SaKeL wrote:wow that's some pretty cool looking doors! can i have them? :)
Thanks, I still need to fine tune the textures a bit (me being a perfectionist). The dungeon gates are a bit too dark for my tastes. And the barn doors could use some more definition along the edges). But hopefully soon I will release them all as part of a mod.
Btw, I have several of the new doors on display at spawn, so players can preview them before expending materials on crafting. I must say, even I'm finding them to be a vast improvement over the defaults :)
parasite wrote:And what is more important, the sea freezes! I stopped on a stone beach and watched as more and more ice appeared on the water. I have the impression that in a few minutes there will be no flowable water at all on the surface of the sea and it will be one big ice rink:
Your impressions are correct. Ice will naturally form only below freezing. With warmer temperatures, it will then melt. The snowfall mod is still fairly experimental, but at least it offers a better sense of immersion than vast expanses of barren stone and stagnant water. Nonetheless, I'll take everyone's concerns into account in any forthcoming updates.
iisu wrote:I noticed this ice is just default:ice. I assume you want it all to melt when spring comes. Do you have a way to distinguish frozen water from ice placed by players so that if one builds something with ice it doesn't get griefed as the temperature rises?
Rest assured, it's entirely possible to distinguish between ice that is placed by the user and ice that is formed via natural processes. In fact, that was one of my first considerations before the initial roll-out. However, I had only included such checks in the snow accumulation routines, but seemingly discounted builds consisting of ice.
Since that was my oversight, I will be using WorldEdit to correct the damage where I find it. In the meantime, I've limited the formation of ice to 200 meters around spawn to prevent any further griefing.
parasite wrote:I do not know if such code which could distinguish one from another is implemented, but it seems not (or it does not work correctly). But also there is no need for that. If there is hot, ice and snow should melt, that is all! Protection should not keep ice frozen in summer just like that. Or at least we will have some machine that allow to keep frozen area even in summer. Today, all my snow which I put a few days ago on a stone hill started to melt down.
I debated whether or not precipitation should honor protection. However, I felt that imposing such limitations would take away from the sense of immersion as you suggested. Ultimately, I decided that precipitation should only impact surfaces in direct sunlight (not covered and not in shadows). I believed that would offer a degree of confidence about what areas are vulnerable, while not sacrificing too much realism.
Incidentally, snow currently only melts around spawn, so it shouldn't impact any decorated terrain outside of the city.