Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, to expand on the inverse face issue Tiger brought up, I haven't tried it myself because I'm waiting on the DX11 update, but what I think he's referring to is the frames' orientation. If you look at the frames on vanilla windows, they have a lip facing one direction or the other. For example, if you look at the 1x1 slope, if you build a simple dome with a flat window supported by 4 sloped windows, it looks fine when the tinted side is facing outwards, but if you build it so the tinted side is inside the dome, the slopes have a lip that sticks out.
Surprised about the 1x2 inverse face slope though as I was able to make a single one of these fit any position I could think of.... I'll try again though and see if I can replicate.