Posts by red51

A small new update is available now!

    Das Terrainwerkzeug ist viel zu klein, die Bearbeitung nur schleppend. Das Abtragen mit "world edit" ging bedeutend schneller, da der zur Verfügung stehende Bearbeitungsrahmen riesig war.

    Das Terrainwerkzeug müssen wir noch etwas überarbeiten, vor allem muss es weiter optimiert werden damit es auch einen größeren Bereich abdecken kann.


    Mit "world edit" meinst du das Lua Skript? Welche Funktion hast du davon denn genau verwendet? Du kannst aber bei den Terrainwerkzeugen auch den Bereichsmodus aktivieren (4) und dann einen deutlich größeren Bereich auswählen, den du entweder auffüllen kannst (rechte Maustaste), oder auch löschen kannst (ENTF Taste).


    Aber was ich noch viel mehr vermisse sind die terraprints. Also geblaupaustes terrain

    Das wird auf jeden Fall noch in absehbarer Zeit kommen :)


    ich habe auch noch ein paar sehr schöne Landschaften in der Java Version erstellt, das würde ich sehr gerne in die Unity-Version rüber kopieren. Wird wahrscheinlich terrainmäßig etwas anders aussehen, aber das kann man ja dann anpassen. :love:

    Grundsätzlich ist das möglich (also dass Terrain aus Java-Blaupausen übertragen wird). Bevor wir sowas umsetzen, müssten Blaupausen aber generell erstmal Terrain unterstützen.

    Ich weiß nicht, wie sehr die Nachfrage nach sowas ist... da aber momentan so viele dringende Themen auf dem Tisch sind, würde ich das ein wenig nach hinten schieben^^

    Danke für die Info! Also ich konnte jetzt bei Y 147 leider keine nennenswerte Änderung beim Windgeräusch feststellen :thinking: Ist das bei dir denn wirklich von der Höhe abhängig, oder hörst du diesen Wind auch auf anderen Höhen?


    Bei "setsnowiness 1" ist insgesamt ein eisiger Wind zu hören (unabhängig von der Position & Höhe). Das ist aber an sich auch eigentlich gewollt... stellt sich nur die Frage, ob das der Wind ist, den du meinst, oder ob du ggf. noch einen anderen Wind hörst?

    I hope that it will be easier as in Java version :) . I tried to modify Java worldgen and quickly found that it is somewhere between impossible and very hard: there were many problems beginning from impossibility to mark chunk updated for client or send an update packet up to large holes between chunks that cannot be fixed even by built-in function

    Yes, it will be definitely easier :D Chunk modification was indeed a pain in the *** in the Java version, because there was no specific API available for it... the only "workaround" was to modify the internal data directly, but this neither syncs the new chunks with the clients, nor updated any cached data :/


    In the new version, you will be able to hook into the chunk generation process, so you can manipulate the chunk data before it is sent to the clients or stored in the ;)


    So, worldgen will manipulate with large areas (like regions in Minecraft/Minetest) instead of individual chunks, right? And are these blocks terrain voxels similar to Java? What is their scale comparing to world? (Looks like they are somewhere between 0.5 and 2 meters, but its hard to tell)

    Basically yes. A world part consists of 16x16 chunks, or more precisely, provides the terrain/cave/vegetation data for the chunks in this area. One chunk in the new version is 32x64x32 blocks btw.


    Terrain blocks indeed have the same size as in the Java version. It's 1x1x1 ingame units (i.e. the default size of a construction element), which is roughly 0.5 meters.


    In modern Minecraft there is an interesting system where you can edit world density function (with datapacks), other things like terrain generation and population are on game core side. Probably if it will be possible send density function to engine this will solve problem (for both caves and complex terrain shape like, for example, floating islands)

    I'm afraid we cannot add such a thing to RW, because we don't use 3d noise for terrain generation... In MC (which uses 3d noise), the terrain just has a total height of ~ 256 blocks, so it's sufficient to generate noise data to cover this area only (actually it even fine to generate smaller noise data and stretch it, as it still provides good results due to the block world). In RW, however, the terrain has a total height of almost up to 2000 blocks, and unfortunately we can't rely on noise data with lower resolution (this results in the world being "too smooth", which looks really awkward^^)... so probably we would have to generate full 3d noise data for the terrain, which would consume way too much memory. And if we generate the noise "on the fly" (i.e. every time a chunk is generated), this probably slows down world generation too much (on max view distance, the game generates more than 8000 chunks) :/


    So unfortunately RW doesn't use any 3d noise atm which could be affected by such a modification. But caves aren't fully implemented yet, so this may change in the future...

