Posts by zfoxfire

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    I'm pretty sure that quite a bit of the crazy stuff we've talked about under suggestions will not be implemented in vanilla.


    An overview of what is planned still can be found here:
    https://www.rising-world.net/en/page/more/features.html


    What is not listed is the new JAVA api which is still in the works that will open the door to modability. Right now the game is just too early in development for modding to be feasibly. Once the API is finalized then we should see some mods roll out. This API should also replace all the stuff currently done via LUA scripting which is also being phased out from what I understand.

    Hopefully they will mess only with wooden chests because If they eat up my wooden mansion,I will be really upset haha!


    Maybe if you leave your door wide open then the rats wont tear up your wooden house to get inside. Maybe some bears will come to visit too! ^_^

    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.

    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

    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.

    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.

    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.

    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.