Posts by zfoxfire

    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 :-D
    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.

    I'm curious now how easy or difficult it will be to move objects with the new API. I mean, we can move individual objects but AFAIK, there is no grouping feature yet. When that comes, yeah, I'll be building my flying airships (with crafting stations inside of course).

    At minimum, there should be no more floating pigs and sea cows. The idea was to get some kind of monster(s) to guard a dungeon so AI had to be re-worked to make the monster an effective adversary and also fix clipping issues (like when bears run through closed doors). I have no idea where we are with farming.

    From this post, it should be this week or next when the API integration should be done. The announcement of the api and dungons was two months ago but the first version of the API was finalized a few weeks ago so integration began around that time. I also read that some other bug fixes are being rolled in too. I don't remember where i saw that however. I know Animal AI was re-worked for the dungeon monsters so I'm kinda wondering if that's also going to be rolled out in addition to just the API.



    Yeah the last weeks the API was (and still is) quite time consuming. Even though many people probably won't even work with the new API, I guess the result is still worth the delay, since any potentially upcoming mod/plugin may be interesting for nearly everybody ;)


    However, a new update will be ready in 1-2 weeks. It's not the dungeon update yet, but it won't take long until they're finally ready. I would say they'll be ready this month, but please don't rely on that estimation too much...

    When the construction system gets re-worked in Rising World, we are going to get the ability to freely scale and rotate blocks. so I imagine that will allow us to build blocks at a smaller scale. So you will be able to build bars out of the standard cylinder block.

    I think HalfLife 2 was one of the first popular game to be cross platform. That was back in 2004. The SteamOS and steam console are only a few years old.

    yeah, I almost didnt buy the game just because of the Direct X requirement. But there are many other DirectX games I already own and enjoy so I just accept that I have to run Microsoft Windows as much as I hate it.


    I know there are ways to run directx in wine but I haven't dug into it to deeply and expect it to have compatibility issues.


    I just don't understand why as a developer of a new game that you would choose DirectX over OpenGL. Does one have a steeper learning curve?

    as an additional note, i think the developer is going for an ark type of game with advanced crafting options, no dinosaurs, and strange lights in the sky such as for drop points I am assuming.


    There are also strange orbs that appear near the ground. When you step close to it then you get warped to a mineshaft / cave system.


    Another interesting feature is that your character actually will grow old and die. Overall health and debuffs will affect your lifespan. When you die, your offspring inherit your skills but I haven't gotten that far to see how that works. You do start out the game in a kind of spacecraft with a cloning station and plant seeds to cultivate somehow. So I guess you are colonizing a new planet? Interesting.

    huh... so novus is masculine and inceptio is feminine? I have to wonder if that's intentional if it is gramatically incorrect.


    I actually bought it. Terrain graphics are ok. Many of models do seem substandard but could be placeholders. It seems to have a bit of content in it. I am getting accustomed to the menu system which seems a bit convoluted and has some unnecessary buttons especially an extra button to press before performing a craft. Seems un-necessary. Oh well, it seems interesting enough to follow. I learned the hardway that if I dont like something in 2 hours then refund it and keep an eye on it further.


    One interesting thing I will note and this will tie in to discussions on the ui that we have had. You can toggle mouse cursor from the character view direction to the ui by pressing the alt key. This is really cool. Many panels such as inventory and character stats are modular and can be relocated.


    Also, next tothe hotbar is a tool hotbar. Any crafted tools are placed here and expand the options available with object interaction. For example, if you have a hammer in the tool hot bar then you can craft a pickaxe or a saw. If you have the pickaxe in the tool hotbar then you can mine large boulders with an interact key (pointing to an object shows several keyboard keys for various actions. Very interesting system. You use this same interaction when interacting with trees and given choices such as collect bark, collect sap, collect branches. Very interesting. Not all applicable to Rising World but does offer a few ideas.