Posts by red51

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.2 (2024-12-30)

    Yeah that's true ^^ Ores are one of the top priorities currently, but first we're going to implement animals ;)

    [...]I am just wondering, why has the background tree this white looking color? Beside the tree are also some weird white looking spots.


    That's a good question. Seems to be shader related. Haven't seen this issue before, perhaps it can be solved by installing a newer driver version for the graphics card?

    Wow! 8o This greenhouse is looking amazing, that's really fantastic! It's a pretty cool combination of the block building system and the extended construction system, excellent work! :thumbup:


    About the bug: I'm sorry about that, and it's a pity that this is now slowing down the progress on your world. Thanks for the exemplary bugreport, the bug is fixed now, we will provide the bugfix this afternoon/evening.

    Oh, but it's definitely recommended to have the x64 Java installed on a x64 OS :) Only in rare cases our game runs when only x32 Java is installed on a x64 OS, but then other strange things may happen (for example missing textures etc.) =O

    Ok thanks for the information! This issue often happens when there are tight spaces, mostly in caves. When you try to push the player against it, he sometimes falls through the floor. In those cases it's helpful when pressing F2 fast enough, this enables flying and you can return to the surface safely (I know, it's not a real solution, but a workaround) ;)


    Using the command goto #spawn may also often cause to fall through the ground. The player gets unfreezed too early before the collisions are not fully loaded. We do something against it.


    Falling through the ground just while walking on the surface should not happen, I hoped it was already fixed. Darn! ||

    First of all, it's a nice story! :D It's good to hear that you had some fun and found some pumpkins, we were not sure if the spawnrate is too high or too low.


    Falling into the ground seemed to be the dramaturgical climax, even though it's not that good when it happens. Perhaps you can tell us how it happened exactly? ^^


    Okay, the game should run on that machine. If I've seen that correctly it has an Intel HD 4400, which is definitely sufficient :)


    What happens exactly? Does the game hang up or does it crash? When does the error occur, during startup or when loading a world? Is there an errorlog created in your game directory? If not, I'd recommend to temporarily disable the flag "game_threaded_loading" (set it to false) and enable the flag "game_debug_console" (set it to true) in the config.properties file (in your main game directory). When the game crashes the next time, there should be a log-file in the Logs-Folder, it would be great if you can upload it here.

    That was pretty fast, so that mean we are getting ore and animals monday??? J/K


    Pah, animals and ores, on monday we're going to release Concept 2 :D ;) *jk*


    Great job guys, I am going pumkin-hunting, then I need to working on some catapult designs for the eventual Concept Pumpkin Chunkin Contests....


    Sounds really cool, I hope you have success with the hunt, but don't leave a mess with the pumpkins :D

    Hi folks,


    just in time, here is a small Halloween update! It introduces pumpkins, which can also be turned into a Jack O'Lantern (which spends a little amount of light), serving as an appropriate decoration for Halloween.You find pumpkin plants occasionally in the world, they spawn in grass biomes. In the future, pumpkins will also serve as food.


    Apart from the Halloween-related stuff, this update also introduces a new tool: A scythe,which has the same functionality as the sickle, but with greater efficiency. In other words, it allows you to cut a larger area of grass.To craft a scythe, you'll first have to craft a scythe blade at the anvil.


    Have fun with the new update, and have a happy Halloween! :)


    ____________________________________________
    Full changelog:

    • [New] New vegetation: Pumpkin plant, which spawns in grass biomes
    • [New] New item: Pumpkin
    • [New] New object: Jack O'Lantern, which also spends a little amount of light
    • [New] New item: Scythe, used for cutting grass, it's more efficient than the sickle
    • [Change] Adjusted sunlight intensity and static lights
    • [Bugfix] Fixed a nasty bug causing missing collisions for chunks and an overall slowdown
    • [Bugfix] Fixed a bug causing wrong debris position and sound when destroying an item
    • [Bugfix] Fixed wrong face culling for sloped stairs ("Stair 2")

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    Yeah I totally agree that oversimplification is bad for a game. Speaking as a gamer myself, I always prefered realistic games, and I disliked it when games became too causal. But on the other hand, during development we also realized that it's definitely a bad idea when everything in the game becomes too complicated - a lot of players will lose their interest in the game when it takes a very long time until they see results.
    The approach you've mentioned is planned for bigger objects: Siege engines, oil rigs, vehicles etc. When it is implemented, we can perhaps expand it for all objects.

    That's an interesting approach. I agree that this kind of interaction with the world is definitely better than a simple GUI. But this kind of crafting also brings some problems: For example, how do you determine which variation (i.e. the woodtype of an object) you're going to craft, since all variations use the same ingredients (in most cases it's simply lumber)? We already thought about different sorts of wood (so you need the right type of wood in your inventory to craft the equivalent object), but we came to the conclusion, that this will make the game too complicated...
    Another problem would be what happens when several items/objects have the same recipe? Our goal is to have a big varity of different objects (furniture etc.), and it's nearly unavoidable that different objects use the same recipe (also since most furniture is made out of wood).


    At least we're planning to introduce such kind of interaction for the cooking&baking-feature. Perhaps we can also implement something similar for forging.

    Yeah that's really a cool idea! :thumbup: We put that on our list, unfortunately, neither a racoon (which seems to be ideal for this job^^) is part of our first animal update, nor a monkey or gremlin. We will implement this feature as soon as we have appropriate models. I promise that this feature will not sink into oblivion ;)