We would need some simple chests then I think. Because I have no idea how they are supposed to open these chests:
What do you mean? If a chest is wooden then I'd think a scavenger could destroy the wood to get in.
We would need some simple chests then I think. Because I have no idea how they are supposed to open these chests:
What do you mean? If a chest is wooden then I'd think a scavenger could destroy the wood to get in.
I like the idea of relying on metal chests to keep rodents out.
Hmmm.. Red hasn't been very busy on the forums the past couple of days. He must be "swimming" in code. I'm really excited and looking forward to this change. It's going to really give the whole game a fresh new look.
I mean, its definitely a great idea to get a list together of ideas like this for later on regardless if villages like this become part of vanilla or a mod.
If some NPCs do play instruments, then i'd like to see one become a Bard so I can call him spoony ;-p
I honestly doubt if Red will implement anything of this scale. However, as long as NPC support is added and custom models are supported then the rest is up to the modding community
This is great! I like the idea of various functions within a town.. My complaint on the other thread was about how minecraft villages seem rather pointless. The villagers offer items of little value to trade. Also, villages are always isolated which makes no sense in a world where rail technology exists. So if there were villages then they would be connected to others by old roads and rail lines or be on the borders of rivers or oceans.
Since this vision of a village is to be is on a grand scale and interconnected, it would make sense for village spawning to be optional since it would greatly alter the terrain generated. Many of us want the world to remain natural and are content with wandering NPC merchants.
Also, i like the idea of a library to purchase crafting books. This would address my issue in games like 7d2d where you collect boxes of parts you need but no skill learned to use them. Knowledge should always be available, even at a price.
Hopefully a way to limit creative mode to water placement will be added with the next update. I can see Silver's concern. As the toolset in creative mode is expanded upon, I'm sure it would be useful to admins to fine tune what is allowed and what isn't on the server by each player.
Thanks Red. I'll update my notes.
My only concern with the crafting books to learn new recipes is from my experience playing 7 days to die. In that game you can spend days looting and finding gun parts but if you cant find a book then you have no way to assemble them. I have two chests full of gun parts I cant to anything with because the local gun store didnt happen to have a gun schematic.
Regarding villages, if there are NPCs in there with certain trades and skills then it might be worth it to have villages, especially if we will have locked recipes and weapon quality and durability to consider. The villages in Minecraft seem largely useless because the items you trade for are not that uncommon (from my experience). So if villages do come then they better have a special purpose. If not, then I am fine with wandering merchants.
Racoons and Rats. These little critters will spawn at night near a chest and scavenge your chests for anything that is edible!
Credit goes to ArcticKitsune for this horribly evil yet good idea! :evil:
Yes, many of us have similar excitement of the possibility of exploring all the ages of technology. ARK did an ok job with primitive tools but it skipped around too quickly. I hope this game does it right. If not, atleast this game is going to be designed to be mod friendly. If we can get the diversity of mods that Minecraft has then I'm sure any remaining gaps in vanilla RW will be filled quite nicely. I like the idea of a versatile game that offers something for everybody
And no horse picture yet. I just snooped around in the jar files where I shouldn't have and saw some of the stuff that's modeled yet unspawnable.
It should be the left of the 1 which I guess on Italian keyboard is \ or |
Primitive survival is something I really hope to see and I think Red is onboard too. We've recently seen some models for more primitive and advanced tools than what we start out with so I'm hoping to see more development in the primitive. I've never played skyrim before but I like the idea of the tanning station. For a skinning knife, perhaps we can start with a bone to make a shiv and work from there. I hope that in the future we will be able to gather bones from large animals for use in making bone tools.
I thought it is worth mentioning that using steamcmd to download rising world will not download the server jar and config files. I think it downloads the client launcher instead. I used the same steam id number for rising world, 324080. I'm am just mentioning this because other games let you download the server this way and it is rather convenient so it might be nice to get this working in the future.
Interesting. What is your seed number and when was the world initially generated? Was it before december 24th?
Bump!
I also like the idea of crafting books. I know that in the future Red wants to add in NPC characters, villages, and abandoned cabins in the woods and such. It would be interesting to be able to pick up a book describing how to craft more advanced or rare items. Something like these could be collected and placed onto a bookshelf like in ARK.
I'm not sure if I'm in favor of manually assembling a chair or whatnot. I don't think we need to go that deep into detail but that's my opinion. However, there should be experience that can be gained in different areas such as furniture crafting. I've also suggested a level of quality for crafted items. Like in 7 Days to die, the more you craft a stone axe, the higher quality each subsequent axe becomes which results in better durability and efficiency in resource gathering. I actually love the experience system in 7d2d and am hoping we see some skillsets work their way into Rising World.
I like this idea a lot. I chatted with ArcticKitsu who said this sounds similar to the tanning craftwork in Skyrim which I looked up and it sounds very interesting.
http://elderscrolls.wikia.com/wiki/Tanning
As a matter of fact, I don't believe we've yet had any in-depth discussions about pelt and hide and leather work on this forum. In the past we have had discussions on and proposed new plants such as hemp, reed, and bamboo to be added as sources of thatch and fiber and other basic crafting ingredients. ArcticKitsu has brought up several ideas for new primitive tools that could be made. We want to see this game develop to have a complex crafting system. I'd like to see something much better than what ARK offers. You start out on the land with no tools or weapons and you have to gather basic raw materials to make a simple tools and work your way through the various ages of technology.
I personally want to be able to gather the hide of a bear to make myself a bear carpet!
I will also say that a horse model does exist but is not yet available to spawn. Anything new to be added is possible and what you've proposed is most certainly possible, it just comes down to time spent coding and modeling. But you have two thumbs up from this fox on your ideas
admins= -Namen von mir und Kumpel-
whitespace after =
Could this be a problem? The syntax is each username is separated by ; so whitespace might be interpreted.
Then we will have stuffed penguins! :evil:
You might have to make yourself an administrator.