Posts by red51

A small new update is available now!

    Unfortunately I really have a hard time imagining how both could be properly combined... especially the crafting menu requires a lot of space: The center grid view (where you select the individual items) could be a bit smaller, but that would make it a bit harder to navigate through all recipes (especially when it comes to building materials). And while it looks like there is enough free space on the right side of the crafting menu (below the preview image), we still need this space for recipes which have long descriptions (which appears right below the preview image) or lots of required ingredients...


    There isn't even much space that could be saved in the inventory... at first glance the black player shadow on the left seems the be useless, but it will be replaced with an actual player preview in the future - that will be required to change the player clothes, similar to how it worked in the Java version.


    One last thing that could be done to save space would be to reduce the size of the inventory and crafting slots... but I don't think that would be a good idea, considering some items are already a bit hard to distinguish.


    Currently the inventory is also used to display storages (when accessing a chest). If the inventory and crafting menu would be merged, we also need to find a way to integrate storages on that screen.


    Even if the inventory and crafting menu could be properly merged, I guess that may result in a very bloated screen, which could be a bit overwhelming for new players :wat:

    Currently you only get damage from fire, but since the fire in the smelter is basically out of reach, this isn't implemented for furnaces yet... but it's true that the exhaust gases would be extremely hot in reality, so it makes sense that the player gets damage if he stands right on top of a furnace. We will change that with the next update ;)

    Actually we have been thinking about adding specifc climbing animation, however, this would also mean that tools wouldn't be usable while climing. In a pure survival game this would be certainly preferable, but in RW, it's probably better if you're fully mobile (and can still use your tools) while climbing, especially when it comes to building ^^

    Do you mean that shift+click on an item should set the count to 10 or 100 directly? Or do you want the item to be crafted instantly via shift+click (without having to hit the "Craft" button)?


    One thing that could be quite handy would be shift+click on the +/- buttons incrementing/decrementing the count in intervals of 10 (regardless of how shift+click on the item should be treated) :)

    red51 Personally I think it would be better if the crafting and inventory windows were amalgamated in some way - it would save you having to remember how many more of an item (or items) you might need to craft and you could see the result of your crafting immediately. Also, you could see if you have enough free slots in inventory to craft different items and the whole thing would be reduced to a single keypress. But I can see that would involve quite a bit of work :D

    The problem is that there is not enough space on screen if we merge the inventory and crafting menu :| We could add a "quick crafting" option to the inventory though - similar to how it works in Rust, for example, where you can craft common or recently crafted items directly from the inventory. But probably we'd wait until the new version is a bit more fleshed out before we focus on that part :D

    At the risk of spamming the forum with suggestions ( :) ),

    Hehe, don't worry, we definitely appreciate every suggestion we get! :):thumbup:


    is there any point in showing the 'active item' at top right if the quickslot bar is set to permanently visible (ie not autohide) as there's already an indicator on the bar itself so it's just duplication?

    Basically the 'active item' indeed does not show any additional information, so if the quickslots are always visible, it's indeed a duplication :D However, there is still a use case for it: The new version allows you to equip any item from your inventory directly (either by pressing the mouse wheel while hovering an item, or by rightclicking on it -> equip), so the currently equipped item isn't necessarily in the quickslots^^ The 'active item' in the top right corner is the only way to see the item in this case.


    Other than that, I'm not sure if it's really useful at all (at least if quickslots are set to permanently visible)... but there is a setting to hide the 'active item' - it's "HUD: Show Selected Item" in the Misc settings :)

    Yeah, an opacity option would be ideal... a simple opaque/translucent option would be easiest I guess but then what color background to use?! Maybe it would be easier if the icon images had a fixed background color rather than having an alpha channel?

    Well, currently they have a transparent dark grey background color. Having a fully opaque color didn't provide satisfying results unfortunately... :/


    I think it's a good idea if we increase the opacity a bit with the next update ^^ We will also add a setting to change the opacity (but I'm not sure if this setting will be exposed to the settings menu [which is already quite bloated], or if it will only be accessible through the config.properties file for now).

    Currently it's indeed not possible to switch from inventory to crafting (or vice-versa) by using the hotkeys while either the inventory or crafting screen is visible, so it's necessary to press ESC first (to close the window), then use the hotkey to switch to the inventory/crafting menu, as mentioned by Avanar

    However, I guess it's not a bad idea if the inventory/crafting hotkeys also work while the according menus are visible (so pressing the inventory key while you're in crafting menu would switch to the inventory, and pressing the crafting key while you're in inventory would bring up the crafting menu). We will change that with the next update :)

    The rake is indeed very difficult to see in this case :thinking: Unfortunately you can't change the color or opacity of the quickslots atm, but you can change their size (in settings -> miscellaneous -> "HUD: Quickslot Size" under "General") - but I guess that will only slightly improve the situation in this case...