    Thanks for your suggestion! We have to think about that... I'm just a bit afraid though that this may become a lot of text (we couldn't display buttons properly if they're in the middle of the text), resulting in some players not reading it anyway :thinking:


    Maybe it's better if we move these things into the journal (once it's ready). There we could have a "table of contents" where the player could select the information he's looking for (e.g. clicking on "Rotate" would bring up a dedicated page containing a description, the required buttons and maybe also a small image (or even an animated gif).


    This would make the current F1 page obsolete of course (as the current key overview could also be moved to the journal). So pressing F1 while building could bring up the journal instead ^^

    Thanks for your feedback :) As mentioned by paulevs , the screenshots on Trello do not show the final result, so a lot of things may change until these features actually become available ;)


    And dont make beside the forest a desert or a polar region, after the forest comes the grassland with some bushes or also called grass steppe, than a dry land with dry water riverbeds and there are just view plants which dont want much sunlight in shady areas below a huge rock and plants which dont need much water like some dry bushes and knobby little trees here and there, and finally the desert.

    I want to say, please make bioms in-between the forest area and the polar regions which named tundra.

    Basically these transitions were already present in the Java version (i.e. a desert was always surrounded by savannah, polar regions were always surrounded by tundra etc), but unfortunately there was only a limited set of biomes available... we couldn't add new biomes retroactively without breaking existing worlds, so this part was basically never improved after the initial biome release :/


    However, there will be a different approach in the new version: As mentioned by Avanar , there will be 1 major biome or climate zone per island. For instance, if it's a "dry climate zone", it will only spawn warm/dry biomes (e.g. desert, savannah, steppe etc). This approach also allows us to add a lot more "mini biomes" (e.g. an oasis in a desert) :D


    Maybe the climate zones should also right in order:

    We have been thinking about that, but we're not sure if that would be really a good approach... As Avanar mentioned, there is no real equator due to the world being infinite (in theory^^). We could, however, make sure that cold biomes always spawn north of you, while hotter/warm biomes always spawn south of you (still not accurate, but plausible at first glance) - but that would mean that you only find snowy islands if you keep travelling north (or only deserts when travelling south). So maybe it's better if biomes were distributed randomly.


    I also hope that we will get some API for worldgen, in that case it will be possible to redesign biomes to more realistic or fantasy looking style, and add your own custom plants and objects into biomes. Personally I want to change caves and ocean biomes and add different fantasy plants to them :)

    It will be definitely possible to hook into the world gen process ;) There will be two ways to do that: One way would be to provide "raw" data, i.e. custom (2D) heightmap and texture data per "world part" (each world part consists of 512x512 blocks). The game would then use this data to create the world and generate the chunks.

    This also enables you to control vegetation distribution. Unfortuantely we're still unsure about how to expose cave and dungeon generation this way... we also don't yet have an API to add or edit biomes (although you could create "fake biomes" by manipulating the texture data - for example, you could tell the game to spawn hell stone instead of grass etc)^^


    The other way would be to provide the actual (3D) chunk data. This is a bit tricky to use though, but gives you full control over the world generation (you could ofc create custom caves this way) :)

    As Avanar mentioned, vehicles will be premade models, but they will be definitely customizable to a certain degree :)


    However, if vehicles were solely made out of blocks, that would introduce a few issues unfortunately... we have been thinking about that in the past, but decided against it eventually... as Avanar mentioned, animating them would be a huge issue (especially when it comes to more complex animations, like for trains, sailing ships or rowboats).

