Posts by Darwin_Blackwolf

The next update will be available on Wednesday, December 18, in the early evening (GMT+1).

This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.

    the behavior where filling a mined area creates more ore from stone is a known bug but its not a high priority to fix. At present there is more ore than things to craft from ore so there really is no incentive to exploit that bug.

    I'm just more than happy to help. Reporting bugs here is much friendlier and less hostile than reporting them for Minecraft.


    That said, as an update to my bug report on how I wound up with more ore and stone once I had refilled a mined hole, even though it's not a priority bug, I performed some tests in my in-game workroom: The test was to separately put down two stones, dirt, sand, mud, and gravel, then mine them. Each gave me more than two back. Dirt also gave me gravel, and gravel also gave me sand. Who needs a sifter.

    The Bug:
    "You must stand in front of this object to use it." That's the line I get when my pointer turns into a chest and I attempt to access the chest on the other side of the brick wall with the F key. That is not the message I get when I attempt to access chests, barrels, and crates (possibly all containers, but these are the only ones I tried) through floors and ceilings. The containers are very much accessible and usable. I'm talking about a full brick block here, not just a thin plank of wood. I can't help but wonder if this could be done with items other than containers.


    The Possible Abuse:
    With the highly anticipated arrival of the Dungeons API, this minor bug could enable players to mine beneath the dungeon and wait until the chest icon appears through floors and ceilings to access the treasure-filled containers, all the while avoiding the guardians. The same goes with PvP where a player could mine beneath another player's house, and not even have to mine through the floors to access the containers.


    The Question:
    Is there a way to totally remove the chest pointer when aiming at a chest if its view is blocked by another block?


    well in fact in real life not all the ore is taken the first time and the taylings often contain missed ore, this is why old gold mines have been re mined over and over oO

    While I'm perfectly fine with how Rising World handles returning ore, I both agree and disagree with your comment pertaining to mining ore. Minerals in real life are nonrenewable resources. That said, it is perfectly normal for a miner to go back into an old mineshaft, start new tunnels, and find ore where previous miners never mined. It's not perfectly normal to merely dig out an old mineshaft and find missed ores in the rubble that was used to fill it in the first place. It's also not normal for a miner to find ore in the rubble while refilling his or her mineshaft. Mistakes happen in reality and one can accidentally put back a stone with a speck of gold on it, but I would guess that's a rare occurrence based on a lack of attention, among other things.

    To Red: I love the varying sized crates, and I noticed the large one allows for four pages of inventory which is very nice. The question I have is, how easy is it to code extra pages of inventory for storage items? A simple copy/paste of code with a variable name change? I'm just wondering how easy it would be for you to create the "Red51 Super-Secure Mithril Vault with 51 pages of inventory, 8 character hex-based passcode protection, and a warning label indicating 'do not forget your passcode'."


    I have however noticed signs can't be placed directly on crates.


    Also, whenever I find ore at a spot where the hole afterward becomes inconvenient, I usually refill the hole once the ore has been fully mined. But there are times when I'm refilling that I notice some of the ore returning. The ore detector senses it, and when I mine it, most of the time I can get ore from it. Over the course of mining and refilling, less and less ore reappears until the hole is gone. While realistically it makes no sense, if this is a bug, I wouldn't worry much about it as at most, one can get 10-15 extra pieces of ore during the refill.


    Which brings up my next question: Is it possible we're getting too much stone per block mined? In the instance above, I used the ore detector to find the iron ore, and after over 64 pieces of iron, I refilled the hole. Now, I don't OCD the refilling of holes, but I'm sure I shouldn't have over 30 pieces of stone left on me when I had none before I started digging. Especially considering how much ore I mined. As with the ore, I wouldn't worry much about it as it's just stone, and I'm sure everyone here loves amassing stone for their builds.


    Keep up the great work, Red.

