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Exceeding MagicaVoxel 256 limit? |
Posted by: Danza - 07-23-2022, 10:37 AM - Forum: Help
- Replies (1)
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Quick question: Wanted to make a skyscraper so I followed steps from youtube videos to go beyond the 256 limit [which is only 6.4 game squares high] and it exported it as two SEPERATE objects. I saw some mods that exceed this but are able to keep the exported object as a single .obj file?
I can't make the building load in the game without a crash when I'm referencing two object files for one building.
Unless I need another program to merge them together maybe?
I tried the Boolean union function in MagicaVoxel and that just merged them into eachother it seems!
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Flashing shadows visual bug? |
Posted by: Danza - 07-21-2022, 11:05 PM - Forum: General
- Replies (2)
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When in the free camera mode [rather than the isometric or first person] the shadows flicker when zooming, rotating or moving.
It seems to also get worse the bigger your city is.
I've heard this may be a unity problem but didn't know if there was something a dev can do to address this?
Specs:
4K monitor [Asus]
GPU: RTX 3070 ti
CPU: Ryzen 7 3800X
RAM: 32GB DDR5 Corsair
Temporary fix for now is to use the isometric camera only.
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Windmills |
Posted by: CitizenWithMustache - 07-20-2022, 02:20 AM - Forum: Mods sharing
- Replies (2)
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Adds a simple windmill that can be upgraded into three different variants:
The initial Windmill unlocks at the same time as the watermill. It produces some power and food and can be built anywhere on land with a 1 radius gap between mills, just like the wind turbine. Unlike the turbine, however, it can tolerate up to nearby 10-11 population density (a Tenant Farmer) on a 2 radius.
The Improved Windmill requires 4 farm fields next to it. It produces more food and power, but costs more wood to maintain. It also tolerates more population density than the basic version (Up to a Villa, 24-25 pop density)
The Orchard Windmill is what happens when you surround a (improved) windmill with at least 4 green spaces worth of parks next to it. It tolerates population density the highest (50 pop density, a Mansion) It allows the construction of Flower Fields, wich are parks that reduce pollution by 2/10 per tile and produces a bit of food... somehow.
Lastly, the Modern Windmill becomes available after building logistics and a Farm Shed nearby. It produces the most amount of food in exchange of costing iron instead of wood to maintain. Like the Orchard Windmill, it tolerates up to 50 population density.
Suggestions are welcome
Lastest version download:
-1.4, 10/03/2022: Added variants for each map, some with vastly different stats and appearance than others. Change flower fields to be buildable as a park instead of being an upgrade to farm fields.
Windmills_Mustache_v1_4.zip (Size: 1.18 MB / Downloads: 217)
Old versions:
-1.3, 08/29/2022: Added a new upgrade variant, the Modern Windmill. Overhauled the Windmill Plaza into an Orchard Windmill, wich changes nearby fields into Flower Fields. Moved all windmills into the farms menu. Tweaked a lot of stats around.
Windmills_Mustache_v1_3.zip (Size: 422.93 KB / Downloads: 52)
-1.2, 08/19/2022: added custom icon, added abandoned model. Tweaked stats on the Improved Windmill (-1 wood maintenance cost, -20 food storage) and the Windmill Plaza (+10 energy production) Made the Improved Windmill able to sidegrade into the Windmill Plaza.
Windmills_Mustache_v1_2.zip (Size: 195.27 KB / Downloads: 20)
- 1.1, 07/21/2022: added in-game mod description, increased population density tolerance of all windmills, tweaked farm field requirements on the Improved Windmill and green space requirements on the Windmill Plaza.
Windmills_Mustache_v1_1.zip (Size: 153.12 KB / Downloads: 165)
- 1.0: initial release.
Windmills_Mustache.zip (Size: 152.87 KB / Downloads: 54)
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