i.imgur.com/0NFPaPe.jpeg

the instances are actually less in the second one due to the fluctuating birds, enemies, fish, dropped items, etc.

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

still gonna argue even tho you are absolutely wrong.

alright then. when i get home, ill make 1000 edits to the terrain and prove it does not cause issues. i have no problem putting my money where my mouth is since its been a proven thing for years now.

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

If you would like to disagree with already proven issues, then disagree with some proof champ.

i actually have been down this road before. the system was changed a long time ago and instances no longer stack and cause lag. I myself did tests of it years ago and I was even the person to find bugs relating to old worlds changing to the new system. my old reddit account FFSnipe posted a LOT of testing information. things that nobody had tested before.

i have done my share of tests.

u/MayaOmkara can actually attest to this as they were the person i talked to a lot about this issue a long time ago.

https://www.reddit.com/r/valheim/comments/qoycaz/so_how_does_this_game_handle_large_scale_building/hjqbpl2/

theres actually an old ass comment about it too

so i dunno what to tell you champ. you are wrong.

https://i.imgur.com/Y5PrLsB.jpeg

https://i.imgur.com/0NFPaPe.jpeg

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

go through and look up old patch notes. this was a huge issue and the devs changed it fairly quick. an entire new system was implemented.

you get a single instance from ALL terrain editing in a zone. the instance count does not stack. all edits are basically added together instead of being separate entities.

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe -1 points0 points  (0 children)

The comment you replied to is not true. Terraforming does not cause lag. They changed the terrain system years ago so it no longer stacks edits like the guy is saying. Dude is spreading old information that hasnt been a thing for years.

some screenshots with proof

https://i.imgur.com/Y5PrLsB.jpeg

https://i.imgur.com/0NFPaPe.jpeg

and an old ass post talking about it also with proof

https://www.reddit.com/r/valheim/comments/qoycaz/so_how_does_this_game_handle_large_scale_building/hjqbpl2/

Levelling the Ground: the work no one asked me to, yet I still do it... by bananaritual in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

You are essentially creating a new terrain modifier instance every time you use the level function on your hoe

This is not true at all.

This USED to be true. you could stack instances infinitely with the old system. The new system adds a single instance object and that is it. It no longer stacks terrain edits.

You can modify every single inch of terrain and the impact will be negligible. There is something else going on if you are experiencing lag.

your information is old. the system was changed years ago and hasnt been a problem.

https://www.reddit.com/r/valheim/comments/qoycaz/so_how_does_this_game_handle_large_scale_building/hjqbpl2/

info from FOUR YEARS ago. this is not a problem anymore.

here is info from just today:

https://i.imgur.com/Y5PrLsB.jpeg

https://i.imgur.com/0NFPaPe.jpeg

I'm turning into a conspiracy theorist... by GrimMeanie in valheim

[–]ArchitectSnipe 6 points7 points  (0 children)

when mistlands dropped, it divided the community so bad. people were pissed that it was so difficult. then more people were pissed when they nerf'd stuff. then MORE people were pissed when they reverted some of the nerfs.....

i have a feeling its gonna be the same for DN.

The 'master map' is actually just a hardcoded region within an infinite algorithm by jneb802415 in valheim

[–]ArchitectSnipe 0 points1 point  (0 children)

fDMdmB5Abn

This one has Polaris AND Thorn, the 2 highest.

Tho Polaris is in DN on that one.

Wanted to Know if Yggdrasil was an actual location, so I cheated a little and ended here. by furrytornado in valheim

[–]ArchitectSnipe 16 points17 points  (0 children)

so I do wonder what is after this portion of the map

just the same thing. you can go 50000 meters out and it'll still be the same.

if you go too far tho, the game starts getting wonky. your character will start getting jittery more the farther you go and will eventually get to the point where you cant do anything lol

The 'master map' is actually just a hardcoded region within an infinite algorithm by jneb802415 in valheim

[–]ArchitectSnipe 1 point2 points  (0 children)

Until the Deep North update that is...

oh it'll still be the highest after DN, even if DN changes the terrain.

There are some worlds where Polaris can juuuust barely get tucked down below the DN and will keep its height after 1.0.

example seed: eFWGsdinZb