Update 0.9.3: Animal Feeding and Taming, better caves and much more!

A new update (0.9.3) is available now!
  • red51


    In the server.properties file, the Settings_PlayerListShowDistance setting controls whether players can see the distance to other players in the player list.


    On Medieval Realms, this is currently set to: Settings_PlayerListShowDistance=False


    However, since the latest update, players are still able to see the distance to each other in-game despite this setting being disabled.

  • Also, just a bit of feedback on the animal starvation/death mechanic — I really think starvation deaths should have been disabled by default, particularly for multiplayer servers that run 24/7.


    On MR we've already had quite a few players lose animals they'd spent a lot of time collecting. One player went from 15 animals to just 1 in around 18 hours, and there have been other reports of animals dying very quickly even after being fed.


    I completely understand the idea behind the mechanic, but I think having starvation deaths opt-in for server owners would have been a safer default. A lot of work has unfortunately been wiped out for players since the update. 🙈

  • Don kno if this is a bug or intended, but in steam p2p (play ith friends) The host game settings , like enable commands etc will override the permissions. SO I can add groups and change permissions per group, but after a restart or any other refresh all group permissions reset to my game settigns. Like I disbaled certain commands for groups, but they just re- enable after a refresh. I also tried to turn off commands in my game settings and enable commands in the permissions, but that did not work at all... Can anyone help? otherwise I can also make a deticated server if thats better.

  • Thanks for getting back to me but I really need a way to create a flat area to build. How would the intensity setting work?

    I'm still not 100% sure about that. I will definitely speed up the rake bit with the next hotfix, but I'm not sure if that's enough. Maybe a separate "leveling mode" would be better for the rake (you could then use the radial menu to switch between smoothing or leveling?


    The lights now have a flicker, I found out how to turn the flicker down but there is still something mucking with my eyes. Ideas?

    There were two other players who reported a similar issue. I think it might be related to the shadow caching (maybe in combination with the engine update to 6.3)... I'm still looking into this!


    Maybe send a report when you see the flickering shadows, that might be helpful. Also another question: Do you always see the flickering shadows, or does it only happen under certain circumstances (e.g. after playing for some time, only in specific areas etc)?


    Do caves very deep down almost where water is found have this shining surface on purpose when I use flashlight? It has no such surface higher above.

    This is actually intended. It's meant to give the impression that these caves are wet or damp (because that's the part of the caves which is close to the water filled caves at the bottom) ^^


    Overall love this cave update. I think digging down for sulfur can turn out to be quite the adventure with grappling hook and risk of getting lost. One thing I felt I was missing is some kind of flare gun to light up ceiling above to see where to throw my hook and some dungeons.

    Oh yes, a flare gun and a flare torch are definitely still planned :D


    However, since the latest update, players are still able to see the distance to each other in-game despite this setting being disabled.

    This happens if showdistance is set in the permissions (under "info"), it then overwrites the server setting... unfortunately this is even set in the example permissions by default.


    You can fix this if you just remove the setting from the permissions.


    But I'm also thinking if we should maybe change how the permission works. Right now it overwrites the server setting (if it's defined in the permissions). Maybe it would be better to change it so both the server setting and the permission need to be set to true in order to show the distance?


    Also, just a bit of feedback on the animal starvation/death mechanic — I really think starvation deaths should have been disabled by default, particularly for multiplayer servers that run 24/7.

    Yeah, that's definitely understandable :/ Unfortunately there is also a bug that animal hunger/starvation is not paused if no player is online (even if "PauseIfEmpty" is set, which is enabled by default).

    However, the next hotfix will introduce several new options for fine tuning. You can change hunger and starvation (or turn it off), there are also settings to disable it only if no player is in proximity etc. This is an overview of the new settings:


    Don kno if this is a bug or intended, but in steam p2p (play ith friends) The host game settings , like enable commands etc will override the permissions. SO I can add groups and change permissions per group, but after a restart or any other refresh all group permissions reset to my game settigns

    This is unfortunately a bug in P2P... when loading a P2P game, the game automatically overwrites all permissions (using the game settings). But I will fix that with the next hotfix :)

  • I'm still not 100% sure about that. I will definitely speed up the rake bit with the next hotfix, but I'm not sure if that's enough. Maybe a separate "leveling mode" would be better for the rake (you could then use the radial menu to switch between smoothing or leveling?

    That leveling mode sounds good:) Thanks for all your hard work and I'm sure this will get resolved

  • Maybe send a report when you see the flickering shadows, that might be helpful. Also another question: Do you always see the flickering shadows, or does it only happen under certain circumstances (e.g. after playing for some time, only in specific areas etc)?

