ความคิดเห็น •

  • @scotty0the0moose
    @scotty0the0moose 3 ปีที่แล้ว +13

    You could bring the wall in half a block and just have a slightly smaller basement that solves the hole surrounding the house

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว

      not really my reasoning for doing what i did really was for space and having a large enough area for say an entire workshop area which i will be adding at some point but the game is getting laggy on the island due to the coding int he game thats causing issues

    • @zaland3012
      @zaland3012 ปีที่แล้ว

      @@Hybridsteel half a block won’t hurt and would make a world of difference though gotta admit Scotty made a good suggestion

  • @timgil7830
    @timgil7830 3 ปีที่แล้ว +4

    I used stone floors around the outside and used the hoe to bury them partially. Did the trick well and looks pretty natural

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว

      good going man.. its always nice to read how everyone else attacks this sort of problem

  • @SeiphersZone
    @SeiphersZone 3 ปีที่แล้ว +9

    Building the basement first to get it as square as possible, then building the ground floor upwards I find the easiest way to fix this issue. This lets you line your walls of the building the size of hole.

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว +1

      thats where i would have normally started but i had already built the hut so i used it as an experiment.

  • @meerak915
    @meerak915 2 ปีที่แล้ว +3

    re. 8:16 about the voxels and lining things up:
    That's because the placement snapping does not bind to valheim's coordinate system for terrain voxels. First off, the terrain is rendering using a Marching Cubes algorithm; this means that the mesh geometry is always drawn around the voxel point. If you dig a hole and zoom in closely on the approximates curves, you'll see the geometry resolution is about 1/2 a meter or less. The real problem is that when you place structures, you can place them __anywhere__ as the placement never actually snaps to terrain voxels but to the literal point on the surface your cursor is pointing at. Notice that this also applies to in-game objects that dont have snap geometry like rocks, trees, logs too. With respect to game objects with a snap geometry, the placement system will attempt to snap if the cursor is close enough, and if it does, it'll snap to the vertices of the snap geometry or fall back on the global default of the point on the surface your cursor is pointing to. This means that one way or the other, the coordinate system of the snap geometry (consequently your entire structure) is never going to be aligned to the terrain grid (the voxel point grid).

    • @IAMZERG
      @IAMZERG ปีที่แล้ว

      Interesting :)

  • @PlanetEleethal
    @PlanetEleethal 3 ปีที่แล้ว +2

    Another awesome video, thank you!

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว

      cheers matey... iv got an idea up my sleeve that might bring some light to thegame as well. might take me the weekend to light up this one

  • @021liman
    @021liman 2 ปีที่แล้ว +3

    ppl intentionaly leave those rock wall for cellar. the way you did it there is no diference between that and building second floor.

    • @Hybridsteel
      @Hybridsteel 2 ปีที่แล้ว

      thanks for watching though and leaving your thoughts.

  • @garethholman1050
    @garethholman1050 3 ปีที่แล้ว +1

    I'll be using my cellar as a portal room. I'll also make me cellar smaller than the long house above it to mitigate the gully effect as well.

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว +1

      good idea... i just built a seperate house but a portal room is soo handy

  • @bunnylamp1996
    @bunnylamp1996 ปีที่แล้ว +1

    if you make the basement slightly smaller than the above floors, then the gully is no longer an issue

    • @Hybridsteel
      @Hybridsteel ปีที่แล้ว

      if i was still playing this i would have probably learnt that..ill leave the comment here for people who might be looking for answer.. thank you for your input and thanks for watching.

    • @TheZenistar
      @TheZenistar ปีที่แล้ว

      @@Hybridsteel How magnanimous of you to leave this person's comment up for others to see!

  • @deathcandy.web4319
    @deathcandy.web4319 3 ปีที่แล้ว +1

    I do this for portals :D it's practical AND safe.

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว

      yeah i was inspired to make this after i build my portal house just incase someone thought about doing this for that sort of reason and they didn't want to build an entire house just for portals

    • @markbegley1197
      @markbegley1197 2 ปีที่แล้ว

      @@Hybridsteel You only need one portal for your main base. Give each outlying portal a definitive name, then rename your main portal according to where you want to go.

  • @boduzapho
    @boduzapho 3 ปีที่แล้ว +2

    Nice bro, how about a cave house?

    • @Hybridsteel
      @Hybridsteel 3 ปีที่แล้ว

      i saw total eclipse do a cave build as he was making ahobit hole it looks like a lot of work for very little as the dirt in the game doesn't act good for making a cave

    • @boduzapho
      @boduzapho 3 ปีที่แล้ว

      @@Hybridsteel there are other ways like in a troll cave mate

  • @samson7770
    @samson7770 9 หลายเดือนก่อน +1

    What about giants

    • @Hybridsteel
      @Hybridsteel 9 หลายเดือนก่อน

      what about them?

    • @samson7770
      @samson7770 9 หลายเดือนก่อน +1

      Did mean any thing bad about it just asking my firdt play though got destroy buy them

    • @Hybridsteel
      @Hybridsteel 9 หลายเดือนก่อน +1

      ahh well thankfully when i was playing on this save this was an island in the middle of the sea i took over and started building it up into a village... i just never finished it.
      @@samson7770