Red51,
A backpack for a horse or donkey is called a saddlebag. The motorcycle variant has the same name.
Red51,
A backpack for a horse or donkey is called a saddlebag. The motorcycle variant has the same name.
Growth time: well, of course, I do not mean the game should implement real growth times, with tomatoes taking 3 real time months to grow, and not even necessarily 3 game time months; I agree this would be excessive. Still, vegetables growing almost over night seems to me excessive in the other direction.
So I've been playing a bit lately and noticing how incredibly long the growth time is. I actually ran out of cotton (had to craft some cloth for bandages and a splint) and broke my leg while spelunking, applied a splint, jumped down a little to much and broke the splint, and crawled my way out of the cave and back home. In total it took two game days to get out and back home. So yeah, It's definitely survival oriented but I feel it's a bit too extreme for non-survivalist. Personally I love the new settings. I've actually started larger plots for cotton and hemp growth. I'm going to do what ArcticKitsu suggested and really stock up on cloth and craft lots of medical supplies. So if Red decides to set the growth time back to the old settings then I'm ok with it but a survival mod or customization of growth time will be needed at some point.
+1 Cattle prod idea
An electric one obviously would work but a simpler one could just be heated over a fire
I simpler one would just be a long stick that could optionally be placed over a fire to be heated up. Maybe a brander could be made in a similar fashion for whenever domestication becomes a thing
Yowzers! That's incredible!
thieves are planned AFAIK. So perhaps we need a chest lock or domesticated dogs at some point to keep watch when we are asleep or out wandering.
I had an idea a while ago for a racoon scavenging for food but who knows if that will materialize. Miwarre had an idea recently for herds of animals to eat wild vegetables thus making food more rare to find. Maybe something like this would tie in to how we eventually domesticate animals by luring them in with their favorite food. Minecraft kinda does this but the animals do not actually deplete the food surrounding them which I always though was odd.
Anyways, lots of good ideas but it will be a little while before it comes. Atleast thieves and merchants should be possible when the player models come out.
Version control lets you easily make checkpoints on the contents of your directory. It's mainly used for programming code but you can use it for anything.
You can download it for windows here : https://git-scm.com/
It should come with a command line tool. Simply navigate to where the Save folder is then...
You now have a new git repository. Each time you play the game and you want to create a checkpoint, just exit the game and type the following:...
Now you have a save and you can go back to that point
Some lets say disaster strikes! The Zombie hoards kill you, or your building disappeared, or you don't like the outcome of a build you did. Just rollback!
Now play the game on your last checkpoint
for auto saving games, I use git on my save files and commit after each sucessful play...
i think Red is definately on board with old lava tubes and finding diamonds. For reference:
lava tubes
I know he has occasionally brought up re-designing hell and he seems to like my idea of tall lava tubes stretching from the bottom to top of the hell cavern, transporting lava to the surface. I'm curious what else he has in mind for hell.
I'm just hoping that Red will implement everything in a way that I don't feel compelled to modify settings.
We all certainly fall into a few different camps as far as monsters go. I think it's been one of the more divisive subjects in our community. I am ok with just about anything (including zombies at this point) as long as there's an option to turn them off.
With every NPC added so far, there is an option to turn it off. I'd like to see the world-creation screen to add categories of NPCs because as more are added, that "animal" list is going to grow quite a bit. If we could have categories such as "neutral animals", "agressive animals", "passive animals", monsters, "aggressive humans" "merchants", etc etc... then it would work out fine for me.
My original impression of Rising World was that it would be a realistic survival/crafting games with no magic or supernatural creatures. From the rumors I've heard about the upcoming dungeons, I believe that will no longer be the case but that "monsters" and supernatural entities will be limited to places like Hell and the dungeons. This is ok and I'm even ok with the occasional wandering zombies and orcs as long as they don't come after me in mobs every night. Again, adjustments are needed. I like what ARK Survival Evolved did and added a whole page of sliders to control various game aspects. Something like this would be nice depending on how far Rising World goes. Apparently Red is even going to adjust the grow time again for trees back to its old setting where they grew faster. I'm personally against this because I feel the new settings are more realistic but that's me. When the API evolves more, I'm sure someone will come out with a "hardcore survivalist" mod to tune the settings to something more extreme but we shall see.
