Posts by red51

The next update will be available between Thursday, October 30 and Friday, October 31!

    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)^^

    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 :)