Posts by zfoxfire

    Not sure where you got the disagreement from because when I talked to him he seemed open to having oceans as large as the ones Minecraft originally had (30,000 M), if at least in a loose functional manner. He was open to it, more so because of boats & animals, or maybe that's just being formally polite. ?( But I do agree the way oceans are now makes them feel like lakes, not oceans. If I have to make a canal then it's not an ocean.


    Hmm... I honestly do not remember if this was something I read on the forum or something I remember from a chat with him. Oh well, if he wants to make them larger (and more irregular in shape) than present then that's great! Considering that we are still waiting on swamps and volcanic biomes, I predict more terrain changes in the future :)

    I don't recall any specific official statements about oceans changes but I would hope so. The oceans look lovely but aren't really useful (same with the desert and snowy biomes). The only use for the desert biome now is to gather sandstone to make sandstone blocks. There doesn't seem much point now in crossing an ocean because you can still easily run around it to get to the other side. The oceans don't seem very deep either so that will probably also have to be adjusted in order for exploring the floor Subnautica style would be a thing. If planned, a sunken ship would make oceans more appealing to explore.


    Has anyone heard anything new about the dungeon previews?

    Oceans could stand to be much bigger. I think Red51 had some disagreements with making oceans massive like they are in Minecraft but the way its implemented now makes it feel more like a very large lake with a beach than a real ocean. But that aside, some irregularity to the shape would be nice. But considering that rivers and streams and swamps still haven't been implemented, I'm imagining that we will see more water updates in addition to the dynamic water update.

    Well, if my suspicion is correct then once scalable blocks are implemented the blocks placement will automatically convert blocks into construction objects. So there should be no more limitation with rotation. Red could also go back and fix the issue of how block information is stored. But moving forward with blocks as construction objects might be a better solution in the long run.

    What might be easier is to add a confirmation dialogue to the existing process. Once "placed" you can walk around as you wish but a message on the bottom will remain asking you to "presss Enter to confirm or Esc to cancel" a yes/no box you click may also work but it may also take up too much of the screen and block your view of the change. My only issue with the idea of showing the objects in a certain color instead of its final form is that it still doesnt show it in its final rendered state. Showing the final form before confirmation should remove any remaining uncertainty about placement.


    Eventually it would be nice to see more mouse driven toolbars worked into the UI that are event driven. And customizable on their position (cause some of us dont like the hotbar in the top right and whatnot).

    Was this a dedicated internal server or a local game you opened to lan? Not sure why your game would be under cache.


    Normally simply drop the save folder for the world onto the server under the saves folder. That will contain world and player data. If you are running a small server then this is likely enough. If you want more performance then convert the sql lite files into a mysql database. There should be a sticky note somewhere here on how to do that. Dont forget to update your world name in the server config file.

    We should stay together the developers needs our support we can't nor should we fall apart.


    "I'm writing this on a phone because my router broke and won't be fixed until tomorrow"


    Agreed. Red can chime in anytime but I personally dont see any ill intentions. But I try to assume positive intentions in everyone unless evidence points otherwise.


    Sorry for your loss. May it route in peace.

    I just thought of something necessary for that primitive furnace ( kiln). We still need charchoal as a substitute for coal. Charchoal burns hotter than wood. Thats required for certain ores to smelt. The video below shows the making of a mound of wood scraps covered in mud. This burns off all the impurities in the wood, leaving a good supply of charchoal behind.


    With the furnace required to use fuel, i wonder if we can eventually modify it to require certain fuels to reach that temperatures.. I think this was mentioned in another thread.


    https://primitivetechnology.wo…16/02/19/making-charcoal/