Posts by Avanar

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    Hm.. mache ich was falsch oder funktioniert die Rundumleuchte nicht so gut?

    1. ich kann leider die Farbe nicht ändern, gibts wirklich nur Rot?

    2. kann man die Geschwindigkeit nicht manuell anpassen?

    3. egal wie ich die Helligkeit einstelle, ich merke keinen Unterschied

    4. auch bei Schatten ein/aus sehe ich keinen Unterschied

    Hallo,
    ich hatte zuvor schon eine Bibliothek gebaut, diese hier aber ist dafür gedacht unterirdisch verbaut zu werden und passt gut in eine Zwergenstadt. Die Regale, Bücher, Tische, etc. habe ich selbst gebaut. Lediglich den Kronleuchter habe ich mir von nase211 ausgeliehen (Java-Version) und habe ihn mit Unity-Fackeln ausgestattet.

    Aber Vorsicht: es sind sehr viele Bauteile und könnte den einen oder anderen Rechner in die Knie zwingen ;)

    Viel Spaß!


    Hello,
    i have built a library before but this one is meant to be used underground and fits very well into a dwarven city. The shelves, books, tables, etc. i have built by my own. Just the chandelier i have taken from nase211 (Java-version) and added some Unity-torches.

    But be warned: there are a lot of building pieces and it might bring some computers on their knees ;)





    Have fun!

    da geht es um das Shop updayt
    das heist auf Staem dann dei aktuelle version die Uinty ist und nicht mehr die Java
    das muß nicht bedeuten das wir was neues bekommen :saint:


    Doch, weil dieser Switch nicht "einfach so" kommt, sondern die wichtigsten noch fehlenden Features in Unity implementiert werden müssen bevor Unity die Hauptversion wird.

    Soweit Red gesagt hat wird es 2 Updates geben bis Ende des Jahres. 1x mit Content und dann kurz danach das Verschieben der Java-Version in den Beta-Branch und der Unity-Version zur Hauptversion. Sowohl bei unseren Spieleverzeichnissen als auch auf Steam.

    In all my years I've been playing Rising World I've never heard anyone talk about something like this. In the last week's one person who asks about bandits destroying buildings, but never till to that date. In my opinion something like this is not necessary in Rising World.

    not for you as you play only creative but i have read about it multiple times and i also would like such a feature from time to time

    From what i read on the forums a big part of the current survival-community and the potential ones who dont buy the game without more survival, would want such a feature.


    The idea with breaking only doors is ok of course but you intend to give us the opportunity to build our own doors - would those be a target of bandits as well then?

    And yes, as i mentioned someone could of course tag a wall as "interieur" and be safe. Thats the idea - a server owner/admin can determine if such blueprints are allowed at all and the individual player can decide if they want bandit raids or not. Each to their own.


    About new players - i dont think this would be an issue. As mentioned standard blueprints without tags would be still available (you have to check a box when creating a blue print, just like already with including terrain, objects, etc. or not). Therefore if they don´t notice this feature right away they would be safe.

    Maybe if a structure is not blueprinted at all the bandits follow the standard path - breaking only through objects as you suggested. For new players this would be no threat then and only when they decide they want to participate (and maybe only for a part of their building) they could blueprint their buildings and tag them this way. The tag would / should also work for built stuff that is getting blueprinted the first time, not only if you place a blueprint.

    red51 - lots of people want to see more aggressive or challenging Bandit-AI in the game, others (incl. myself) are afraid Bandits attacking buildings could ruin the work of weeks and months. Also stuff like cups made from "blocks", statues and other things should be no aim for bandits but for the AI it would be hard to distinguish between a defensive wall to break and a complex statue just standing in the way.

    My suggestion would be therefore the following:

    Currently there is just 1 type of Blueprint. But wouldn´t it be possible when blueprinting something to add a (optional) tag or marking to the blueprint?

    Lets say:

    Blueprint without tag/mark = regular blueprint, not to be attacked by bandits when placed, needs no ressources in survival

    Blueprint with a tag/mark for "interieur" (i.e. tables, cupboards, chairs, etc.) = not to be attacked by bandits when placed, need a balanced amout of ressources in survival (i.e. if 100 building elements used it needs 50 wood and 50 metal bars to place)

    Blueprint with a tag/mark for "decoration" (i.e. picture frames, cups, bottles, etc.) = same as above but with other ressources (i.e. with 50 building elements = 25 sand and 25 stone or metal)

    Blueprints with a tag/mark for "building" (i.e. house for living, barn, etc.) = bandits dont attack structures, just objects like doors to break inside and go directly either for players, beds or chests. need a balanced amount of ressources in survival (i.e. if 1000 building elements used it needs 500 wood and 250 stone and 250 metal)

    Blueprints with a tag/mark for "wall" (i.e. defensive wall, garden fence, etc.) = bandits attack this structure directly until there is a gap in it, then go through it. they destroy it when its in their way. also needs balanced amount of ressources in survival (i.e. if 1000 building elements used it could be 500 wood and 500 stone).


    with "balanced amount" i mean that the required ressources should be set in the background, not depending on what material/texture was actually used. But it should actually scale with the amount of building elements used in the blueprint.



    What would be a motivation to use a blueprint at all in survival? Well, thats up to each server owner i would say. For example buildings that aren´t blueprinted could be not protected at all from bandits or bandits may spawn even close by or inside walls or maybe tress don´t regrow, etc. just some ideas.

    With that system there would be a reason (outside creative) to blueprint and the problem of bandits being no threat in survival once you are behind a wall would be subject to each player on his or her own. Of course someone could also blueprint a wall and tag it with "interieur" so bandits dont attack it. That would be individual decision and hence adding to the individual possibilities of this game.

    Once a structure with a tag is placed each building object has this tag saved in the background of course. If it is removed and replaced the tag is gone only for this building element, the rest remains untouched.

    What do you think?

    Wird es auch möglich sein Plugins für Java auch in der aktuellen Version verwenden zu können? Was bitte ist ein Shopupdate?

    Die plug-ins der Java müssten, soweit ich weiß, für die unity Version umgeschrieben werden. Und die meisten wurden bereits angepasst.


    Ein shopupdate folgt wenn endlich die unity Version von der beta zur Haupt Version wird und die Java ihren Ruhestand im beta branch genießen darf;)


    Weil dann muss auch für shop Seite auf steam angepasst werden

    Drums of Africa??? At least thats what I played yesterday, for a few hours. This morning, that is gone, all my work lost. And now you have another one - pacific island or something!!! Not exactly player friendly to keep creating servers that people play on, only to have everything lost... :(

    What to do if the server provider can't get the software to work properly?


    And in general is a risk of you play on servers. No guarantee that your buildings survive a reset.


    But you might ask to get permission ti create blueprints and copy your buildings

    I know it's been a while, but when it comes to measuring tools for building, I've found that having a good-quality tape measure is a must. It's super versatile and can handle a lot of different jobs. I also like using a level to make sure everything is straight—nothing worse than a wonky shelf.


    there is a tape ingame that you can use for such. also when its about leveling (of shelves i.e.) you can easily do that by checking on the rotation angle the game is showing you. or just use the grid.

    I think you confuse yourself a bit.


    Hit F3 3 times. Now you don't have all the unnecessary Parameters and only the x, y and z coordinates.


    Easy to figure out which one is the height level you are on.


    Surface height plays no role here