    We could add an option to increase the opacity of the quickslots with the next update, but I guess some item icons (like the rake icon) could also use a small overhaul ^^

    There doesn't seem to be particular lag with in game movement or in the menus except the scroll-wheel is exceptionally laggy

    This is indeed annoying, currently this is by design, but fixing this is still on our to-do-list :saint:


    in the setting menu for example, it scrolls the window contents so slowly that it's unusable for that purpose, I end up dragging the scrollbar.

    This is unfortuantely a known bug in Unitys UI Toolkit (their new UI framework) and only happens on Linux... It was fixed in a previous Unity version, but a newer release broke it again... UI Toolkit is still riddled with bugs... most of these things are out of our control unfortunately :/


    OK, I'm getting good performance with clouds off (grass and some fancy effects on) if I reduce the resolution to 720p (HD). It'll probably be acceptable at slightly higher res if I tone down some of the effects

    This is probably a situation where AMD FSR could be quite helpful once it's implemented.

    But if you still run into performance issues, please send us a report so we can take a closer look at what's going on there :)

    Thank you for the detailed reply, I'm afraid I wasted some of your time due to a typo: my card is a Radeon RX570 (ie not integrated and quite adequate I should think at passmark 8097) I've no idea how I ended up typing RX7! Sorry :(

    Oh, I see :D Yeah the RX 570 is definitely fast enough. You should be able to get decent framerates with that rig, at least on Medium settings (and there shouldn't be a need to disable grass), so if you're running into performance problems, it could be caused by another issue.


    What Linux distro do you use exactly? Did you try to run the game via Proton? I'm curious if this makes a difference in terms of performance (Unitys Vulkan implementation is unfortunately inferior to their DirectX11 implementation).


    Are you really having a low framerate, or is maybe something else causing these issues (e.g. input delay etc)?


    Maybe you could also send us a report: To do that, load a world until you experience the performance issues, then open the console (usually that can be done by pressing key ~ or `, but on some Linux distros, it may be necessary to rebind the key in the controls settings) and type "report". That should bring up a dialog where you could add some additional information (e.g. just type "Performance issues"), then send the report :)


    With regard to volumetric clouds, I noticed the effect in this screenshot - many have a darkened edge and quite often there's a horizontal band in which the 'shimmering' occurs (look at left edge and near pickaxe head). I'm not at all bothered about having fancy clouds and will happily turn them off completely!

    You can reduce the artifacts by increasing the volumetric cloud quality - but this has performance implications. But you won't get fully rid of the slightly darkened edge below the clouds - it's a limitation by design. It's our intention to improve that, but currently this has a low priority because these edges are usually only visible if you're at the same altitude as the clouds. This happens quite frequently atm, because the demo world actually consists of a relatively tall mountain - after the world generation update, most areas will be at a much lower altitude, so there should be a lot less situations where the dark edges really become visible :saint: But as mentioned, it's our intention to fix that in the long run^^

    In the new version, I chopped a few trees to the right of the start position. When I approach the tree indicated it 'shimmers' and disappears then reappears roughly when I get to the first boulder

    Probably you mean the "fading" between different LOD levels? I.e. the closer you get to the tree, the more detailed it will be. In the new version, trees are getting replaced with lower-detailed versions the further you go away from them. At some point, they're replaced with a 2D billboard, and if you travel even further, they will become fully invisible. This is basically done for performance reasons, but in most cases it shouldn't be that much noticeable.


    However, this behaviour is controlled by the "LOD Bias" slider in the graphics settings in the "View Distance" section: The lower the value, the sooner the tree gets replaced by a 2D version (or culled completely). The default value is 100%, but if you set it to a very low value (< 40-50%), you will mostly just see 2D trees (unless you get very close to them), and small trees may get culled very quickly.

    To improve this situation, you can set a higher value for "LOD Bias" (for instance, at 100% that shouldn't be a big issue anymore), but the higher the value, the bigger the impact on performance.


    "LOD Cross-Fade" in the graphics settings is indeed responsible for the "shimmering" - it tries to achieve a smoother transition between different LODs - disabling this may even slightly improve the performance, but this will result in popping (i.e. abrupt switchovers between different LODs).


    Incidentally, the performance seems much worse on my PC than many comparable 3D games - I have to turn off almost all visual effects but most especially grass which absolutely kills the framerate. I have an AMD Ryzen 5 2600, Radeon RX7 8gb, 16gb RAM running MX Linux. Not exactly cutting edge but even lowering the resolution, performance isn't good. Any help/suggestions welcome!

