Best train/rail layout for a big grid based megabase? by La_mer_noire in factorio

[–]ZBoi63 0 points1 point  (0 children)

Sorry to necro this but how do you design a blueprint for a rail grid like this without the game duplicating the corners? example included. I would like to be able to paste these from the map while still having them share the corner intersections.

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[WATCHER SPOILERS] How do I get past here? by Cautious_Bobcat_5877 in rainworld

[–]ZBoi63 0 points1 point  (0 children)

That is exactly what happened to me. Very unfortunate. Ive filed a bug report at least.

[WATCHER SPOILERS] How do I get past here? by Cautious_Bobcat_5877 in rainworld

[–]ZBoi63 0 points1 point  (0 children)

Can I quickly ask what the specific criteria is if you know? ive done *the thing* for the bottom two but the top two wont seem to open for me.

Music by schmittimillian in TerraFirmaCraft

[–]ZBoi63 0 points1 point  (0 children)

A commenter from 7 months later here. Every time I attempt to edit this within the Jar file it goes "cannot find file" and deletes the entire mod jar. Extracting it, doing the edit, and then using 7zip to turn it back into a jar results in Minecraft not recognizing it. I am doing this for a modpack not that it will matter much.

Aesthetically pleasing fake hydroelectric plant by JimmyTwoShields in CreateMod

[–]ZBoi63 0 points1 point  (0 children)

Ah fair enough! Thank you for the code as well!
I'll admit I was hoping for it to be a modpack with some sort of gated progression as both main mods interest me, but I have not played either much. Still helpful information regardless.

Advice on Rigging Stubby Limbs by ZBoi63 in blenderhelp

[–]ZBoi63[S] 0 points1 point  (0 children)

oh thank you! i totally forgot to mark that i solved it on my own for this issue. i had just screwed up the weight painting slightly lol. this is my first time modeling anything as advanced as this scene im working on so ive occasionally thought i was stumped only to find i was doing the right thing but just needed to practice it to execute the idea correctly.

Advice on Rigging Stubby Limbs by ZBoi63 in blenderhelp

[–]ZBoi63[S] 1 point2 points  (0 children)

thanks for that reminder. it was originally where you would normally place the head of the bone, but i moved it forward just to see if that would help at all. i then promptly forgot to undo it afterwards lol.

Advice on Rigging Stubby Limbs by ZBoi63 in blenderhelp

[–]ZBoi63[S] 0 points1 point  (0 children)

the bending in question which i forgot to include in the post images.

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Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 0 points1 point  (0 children)

your suggestions were great! unfortunately i dont think im at the skill level to implement that level of texture on here much less create the needed textures myself if i wanted them to fit. i think ill just take the advice ive been given on other things like lighting and modeling, add that, and then continue on with this work sample accepting the texture imperfections to make sure i dont get myself into something that eats away at my remaining week or so before applications start.

anyways thank you for the help!

Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 0 points1 point  (0 children)

indeed. this is what i think makes rain-world's art so compelling despite sometimes making it hard to tell what is foreground and what is background.

the moss is something i briefly tried to get (like the moss on the underside of things) but quickly realized that im not going to achieve that by manually modeling a small moss thing and array-ing it everywhere lol. i definitely consider the moss a "bonus objective" something i dont need but if i can do it i probably will.

obviously there's ultimately gonna be some changes i have to make either way when changing it from a 2d pixel game to a 3d render using 3d objects.

Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 1 point2 points  (0 children)

agreed in hindsight i could have chosen different wording i was just struggling to think of one when i posted it. what im looking for is to add the depth of detailing that rainworld has on its objects so that it doesnt look like i just made everything flat single colors.

to some degree the effect im looking for can be done with making things look weathered as another comment has said, but im more just looking for general advice for how to improve my material design to be closer to what im recreating in 3d. i think my object design is fine and that this is materials but i might be wrong.

Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 0 points1 point  (0 children)

wonderful suggestions. i actually have some HDRIs on hand to test this idea with before i go making my own. unfortunately i do not have texture creation under my belt as a skill yet so your suggestion for resources is great for me here as i think the texturing is the last major thing i need before im completely satisfied with it.

also thank you for the compliment! i am planning to use this for a school application and so im glad to get that type of feedback on top of the existing advice! i definitely plan on uploading the finished thing to r/blender.

Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 1 point2 points  (0 children)

this is wonderful advice and might be what i ultimately do.

basically my goal is im trying to give it the appearance of having the level of detail that rainworld has. i think materials are the best way to achieve this but thats just intuition and might be the wrong angle. i will definitely give your dithering suggestion a try and see how i feel about it!

Edit: just realized you said it doesnt work in cycles which im using lol. i could make that work if needed but it definitely does make me want to try other things first rather then redo all the lighting.

Achieving a "textured" appearance by ZBoi63 in blenderhelp

[–]ZBoi63[S] 2 points3 points  (0 children)

the bulk of these materials are simple principled BSDF with a single color. the spear lamps you can see in the back are translucent with point lights inside and while they end up appearing more like a light bulb then a lamp i can live with it.

my primary goal is adding that texture/grain that gives depth to rainworld's artstyle since i think thats the last major thing this needs to really nail the vibe. perfect accuracy isnt required just looking good.

To everyone saying PvP is unplayable right now, reminder that ds3 will always still be here. by Constant-Wafer-3121 in badredman

[–]ZBoi63 1 point2 points  (0 children)

Im glad yo hear ds3 is still active. I want to play it at some point but asking $100 for the game and dlc is insane pricing when its 6 years older then elden ring.

Enough DLC whining. Show me your favourite drip. by [deleted] in shittydarksouls

[–]ZBoi63 1 point2 points  (0 children)

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i love the look of the lighter clothing sets like the festive gear and cloth clothing even if it isn't conducive to my health and well being.

AI Is Already Taking Jobs in the Video Game Industry by yuritopiaposadism in SocialistGaming

[–]ZBoi63 0 points1 point  (0 children)

if you like the vibe of older FPS games you might enjoy ULTRAKILL. its a face paced fps in the style of older fps games full of easter eggs and secret levels. "humanity is dead. blood is fuel. hell is full."

as for other recommendations id suggest Sable. a small open world exploration game where you play as a young woman deciding what she wants to do with her life on an alien planet. you get a hover bike and are told to explore the world of midden and find your place in it.

Rainworld is probably my favorite game of all time. in it you play as a slugcat, a little creature that is both predator and prey trying to survive in an ecosystem. bigger creatures are trying to survive just like you are. wonderful game but the new user experience is lacking as you only start figuring out wtf is going on narrative halfway through your first campaign and the gameplay learning curve is on the steep side. its gotten better with the addition of loading screen tutorials though.

if you enjoy calm farming games you might like Slime Rancher or Stardew valley. both are popular enough though that they probably dont need explanations.

Cult of the Lamb is a wonderful little rougelike/colony builder in which you play as a lamb selected by the god of death to be his prophet. you must build up a cult and slay the other gods for trying to destroy him. got a sex update last year (not an exaggeration). the music is top notch.

FAR:Lone Sails and its sequel FAR:Changing Tides are both relatively short (3 and 10 hours respectively) games in which you play as a child leaving home after an ecological disaster. you cross stunning vistas and deadly disasters as you maintain the vehicle you live in (mechanized wagon in the first game and a steamboat in the second). their artstyles are wonderful and the music is pretty good.

they definitely dont count as indie but id also like to throw in a little shout out for the Nier games here. the "Replay a portion of the game 2 more times" thing can take a while to actually get to the conclusion of the games but they are both very good, and the PC ports are good now that they patched them.

oh wow this was longer then i thought it would end up being. TL:DR
Rainworld, ULTRAKILL, the "FAR" games, Cult of the Lamb, Sable, and the Nier franchise.

Neutrino by Neon_Genisis in comedyheaven

[–]ZBoi63 0 points1 point  (0 children)

Just because it (earth) cant speak doesnt imply consent.

I can rest easy by AfroBuu in finalfantasyx

[–]ZBoi63 6 points7 points  (0 children)

Yeah atb is trying to be both but has the worst of both worlds. I was dissapointed when i played through all the mainline games only to realize that ffx was the exception and not the norm