    It would also prevent us from doing certain optimizations regarding vehicle handling, and even from a visual point of view, I'm not sure if vehicles solely consisting of blocks would really fit to the game... While some players would be able to create amazing vehicles (actually some players already did that), this wouldn't be always the case... so some people would probably just stick to a blocky vehicle (consisting of two or three blocks)... that could be a bit awkward in multiplayer :D


    Having said that, it will be possible to load custom vehicles through the Plugin API. Since blueprints could be exported to .obj format, you could basically create a vehicle ingame from blocks, then blueprint it and export the blueprint - that model could then be loaded through the API (although it would require a few additional steps, like setting up textures etc) ;)

    Kannst du mir evtl. die Höhe (Y) mitteilen, auf welcher die Windgeräusche auftreten? Und vielleicht auch den aktiven Wettereffekt (der steht in den F3 Infos in Zeile 3)? Dann kann ich mir das mal genauer anhören :)

    Vielen Dank für das Feedback und die netten Worte! :)


    Auch wenn noch nicht alle Biome in dem Update Einzug finden, werden Höhlen (wie die Eishöhle) dann schon dabei sein?

    Schwer zu sagen, es kommt ein wenig darauf an, ob es rechtzeitig fertig wird :saint: Spätestens im Oktober muss das Update ja erscheinen (das können wir auch nicht nochmal verschieben, da sonst unsere restlichen Zeitpläne wie ein Kartenhaus zusammenfallen^^)


    Es werden aber zumindest die neuen Terraintexturen dabei sein (also zB Eis), die im Creative-Modus zugänglich sein werden.


    Falls Höhlen es nicht reinschaffen, werden diese aber - sobald sie erscheinen - auch ohne Zutun des Spielers in bestehenden Welten nachträglich spawnen.


    Wäre mal interessant zu wissen, ob die Eishöhle sich bis zur Hölle durchzieht oder ab einer gewissen Tiefe zu einer normalem Steinhöhle wird :thinking:

    Ab einer gewissen Tiefe ist momentan in allen Biomen generell normaler Stein vorgesehen. Wenn man sich der Hölle nähert, wird es entsprechend zu Höllengestein ^^


    Also den Gesetzen der Physik folgend müsste es in der Hölle eisig kalt sein.

    Das ist interessant, vielleicht sollten wir uns über eine zugefrorene Hölle Gedanken machen :lol:

    OK I see what the problem is: I have the middle mouse button (click) set as interact/context and that binding doesn't work in building mode.

    Oh, indeed :wat: It looks like the middle mouse button automatically closes the radial menu... sorry for the confusion, we'll fix that with the next update!

    As Yarofey mentioned, the next/prev pivot keys indeed only work if manual pivot mode is active :) You can bring up the radial/context menu by holding C (while holding a block in your hands).

    The , and . keys don't work though if manual positioning is active.

    Deirdre Ein Anlehnen der Leiter an eine Wand oder Baum ist ja vmtl. generell ohne Snappen, ohne Grid usw. einfacher umzusetzen, denn das Snappen an Blöcke erschwert das in dem Fall wohl nur. Die Leiter dafür extra zu blaupausen klingt hingegen unnötig kompliziert :wat:

    Thanks for letting us know about these things, much appreciated! :) We'll fix that with the next update!


    The torch's description says it can be placed on a wall but I can't seem to do that?

    Being able to place torches on walls is indeed planned, but we're still unsure about whether torches should be always placeable, or if the player has to place "torch mounts" first (similar to how it worked in the Java version) :thinking: This is the reason why torches cannot be placed on walls yet.


    Should 'Toro lantern be in the 'Lights' category?

    Good question... of course it would also fit to the "Lights" category. We put it in the "Decoration" category because the lantern does not emit any light, so it is used for decorational purposes only.


    The steel tools all have 'robust' in the description which implies they're less likely to break. If tool degradation isn't planned maybe this should be removed and the tools simply described as more efficient?

    Yes, tool degradation is indeed planned (although it will be an optional feature), and the steel tools will be much more durable ;)


    Rifle description mentions musket but that's not in the list... maybe it's coming?