    The flickering happens to me with the helmets, and wall torch all the time. I did reduce the flicker when I turned off all the lighting effects and the shadows.

  • Post by icon58 ().

    This post was deleted by the author themselves ().


  • On the birds topic:


    You could introduce, in a first moment, bigger birds in small flocks, such as ducks/geese, storks or eagles, that would be regular NPCs.


    Then, in a latter moment, implement large flocks of small birds, that are to be just a visual effect.


    What about this approach?

  • The flickering happens to me with the helmets, and wall torch all the time. I did reduce the flicker when I turned off all the lighting effects and the shadows.

    Maybe try to disable the "GPU Resident Drawer" in the graphics settings. Does that help?


    You could introduce, in a first moment, bigger birds in small flocks, such as ducks/geese, storks or eagles, that would be regular NPCs.
    Then, in a latter moment, implement large flocks of small birds, that are to be just a visual effect.
    What about this approach?

    Having bigger birds first would definitely mitigate this issue... but it's still going to be difficult to have persistent birds (which typically travel larger distances than land animals) :thinking: I will take a closer look at this, then I can maybe share more information :saint:


    In the statistics, include "Times struck by lightning".

    Hehe, unfortunately the game doesn't track that yet, but I will add this :D

  • A hotfix is now available btw! :) It adds several new options to customize animal hunger: you can change how long it takes until an animal gets hungry or dies of starvation, you can turn off hunger (or just starvation), and you can even disable hunger/starvation for inactive animals only (this is relevant if you're often away from home).


    When it comes to npcs, we've fixed some collision issues with them - now they should no longer get stuck in the ground or on walls. If you still experience any issues in this area, please let us know!


    We've also fixed a few other issues (wrong female pig model, missing wind flag on sailboat etc).


    On multiplayer servers, there were issues of npcs not eating or not being feedable sometimes. This was mainly happening if there were exorbitantly large numbers of animals (e.g. more than 100,000 living animals). We've implemented some changes to mitigate this issue, but reproducing it is difficult, so please let us know whether or not this update finally fixes this issue.


    Hotfix 0.9.3.1 (2026-09-03):

    • [New] Added several settings to customize npc hunger and starvation (duration factors, option to disable it entirely etc)
    • [New] You can also turn off animal hunger and/or starvation for inactive animals only (i.e. if no player is nearby), this is useful if you're often away from home
    • [Change] Animals now get hungry 5 times slower, and it takes twice as long until they starve to death
    • [Change] Improved collision detection for npcs
    • [Change] Reduced brightness of helmet lamp light and flashlights
    • [Change] The sailboat can now be steered again, even if there is no forward momentum
    • [Change] Selecting an item in inventory with controller now shows the item tooltips
    • [Change] Changed recipe for marble blocks (still a placeholder)
    • [Bugfix] Fixed npcs getting stuck in the ground sometimes (feedback needed)
    • [Bugfix] Fixed wrong model for sows (female pigs)
    • [Bugfix] Fixed missing wind flag on sail boat
    • [Bugfix] Fixed vegetation not spawning correctly on "superflat islands" worlds
    • [Bugfix] Fixed issue where blueprints containing terrain and "include air" were placed incorrectly
    • [Bugfix] Fixed issue when placing certain blueprints containing signs
    • [Bugfix] Fixed sporadic error when trying to join a multiplayer server
    • [Bugfix] Multiplayer "PauseWhenEmpty" setting now also stops animal hunger and growth
    • [Bugfix] Fixed animals not eating sporadically on multiplayer servers (feedback needed)
  • Post by yahwho ().

    This post was deleted by the author themselves: fixed ().
  • Thank you for that hotfix - amazing!


    So I spawned back in-game in front of one of my wandering compound NPC's that was knee-deep in the floor (from the 9.3 update) and he popped up to the surface right away and wandered off as he is supposed to do. Cool! Thank you.

    I later observed another NPC briefly "sink into the floor" to the knees but immediately popped back out again. Also very cool. I will need to research this some more as this may be some construction foo bar I did.

    I still do not yet know if my NPC's are able to walk up/down stairs - will have to follow them around for a bit and also see if my "inside of my house" NPC's will suddenly appear on the roof or attic. It sounds like the big 9.3 update fixed that - I'll keep an eye out.


    Also, all my baby animal NPC's where in a "locked" state. Easy to fix w/editnpc - took a while since I have a few - ha ha. Just fyi, other flags I set myself for all my NPC's are "Invincible" and for the baby animals "Never grow up" in case that has something to do with the lock situation. I have yet to check on or find "outside/world" baby animals and see if that is the case too.