    I like the idea of scavengers such as raccoons, moles, and groundhogs, and it would be nice if the animals ate and drank what was out there. It would also force us to build more creatively to protect our gardens. We'd probably see more greenhouses, since there's no rain in the immediate forecast.


    I wonder if once merchants and thieves come into play, whether they'll be followed by an economy of sorts. A merchants API could be designed to allow people to create various types of merchants.

    We all have our own perceptions of what we want to see in Rising World, and having played Minecraft for what seems like an eternity, I love all the Minecraft mobs ... in Minecraft. Not elsewhere.


    I'd rather see realistic creatures like we'd see in our own world, with maybe a bit more extreme, but nothing out of a horror flick. Rising World has a chance at being original, and introducing creatures we wouldn't have normally seen in other games yet would be a good way to go. A giant spider can work, but we could technically encounter other races, such as - dare I say - dwarves, other non-player humans, and creatures such as moles, cave bears, and maybe even bats. Imagine bumping into a colony of bats while dungeon delving. The Internet is full of possibilities, and so are D&D's Monster Manuals.


    But I would recommend to the developers adding an option in the settings where players can choose what creature they want or don't want to see, with multiplayer servers being decided upon by the host. This way, those who are afraid of spiders, can turn them off in their own worlds. Or cringe in a corner of the room mumbling "there's no place like home" over and over again while the giant spider spins its web around the latest morsel to feed to its babies. Imagine being eaten alive on screen by a bunch of spiders, your screen flashing red with blood splatters, ever fading into your eternal sleep.


    Anyways, that said, yes to adding a chance encounter with viable creatures in caves, just as long as it makes sense, and definitely make them individually optional in the settings.

    I just came back from a bit more testing, and I discovered with the help of Creative, that all saloon doors work well both in creative and survival for me by merely walking through them, and all doors do have that width issue that happens based on where you aim your cursor. If you aim to the right of the door frame and place your saloon doors, the left side of the saloon doors will be embedded, and if you aim at the center, you get close enough, but the embedding is still a bit off. And on some saloon doors, you have to watch your spacing above them, but that makes sense.


    Also, while you can get stone blocks and wood blocks back with a sledgehammer, you still can't get wood beams or wood planks.


    I also noticed while taking apart the stone door frame from my previous message's image, the three that were more than 50% in the ground disappeared in the ground and could not be picked up. I mined the space, and nothing was there. But good job on making mining sand sound like mining sand. One step closer to the shovel.


    Thanks to the use of the sledgehammer, I can see a new game of setting up vertical blocks, using the sledgehammer from the top-down, and attempting to stack as many blocks as possible on each other. My best was four out of five.

    After the last batch of comments about saloon doors not working, including looking at ArcaneDesmond's video, I decided to go try it myself. In survival, I made a set of saloon doors, then laid down some stone brick blocks, and put the saloon doors on them. I was able to interact with the doors as if they were saloon doors, by merely walking through them. Attempting to use the mouse as with regular doors did nothing. Interestingly enough, I noticed the saloon doors are too wide for a regular two-square wide door frame, as seen in the image below by the right side embedding itself in the wall. I did not check the other saloon doors to see if this problem is with all of them. Otherwise, the saloon doors work well with me in 7.2.7.


    I was playing the latest update tonight when I noticed what is either a bug, or a nice gesture to farmers on behalf of the designers. I was farming my land tonight, and I found myself accidentally planting tomato saplings at the wrong spots. When I used the sickle to uproot the saplings, I found myself collecting two saplings for each planted sapling, essentially doubling my yield in saplings. I was able to repeat the process with carrots, lettuce, potatoes, and broccoli. The thing is, if this is a bug, I don't know how long it's been in the game. Has anyone else encountered this bug?


    Other than that, I love the use of the sledgehammer to get stone blocks back, but I noticed it didn't work on wood planks. Will the idea be to use the sledgehammer on wood at some point? It would be interesting to add an iron pry bar as a new tool to do to wood what a sledgehammer does to stone.


    Keep up the great work.