    Yes, we will add a musket (as well as other firearms) in the near future ^^

    We just took the rifle description from the Java version (where a musket was already available)


    Does a splint speed up healing (sorry I don't know the mechanics of that)? If so description needs a rewrite

    The splint can only be used if you have a bone fracture. A broken bone slows down your movement (and you can't jump with a broken bone), but you can cure it by using a splint (it also restores a small amount of health). More precisely, it doesn't instantly heal your bone fracture, instead it restores your mobility (so jumping and faster movement are possible again), but it has some limitations, because you easily tend to break your bone again if you're not careful enough. After a given amount of time, your bone fracture is fully cured.

    Uns gehts gut, vielen Dank :D Sorry dass es etwas still ums Update geworden ist, es ist ein so enorm umfangreiches Update, dass es wirklich viel Zeit verschlingt... ich bin froh, wenn es über die Bühne ist :saint:


    Wir werden in Kürze auf jeden Fall auch noch ein paar neue Screenshots auf der Trello-Roadmap posten ;)

    The 'Equipment' and bottom row of inventory slots are out of alignment vertically (I said they were very minor!)

    Oh, thanks for bringing this to our attention! :wat: We'll fix that with the next update!


    Could use same text for 'Inventory' and 'Equipment' as 'Crafting in the crafting window

    Good point, we'll also change that with the next update ;)


    'Build' in left column seems the wrong word (I first expected it to switch to build mode!), maybe 'Building', 'Materials' or 'Building materials' if that would fit!

    Maybe it's indeed better to use "Building" then. "Materials" could still be a bit misleading at first, and "Building materials" is a bit too long :monocle:


    Should miscellaneous and general be consolidated? There's no clue what either contains without looking.

    Well, I guess it's better to keep separate categories. "General" is mainly meant to contain basic crafting resources and basic survival-related objects (campfire etc). It's also the first category that shows up for a new player, so it's probably good to show the most basic recipes there.

    "Miscellaneous", however, it meant to contain things that don't really fit into another category, like the soccerball (and goal). Fireworks will probably also go into that category (once they're implemented) ^^

    Das würde möglicherweise Probleme bereiten, wenn man die Leitern nur zur Dekoration platzieren möchte. Also wenn sie nebeneinander sein sollen, aber nicht "zusammen".

    Ja, das stimmt allerdings... man könnte es vielleicht so machen, dass nur wenn man das obere (oder untere) Ende einer Leiter betrachtet, sie aneinander snappen :thinking:


    Das einzige Problem mit dem modularen Andocken ist, dass es nicht unbedingt intuitiv ist... und da Objekte auch an Blöcke snappen (und die Leiter ggf. vor einer Wand steht), die Leiter womöglich erstmal an die Blöcke snappen möchte, bis man die Leiter anvisiert (kein großes Problem, sieht aber etwas unschön aus).

    Leitern zu verlängern ist recht schwierig da diese nicht aufeinander snappen und es auch (noch) keine halbgroßen Versionen wie in der Java-Version gibt.

    Leitern snappen aufeinander wenn du das modulare Andocken mit Enter aktivierst ;) Wir könnten das evtl. auch so ändern, dass Leitern immer aneinander snappen, so wie in der Java Version... wäre das denn sinnvoll?


    Was die halbgroßen Varianten angeht, die werden auf jeden Fall noch kommen^^

    I can already see the complaints of people getting burned while refilling the coal into the smelter :D

    Hehe, well, we will make sure that you won't get damage if you just touch the furnace :D So you will only get damage if you try to get inside the furnace, or when standing right on top of the furnace (above the upper opening) ;)

    Maybe put two handed tools in one hand while actually climbing and back to two hands when stationary? Or perhaps the player should have an automatically deployed carabiner or ladder harness when using a tool when on a ladder?!!

    That could work, but it would also require quite some additional work, since it would be necessary to have an additional climbing animation for every two-handed item :thinking: We will keep that in mind, maybe this is something that could be done in the long run (when most featues are implemented, so we could focus on polishing)^^