Posts by vinehold

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 graphical glitch only happens when I get near to water (strangely). I noticed other places along the coast where there was a chequerboard pattern of missing textures; if I moved away from them they were replaced with a proper water texture... maybe some setting?


    Some amazing coastline scenery with conifer covered hills sloping down to the water, looks fantastic.

    Generated a survival single player world with seed -4406247. Looks amazing - well done!!


    Turned to right and there's a rectangle missing in the sea, swam over to it and started sinking which didn't happen on the swim out. Something was visible inside the rectangle - maybe the sea floor or some other terrain?


    Went back to land and tried to chop a tree, seemed to be taking a long time, turns out it was two trees stuck together. Probably not intended but not really an issue as similar things do happen in nature and they would take longer to cut :D

    Personally I'd much prefer the information in one place as it is now, rather than having to search through a 'book' for each function.


    The ideal would be to have the keys displayed on the lower right side of the screen (in the same way that the states/modes are displayed at left) with the display changing depending upon which mode is active, in other words, display context-sensitive help. You could add a UI option: 'Building help on/off'.

    Just a thought/suggestion: might it be better if the keyboard commands were arranged by function rather than in the slightly random order they are at present? I think new players (who will obviously use this help facility most) will ask themselves 'How do I rotate this block?' or 'How do I make the grid smaller?' etc . So having something like...



    Help: Construction Elements


    Rotate:

    To rotate an element use the direction keys UP/DOWN/LEFT/RIGHT/PGUP/PGDN


    Resize:

    To resize an element hold the [SHIFT[R] ] key and

    To move or rotate the upper surface...


    Mirror/Flip:

    To mirror or flip an element...


    Place:

    To place a single element..

    To place multiple elements...


    Misc:

    To active grid mode...

    To change the grid size...


    etc...


    It might also help any colorblind players! The icing on the cake would be to have the bound keys displayed instead of just the defaults :D

    Wouldn't it make more sense for the list of prices to just contain items that were in the chest? For example, I put lumber and tomatoes in the chest and when interacting with the NPC get a list containing just those two items to set a selling price for.

    As Yaromid 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.

    OK I see what the problem is: I have the middle mouse button (click) set as interact/context and that binding doesn't work in building mode.


    If I use the default 'c' all is well.

    The keys , and . are for changing the position of the block you are holding relative to the selected pivot point WHILE in manual pivot mode

    Help says these keys select next/prev pivot (not changing block position) if modular snapping is active (which it is) and "pivot mode is set to manual (see context menu)" but it doesn't seem possible to bring up the radial/context menu while in build mode. If I also set manual positioning to on the situation is the same ie the ,/. keys don't work.


    The F1 help screen doesn't seem very clear, I was going to suggest some alternative text which is why I'm trying to work out how all of the build functions work exactly :D

    Thanks Avanar and Deirdre but using Ctrl doesn't have any effect.


    I think modular mode is working as intended eg a cube can be rotated around any of the pivot points of an adjacent element, it's just that those two keys (,.) don't seem to do anything. I don't foresee a great use for it but it would be nice to know what it does just in case :D

    Are the next/previous pivot point keys (default ',' and '.') not implemented or have I misunderstood their purpose? I set modular snapping to 'on' but the keys do nothing although the mouse can be moved to highlight different pivot points. I tried remapping the keys but to no avail.


    TIA


    EDIT Forgot to say, rotation around the highlighted pivot works as expected it's just the ,/. keys that don't seem to do anything

    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.


    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.

    Re torches: as paulevs says, having a mount is was a nice detail however, personally I found it tedious in the Java version to have to carry two different items and often I'd place a mount in the dark while mining and couldn't find it again to stick the torch in! Maybe we could have minecraft like torches but where the model has a built in mount?


    Re the splint: I know all of that :D but will the fracture heal (even if slowly) without a split?

    Here are some more little things I spotted in the crafting window, mostly grammatical/English usage stuff:


    • Chests and other storage: Description should be 'Can be used to store items' or 'You can store items in it'
    • 'Seatings' category should be 'Seating' ('Lights' could be 'Lighting' to match but either is ok)
    • The torch's description says it can be placed on a wall but I can't seem to do that?
    • 'Flood light' should be 'Floodlight'
    • In 'Cabinets', 'Wooden shelf' is really a 'Cupboard'
    • Should 'Toro lantern be in the 'Lights' category?



    Edit: some more...

    • Bandage and medkit should be 'Can be used to stop bleeding'
    • Drying rack: 'Used to preserve raw meat and make it edible'
    • Scythe (both types) 'Useful to clear large areas of grass'
    • Paint roller: 'Used to paint surfaces. Works a lot faster than a paintbrush'
    • 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?
    • Primitive spear - remove 'both' or 'also' from description
    • Are the knives required for tanning? If so 'useful' needs to be changed to 'required'
    • Rifle description mentions musket but that's not in the list... maybe it's coming?
    • Bottle: 'A simple glass bottle'
    • Does a splint speed up healing (sorry I don't know the mechanics of that)? If so description needs a rewrite

    Fair enough but I can still see places where things could be rearranged, consolidated and resized to gain space :D

    You could simply switch the crafting area to show chest inventory when looking into a chest. Anyhow it would be a lot more work so probably not worth the effort :D


    I have spotted a few very minor things that you might (or might not) want to look at but there may be reasons they are like they are:


    Inventory screen;

    The 'Equipment' and bottom row of inventory slots are out of alignment vertically (I said they were very minor!)

    Could use same text for 'Inventory' and 'Equipment' as 'Crafting in the crafting window


    Crafting window;

    '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!

    The 'Craft Object' button could be labelled 'Craft' as often you're crafting multiple objects and would save having to dynamically swap button label Craft object/Craft objects

    Should miscellaneous and general be consolidated? There's no clue what either contains without looking.

    The problem is that there is not enough space on screen if we merge the inventory and crafting menu...

    Honestly, I can see lots of places you could save screen 'real estate' in the crafting and inventory windows which would probably allow them to be combined . The advantage of having them unified is that the user can immediately see how many of an item they have and therefore how many more they might need to craft without having to switch screens and also how many of a particular resource they need versus what they already have. If it's too big a task in view of everything else you've got going on then I would forget it but I'm pretty sure it would improve usability (and potentially make development a bit easier having only one window to deal with instead of two). I can post screenshots if you think it worthwhile pursuing?