    One more thing, my flat chicken coop area is now a bit bumpy and the inside floor on the picture a bit overgrown. No biggie, will try the new rake system on that.


    A Danish Dane from Denmark living in California, USA. :D

    -*- Black Holes is where God divided by zero - *-

  • Birds: Even if their movements or animations are a bit buggy at first, the game really needs them—their absence is definitely felt.



    The biggest problem is that there needs to be many birds until they would become noticeable. But right now they would count as a regular npc, and npcs are relatively expensive (especially if there are lots of npcs)... so we definitely need another approach here.


    If birds are mainly meant for visual reasons, e.g. a bird that flies away if the player gets too close, that's certainly less problematic^^

    Perhaps this could be handled in connection with the birdhouse. You craft the birdhouse, and after placing it, a little bird eventually appears at the house. for starters.

  • btw, I've seen that the update also changed that some blokcs can be crafted at the primitive workbench, but why can't we crfat plaster on the normal workbench yet? Like some plasters are modern, but the first plaster block in the list there looks very medieval. Now I have to spawn them in creative... (I play in a medieval only world)

  • So I spawned back in-game in front of one of my wandering compound NPC's that was knee-deep in the floor (from the 9.3 update) and he popped up to the surface right away and wandered off as he is supposed to do. Cool! Thank you.

    Oh, thanks for letting me know, I'm glad to hear it works now! :) :thumbup:


    I later observed another NPC briefly "sink into the floor" to the knees but immediately popped back out again. Also very cool. I will need to research this some more as this may be some construction foo bar I did.

    If they still keep sinking in the floor (even if they pop back out again), do you mind sending me a blueprint of that area? Then I can try to find out why they're sinking into the floor (even if they pop back out, this indicates that there are still a few issues with the collision detection) :D


    Also, all my baby animal NPC's where in a "locked" state. Easy to fix w/editnpc - took a while since I have a few - ha ha. Just fyi, other flags I set myself for all my NPC's are "Invincible" and for the baby animals "Never grow up" in case that has something to do with the lock situation. I have yet to check on or find "outside/world" baby animals and see if that is the case too.

    Oh, so you didn't set the "locked" flag yourself? :wat: That's weird... basically the game shouldn't set this state (only exception: horses with a saddle). If this happens again with (i.e if you see a locked npc which was definitely not locked before), maybe send a report, hopefully it contains more information about why that happend^^


    Btw, you can also remove the "locked" flag by typing "unlock" into console (while looking at the npc) ^^


    One more thing, my flat chicken coop area is now a bit bumpy and the inside floor on the picture a bit overgrown. No biggie, will try the new rake system on that.

    This seems to be the new tessellation... is it enabled in the graphics settings? I will try to tweak that a bit to avoid situations like that :saint:


    Perhaps this could be handled in connection with the birdhouse. You craft the birdhouse, and after placing it, a little bird eventually appears at the house. for starters.

    That's not a bad idea, I will keep that in mind! ;)


    btw, I've seen that the update also changed that some blokcs can be crafted at the primitive workbench, but why can't we crfat plaster on the normal workbench yet? Like some plasters are modern, but the first plaster block in the list there looks very medieval. Now I have to spawn them in creative... (I play in a medieval only world)

    Good point! It makes no sense to have that at the modern workbench... I will change that with the next hotfix :)


    Server-side console colour formatting no longer works ;(

    That seems to be the same issue that was mentioned here: https://forum.rising-world.net/thread/15509

    I'm still looking into this issue!

  • If they still keep sinking in the floor (even if they pop back out again), do you mind sending me a blueprint of that area? Then I can try to find out why they're sinking into the floor (even if they pop back out, this indicates that there are still a few issues with the collision detection) :D

    Will do! :thumbup:


    This seems to be the new tessellation... is it enabled in the graphics settings? I will try to tweak that a bit to avoid situations like that :saint:

    Yes it is on - It's not a big deal and I will work around it because I like the new setting. ^^


    Oh, so you didn't set the "locked" flag yourself? :wat: That's weird... basically the game shouldn't set this state (only exception: horses with a saddle). If this happens again with (i.e if you see a locked npc which was definitely not locked before), maybe send a report, hopefully it contains more information about why that happend^^


    Btw, you can also remove the "locked" flag by typing "unlock" into console (while looking at the npc) ^^

    I can try a game backup ( I always backup my game files - hee hee :nerd:) - then I'll send a report.

    I forgot about the unlock command - duh :wacko: - thank you .:thumbup:

    A Danish Dane from Denmark living in California, USA. :D

    -*- Black Holes is where God divided by zero - *-

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