Room: Difference between revisions

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Slight correction of information, blocks do not need to face inwards to count.
(Marked this version for translation)
(Slight correction of information, blocks do not need to face inwards to count.)
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Any fully-enclosed space that fits within a 14x14x14 cube in size may be counted as a room by the game.  All sides of the room must be enclosed with solid sides of blocks facing inwards, and all {{ll|Door|doors}}, including {{ll|Trapdoor|trapdoors}}, count as solid blocks for the sake of building a room with the exceptions of crude, sleek, and ruined doors which all count as non-airtight doors.  The one exception to the general rule is that {{ll|Chisel#Microblock_Chiselling|chiseled blocks}} do not have to have a completely solid face, and instead have to have no more than 20 voxels missing from the inward face and at least 50% of the total volume of the block in voxels to count as solid.</translate>
Any fully-enclosed space that fits within a 14x14x14 cube in size may be counted as a room by the game.  All sides of the room must be enclosed with solid sides of blocks facing inwards or outwards, with no gaps or holes at all, and all {{ll|Door|doors}}, including {{ll|Trapdoor|trapdoors}}, count as solid blocks for the sake of building a room with the exceptions of crude, sleek, and ruined doors which all count as non-airtight doors.  The one exception to the general rule is that {{ll|Chisel#Microblock_Chiselling|chiseled blocks}} do not have to have a completely solid face, and instead have to have no more than 20 voxels missing from the solid face and at least 50% of the total volume of the block in voxels to count as solid.</translate>


{{Protip|<translate><!--T:9--> You can use the /debug rooms hi command to check if the room you’re standing in counts as a valid room. If it highlights green you did it correctly and it will count as an enclosed room, if it highlights red something is wrong and it doesn’t see a room. Use /debug rooms unhi to remove the highlighting!</translate>}}
{{Protip|<translate><!--T:9--> You can use the /debug rooms hi command to check if the room you’re standing in counts as a valid room. If it highlights green you did it correctly and it will count as an enclosed room, if it highlights red something is wrong and it doesn’t see a room. Use /debug rooms unhi to remove the highlighting!</translate>}}
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Any blocks inside the room that have at least as much sunlight as outside the room will count toward the skylight count. The total skylight score is determined by dividing the skylight count by the total volume of blocks inside the room. Player-created {{ll|Light_sources|light sources}}, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include {{ll|Glass|glass blocks and leaded glass panes}}.
Any blocks inside the room that have at least as much sunlight as outside the room will count toward the skylight count. The total skylight score is determined by dividing the skylight count by the total volume of blocks inside the room. Player-created {{ll|Light_sources|light sources}}, such as torches and lanterns, have no impact on skylight score. Common blocks used to allow in light include {{ll|Glass|glass blocks and leaded glass panes}}.
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{{Protip|<translate><!--T:19--> While more complicated layouts will work, the simplest way to ensure you get a skylight score of at least 50% is to make it so at least half of the blocks in your ceiling allow sunlight through.  Even glass slabs and glass panes will work so long as the solid side faces inward rather than outward.</translate>}}
{{Protip|<translate><!--T:19--> While more complicated layouts will work, the simplest way to ensure you get a skylight score of at least 50% is to make it so at least half of the blocks in your ceiling allow sunlight through.  Even glass slabs and glass panes will work so long as the solid sides close all gaps or holes.</translate>}}
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== Cellar == <!--T:20-->
== Cellar == <!--T:20-->
Confirmedusers
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