Update: The standalone should now be available! Sorry for the delay!
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Block A is at 1 block height.
Block B is at a 3 block height.
Block A & B are 30 blocks apart.
Grade that area smooth from block A to block B, and have the option to place objects in that defined area to that grade.
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you can do that by using the smoothing tool in creative mode F5 -> 2 or using a rake but then it is quite hard to get it right. Maybe won't be as smooth as you may want it but it can be done to a reasonable extent
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first screenshot that looks like either iron or copper ore but the rest it is indeed just a texture effect and nothing more 
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Maybe more realistic water physics
that will require a world reset when introduced so no, not coming yet
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i don't think it is currently, only workaround is to blueprint each bone and then freely rotate the blueprint before placing it
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unfortunately no red has said that the next update is going to add mounts not this one 
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probably just new items, mainly clothing I presume but red hasn't said anything yet we could even be seeing new tools or crafting stations :O
we'll know tomorrow evening anyway for sure 
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can you provide a screenshot of what you are seeing? 
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the thing is the movement is not locked to the grid atm either. It is locked to the global xyz axes.
What would`probably be possible is to make the movement lock to the element's xyz axes instead of the global ones by command just like rotation modes are handled (e.g. similar to the rotation local/global/legacy have position local/global)
@red51 could take a look at this, good idea 
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I know, i can, i already adapted some of my textures, however max size of 512, which game doesn't even seem to use.
I am pretty sure red51 will add better texture support in the future, unfortunately I would think it is not high on his list for now as more items/features for the core game are more important to most players 
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ok noone has called it control mode ever till now (btw 0 on numpad does the same so could also be 0th mode
hahaha) so I didn't know what you were talking about and didn't want to just assume.
well have you tried using the setp/setr settings to make adjustments even finer than the default ones? About the arrow, PgUp/PgDn keys they always move the element on the default xyz global axes so if you are out of a 90 degree rotation ofc such movement is zig-zagy.
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you can create a texture pack for RW too, you can find instructions on how to add it to the game in the Mods section of the forum, just note that you cannot add new textures in addition to the existing ones but you can only replace existing ones for your new ones atm. Adding textures will be supported in the future but is not yet.
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what do you mean by control mode? positioning for woodplanks/beams/logs only follows the grid if you activate it with G 
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default at 75 x 190 (current?)
default is 2 blocks by 4 blocks where 1 block is 0.5m
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press I for inventory and a big GUI window will open for you to select what texture you want
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um welche Plugins geht deine Frage? Also, meine Plugins sollen noch funktionieren
Bitte geb mir Bescheid ob es Probleme gibt 
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If there was a WorldItem.setDespawnable() function. It would make it much easier to make a plugin like this.
well items don't have such an attribute in the definitions database yet so that is kinda impossible atm
but as I said items in the world will be implemented at some point 
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yes that is because water is in blocks atm you can't see them but it is. Dynamic water will be added at some point in the future and all these problems will be solved
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Thanks.. i guess I need to be a programmer also to play this game..
well not really true, someone else could make a plugin like that for you.
But in general leaving items like that w/o them despawning will be part of the game at some point, unfortunately if you overdo it with such items it would cause tremendous lag that is why it is currently not implemented. At least that is my understanding so far.
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@red51 are the clothing permissions not in the game yet or should we use another syntax to deny them?
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hmmm this bug was supposed to have been resolved in one of the last updates 
@red51 could maybe have another look?