    Your CPU and RAM are totally fine, but the bottleneck is the graphics adapter. It is an integrated RX Vega 7 graphics adapter? In this case, it doesn't meet the minium requirements of the game unfortunately :silenced:


    The game requires a graphics card which is at least comparable to a NVIDIA GT 1030 (or the much older GTX 650 Ti) in terms of performance. Or more precisely, a graphics card which has a score of at least ~ 2500 on passmark (the Vega 7 isn't listed there unfortunately, but a Vega 6 has a score of 1000, while the Vega 8 has a score of 1500, so the Vega 7 probably has a score between 1000 and 1500).

    Our low-end test rig has a GT 1030 (+ a 12 years old Phenom II X4 955 CPU and 8 GB RAM) and we achieve roughly 30-40 FPS on low/medium settings (shadows and grass enabled) on Linux Mint - but the GT 1030 is twice as fast as the integrated Radeon, which makes a big difference :(


    Unlike the Java version, the new version has an upfront cost - this enables the game to achieve much better framerates on larger view distances or complex scenes (i.e. consisting of very detailed buildings). In other words, you lose a lot less FPS compared to the Java version if the scene gets more complex. But the downside is that it runs terrible on low end graphics adapters...


    Unfortunately it's also a bit difficult to compare it with other 3D games. Due to the randomly generated voxel terrain, there is a lot less room for optimizations from a technical point of view. A game with a static, pre-designed world, for example, could run a lot better (even if it has better graphics), simply because a lot more optimizations can be done in that case and less things need to be rendered in realtime. But even if you compare the game with another voxel game (like Minecraft), i.e. a game with a fully modifiable terrain, it still depends on various factors :/


    Do you have any plans to get a newer graphics card in the near future? That will certainly give you a major FPS boost. But other than that, I'm afraid there isn't much you could do to improve the framerate, except disabling most visual effects - when hovering various graphics settings, the game shows a tooltip indicating the estimated impact on performance (according to your screenshot, you could disable volumetric clouds and shadows - they still have a considerable impact on performance)...


    However, it is our intention to add support for AMD FSR in the near future (for both DirectX and Vulkan), which will probably give you a small FPS boost. Probably it won't make a huge difference with that graphics adapter, but it could possibly improve the framerate by 10-30%.

    red51 Die Größe des Stacks s ist in dem Fall egal, da man die Steine ja überhaupt nicht braucht , man kann sie sich doch jederzeit wieder. herstellen. Ich habe diese in der ganzen Zeit, in der ich RW spiele, im Creativmodus nicht gebraucht. Vielleicht eine Abstell-Funktion einfügen.

    Das Problem ist aber, dass es dann im Creative-Modus keinen direkten Weg mehr gäbe, Steine zu erhalten :thinking: Geübte Spieler können natürlich dafür die Konsole verwenden, aber gerade für neuere Spieler wäre das suboptimal :/


    Ich sehe das anders: Mit einem Stapel der Größe 1, ist es momentan nicht möglich, den Stapel aufzuteilen, was nötig ist, um unterschiedliche Bauformen (Quader, Rampen, Treppen usw.) festzulegen.

    [...]

    Allerdings ist es nicht sehr elegant, dass man direkt 999 Bauteile erhält, da stimme ich zu. Folgende Lösung fänd ich sinnvoll: Im Kreativmodus lässt sich auch ein Stapel mit nur einem Bauelement aufteilen, d. h. beim Aufteilen würde man den 1er-Stapel einfach duplizieren.

    Guter Punkt! Ich denke es wäre tatsächlich sinnvoll, wenn es im Creative-Modus zusätzlich eine Option "Duplizieren" gibt, womit ein Item-Stack in den nächsten freien Slot dupliziert wird. Dann würde es reichen, wenn man mit der mittleren Maustaste nur 1 Item erhält und man diesen entsprechend beliebig oft duplizieren kann ^^


    Übrigens: Das Aufteilen und Wählen von Formen fühlt sich recht langsam an mit dem Herumklicken usw. Bitte mit passenden Tastenkombinationen im Inventar ausstatten :saint:

    Das stimmt... wir können entsprechende Tastenbelegungen dafür auch mit dem nächsten Update hinzufügen ;)

    Ich wäre dafür, das alle Verbrennungsgeräte mit Brennstoff laufen, den man kann die Zeit für 1nen Stappel mit Holz und Stock ganz gut einstellen, wodurch auch nichts mehr Anbrennt, weil das Feuer rechtzeitig ausgehen würde

    Wie meinst du das genau? ^^ Grundsätzlich haben die Öfen einen bestimmten Brennstoffverbrauch, theoretisch könnte man also abschätzen, wie lange er mit welcher Brennstoffmenge laufen wird... ist aber natürlich etwas umständlich.


