Thanks for your feedback ![]()
Perhaps this has been asked/answered before... We we still be able to access our previous builds with the new update?
Yes an no^^ You cannot load old worlds with the new version, but blueprints will still be compatible (so you can transfer your buildings to the new version) ![]()
However, the old Java version will still be accessible (and of course you can still load your old worlds with it).
Is the Java version the one I'm running now with Win 10 through Steam? This is the part I'm not understanding.
Yes indeed. As @joni909 mentioned, the Java version will still be accessible once the new version is ready. This has yet to be decided, but probably the old Java version will be available as Beta branch in Steam. Once this Beta branch is enabled (can be done in the RW properties in Steam), the Java version will be downloaded to a subfolder in the game directory, so you can always access it and you don't have to worry when a new update for the new version arrives (it will be downloaded automatically, without affecting the Java version).
please more screenshots anjd forest soil in the forest with moss and just some grass and unterholz sowie bushes and bush groupes and diese stachelbüsche.
Unfortunately we don't have any other screenshots to share at the moment, but we will create a new announcement once the world generation is ready (including a few more screenshots, although these screenshots will mainly focus on the world generation instead of graphics) ![]()
Why should it be confusing, if this were an option in the settings to turn on/off?
Well, it would still be confusing for a new player (who isn't aware that there is such a setting) if he joins a server and sees all kind of custom player models there (animals, fantasy creatures, homer simpson, walking objects etc) ![]()
Will console players and PC players be able to play together on the same server?
We're still not sure about that... Sony only allows crossplay for certain games... and both consoles have pretty high requirements when it comes to external connections. If we offer crossplay, I'm afraid the plugin API is a no-no on crossplay-servers ![]()
If so, will API users be able to map controls?
We definitely need a better way to handle input for plugins, especially since the new version will have controller support anyway ![]()
I'm thinking of possible use of the touch pad to open up a plugin menu and then use the direction buttons to navigate (as on the PS4), I'm not sure (yet) about the Xbox...
We've been tinkering with the PS4 touch pad a little bit and it's in fact quite handy in certain situations, although we're still not sure if we're going to support touch pad input at all (since this would only work with the PS4 input, and we're trying to keep the controller input as abstract as possible)...