So I noticed a few weeks back then when you get close to hell, a little ways above the hellstone layer, that you start to hear a heartbeat. This addition seems to be new (possibly snuck in with the second to latest update). It's a good idea as is an indicator that something bad is near. A long time ago when we were talking about how to find dungeons, I suggested a kind of ominous sound, similar to in Legend of Zelda: Ocarina of time, that lets you know danger is near. I'm not sure if this was the inspiration behind the heartbeat sound near hell but it certainly is an effective tool. Perhaps something like this can be implemented to help us locate dungeons if one happens to be behind a wall of a dungeon. I think Red hinted that dungeons will have discover-able entrances and not quite obscure as the strongholds in Minecraft. Still, it would be nice to have some kind of indicator. I was thinking of a "evil detector" that works similar to the ore detector but honestly, I like the idea of implementing the heartbeat sound for when you are close. If the sound is directional, maybe it will help us locate the general direction and we can start mining towards it.
At 20:10 in the video below, looks like sometimes when you use a sledgehammer on a block sititing just above ground level, the block drops through the ground rather than rest on top. I personally haven't experienced this problem. But I still do have a problem where occasionally a log or sapling will fall through the ground rather than rest on top.
Red51 had an interesting suggestion. use a rolling pin to hit an animal. Since it does almost no damage, its safe to use to drive the animals into a pen. Spawning is easier of-course. Luring is more practical. but the rolling pin idea sounds like fun
After sleeping on it a bit, I'm actually liking the implementation of the sledge hammer as is because you can quickly undo a mistake you made. Still, if we could get a full stone back for destroying a block (hitting something with a sledgehammer kind of implies you will destroy it). I guess the advantage is if you accidentally make a stack of something you don't like, you can place them, destroy them, and recover the stone. I dunno... Maybe a crowbar tool is needed to pry a block out without damaging it then the sledge hammer could be used to recover the block as raw stone.
Oh, one thing that I did notice about the update after playing a while is that you get a kind of error sound effect if you do something wrong. I remember someone complaining about the lack of such because there was no feedback that he was doing something not allowed. I'm glad this was added
Actually, with the abundance of cotton now, a cotton wad wrapped with vines or plant fibers for pressure seems to be more practical but a grass or herbal patch might be a good alternative. I'm no survivalist expert but there should be some options for off-grid (off-workbench) life style
I'll look up on the web and let you know what I find. There's gotta be a few good survivalist tricks.
I thought it was rule of 7 but regardless, I concur. There are too many prey animals in Rising World.
I also like Miwarre's idea about animals eating food. maybe something like this can be worked out when we are ready for animal breeding/domestication and herd mentality.
However, i strongly disagree about making food growth time realistic, same with tree growth. Unless we eventually get sliders to adjust the growth time. I believe however it will be possible to set those values via the new API. I'd be curious what settings would be needed to make plant growth hyper realistic.
Also, proportions of plants need to be considered. Some plants are favorite foods to some animals so should be rare if whenever herds are implemented then they would be more rare in certain areas. I realize all this requires more CPU power to calculate herd movement and vegetable consumption but it would be nice.
just two things
1) animal steel swim in lakes
2) Can i ahve a world setting with which i select the amount of food and type of animals? there are too much harmless animals, and too few predators. and too food, of course
I concur. I've also mentioned before that we probably need to change the animal list into a category list on the world creation menu. Something like predators, monster, neutral, and passive. A slider for each can set how frequent they spawn.
I'm very curious about playing chicken football Captain Cornball mentioned. It makes sense that you can kick a smaller object, but not a large one. I wonder if that applies now to any object you drop. As physics improve more we should make that into an Olympic event ;-p
I posted on Steam about this but certain craftable items are missing their label: huntingtrophy (moose head), small plantpot (square), wooden crate (medium)
Regarding bandages, an alternative to a cloth for crafting bandages might might be helpful. Something simple like a wad of grass wrapped with hemp fibers to apply pressure on the wound might work (maybe with a lower sucess rate or will only slow instead of stopping the bleeding). When clothing and player models come it would be nice to remove clothing and scrap it for cloth (7D2D already has this). Also, I know this can be changed later but I also find it odd that we are using the loom to create hemp fibers. Stripping plants of their fibers is something you should be able to do with a shiv/knife or bare handed. A loom is only used to assemble various fibers into cloth.
Also, moon looks nice but I hope to see some moonrays eventually. Early morning fog in the woods as the temperature drops would be nice too.
A15 is now available as an experimental build. I've played it for about an hour and it's suprisingly bug free for "experimental"
Scroll up and behold the blue bar of hope and wonder.