    Wir haben auf jeden Fall auch einen modernen Schmelzofen geplant, welcher eine automatische Abschaltung hätte, wenn die Erze fertig sind. Selbiges würde auch fürs Kochen bzw. für moderne Kochgeräte gelten^^


    Und wird es auch eine Möglichkeit geben, Holzkohle herzustellen, welche als Kohleersatz benutzt werden kann ?

    Wir könnten das grundsätzlich einbauen, dafür bräuchten wir eine Art Kohlenmeiler. Dazu müssten wir uns mal Gedanken machen... wir behalten das auf jeden Fall im Hinterkopf ;)

    Das Aufsammeln von Steinen im Kreativmodus helegt unnötig Inventarplätze.

    Naja, das ist ja an sich nochmal ein anderes Thema. Hier gings ja nur darum, dass bei der "Block-Kopieren"-Funktion (mit der mittleren Maustaste) nur 1 Item statt ein ganzer Stack ins Inventar soll. Bei den Steinen, die man beim Buddeln ins Inventar bekommt, könnte man grundsätzlich zumindest über eine Einstellung nachdenken :thinking: Es komplett auszuschalten könnte in manchen Fällen nämlich vll ungewollt sein...


    Mit dem nächsten Update wird aber zumindest die Sortierung überarbeitet, sodass neue Items definitiv zuerst zu bestehenden Stacks hinzugefügt werden. Durch die Stackgröße von 999 wird es dadurch zumindest etwas dauern, bis das Inventar mit Stein gefüllt ist.

    It's true that the first release won't contain collision between water and construction elements... so for now water will only collide with terrain :/


    However, this is definitely on our to-do-list ;) A dedicated water update is planned for the future which will improve the water visuals (it will add 3d waves etc), but it will also introduce collisions with construction elements. It will have some limitations though (for instance, water would not collide with very small or thin construction elements), but an underwater base will be definitely possible then (actually in creative mode it will already be possible to create an underwater base after the world update, but it requires the usage of static water, which will only be placeable in creative mode)

    Avanar Das müssten wir uns mal überlegen :thinking: Das Problem ist vmtl., dass man dann evtl. nur bedingt Kontrolle darüber hat, welche Blaupause in diesem Set landet. Und wenn das Thema zu breit gefasst wird (zB wenn ich 1000 Möbel habe und diese auch als "Möbel" speichere), würden da wohl trotzdem sehr viele Blaupausen landen (auch zu viel für das Radial-Menü, welches nur eine begrenzte Anzahl an Einträgen haben kann)... im schlimmsten Fall könnte auch hier wohl die Übersicht leiden (dass man seine Blaupause nicht mehr wiederfindet bzw. nicht mehr weiß, in welchem Set sie untergebracht ist) :wat:


    Ich könnte mir - an der Idee mit den Sets anlehnend - vll eher eine Art "Blaupausen-Mappe" als eigenes Item vorstellen, welches quasi wie eine Kiste funktioniert, man allerdings komplett aus dem Inventar heraus steuert (und man auch nur Blaupausen darin lagern kann). Wenn man sie öffnet, kann man eine begrenzte Anzahl an Blaupausen darin ablegen. Zum Verwenden müsste man sie aber auch zunächst dort rausholen. Die Lösung ist aber nicht ganz unkompliziert umzusetzen, da dort pro Item recht viele Daten zusammenkommen könnten.


    Alternativ wäre im Creative-Modus eine Art "Universal-Blaupause" denkbar, mit welcher jederzeit das Blaupausen-Menü geöffnet und die aktive Blaupause geändert werden kann - quasi wie in der Java Version. Hier müsste man nur im MP aufpassen, dass das an Permissions gekoppelt wird und nicht in die falschen Hände gerät.


    Ansonsten wäre eine einfachere Lösung ggf. eine Möglichkeit, per Rechtsklick auf das Item die aktive Blaupause zu ändern - so ähnlich wie das bereits mit den Blockformen funktioniert. Dann würde sich das Blaupausen-Menü öffnen, und beim Auswählen einer neuen Blaupause würde das Item automatisch ersetzt werden. Im Creative-Modus würde sowas immer funktionieren und kostenlos sein, im Survival-Modus müsste dafür ein BP-Tisch in der Nähe sein (und ggf. könnten die bereits investierten Rohstoffe mit der neuen Blaupause "verrechnet" werden).

    Unfortunately the only way would be to create a screenshot of the map, then upload it as poster :/ For the new version, we may add a feature to use map data directly for posters, but unfortunately I can't say whether or when such a feature would be implemented... first we have to get the new version a bit more fleshed out in general :saint:

    Da hast du recht, es wäre tatsächlich sinnvoller, ein einzelnes Item zu bekommen. Wir werden das mit dem nächsten Update ändern :)

    Sicherheitshalber wird man das aber in der config ändern können (falls doch jemand weiterhin mehr Items erhalten möchte) :D


    PS: Klasse Bilder! 8):thumbup: