Posts by Avanar

    And if you're in the Config SPRisingWorld\_New Version\config.properties or MPRisingWorldDedicatedServer\server.properties the Undo values increase?
    The Undo is in Time and Quantity limited, and after a relogin also set back, as far as I know.

    Hm - i guess i didn´t describe my issue very well. I don´t have a problem with the Undo-command. not at all.


    My problem is:


    whenever i use any area tool (regardless if delete-tool or area-select) and execute any action (delete or alter the area) the function works fine. But the marked area remains. I need to manually move the frame of the area to another place, or log out and back in in order to delete / alter another area.

    My suggestion is:


    add an undo-command with which you can undo any block or object that you have placed. current undo can only undo destruction, but not building action. I sometimes draw a line with blocks but then miss-aim or miss-click and suddenly i have a huge wall right inside my building. Obviously if i use the area-tool to delete that i would also delete the building i built on purpose, not just the wall i built accidentally.

    I also suggest to add the possibility to delete only specific objects or block id witin the marked area

    I'm not sure if I understood you correctly but there are two ways to get rid of the markings. You can either switch to F4 and back to F7 (or what ever) then the area shouldn't be marked anymore. Or you press backspace which is the easiest way.


    I know how it works, or how it should work. But for me it does not reset unfortunately. A bug I guess



    There is an "undo" command that deletes the last constructions or deleted constructions if desired. To uncheck, use the backspace key.

    I know. But i suggested a command that undoes the last set element.

    Hi red51


    not for the first time my clumsy fingers have messed up a building by accidentally clicking in the wrong moment. Instead of just 1 line of blocks i suddenly have a huge horizontal or vertical wall. But since it is in the middle of my building i can´t use the deleting tool as it is. I have to chop away everything manually - even though im playing in creative mode :angry::dizzy:


    My suggestion and request is:


    1. either apply the "undo" command (or a similar version of it specifically for undoing a building command, i.e. undobuild)

    2. or let us use the deleting tool (area) only for a specific block id. we can already delete only blocks, only objects or only vegetation, why not only block id xyz?



    Aside that i have to restart the game each time i used any type of area tool. If i use it a 2nd time the same area i marked the first time is still marked and i have to manually move it from its position. That is quite annoying. Similar its for the block-rotation. I have just once tried the function to set a checkbox for allowing the game to keep the rotation on a block. I didn´t like it and undid the check. But the game is still applying the function. Even after meanwhile multiple restarts. Very annoying :(

    Dann hast du echt was verpasst :). Das Kloster ist dir echt gut gelungen und ich konnte noch was lernen dass manche moderne Texturen nicht mehr so modern wirken wenn man die Textur größer skaliert :thumbup:.

    da ich gerne große Gebäude baue gefällt es mir nicht wie repetitiv die Standardskalierung wirkt. Daher mach ich das allermeiste mit 4x oder 2x. Erstmal wirkt das ungewohnt und komisch aber wenn man am Ende eine große Fläche hat sieht das bedeutend besser aus, finde ich.

    Danke fürs Lob :)

    diese befestigte Siedlung habe ich für meine neue Welt gebaut. Im Innenbereich sind viele Möglichkeiten gegeben die Einrichtung nach eigenem Belieben zu gestalten. Kann auch als Klosteranlage genutzt werden.

    I built this fortified settlement for my new world. Inside the buildings there is lots of possibilities to add or design the Interieur as you like it. It can also be used as Monastery




    ne, leider nicht :) Ich darf von meiner Arbeit her an einem Projektteam teilnehmen, dass mit dem MS Copiloten arbeitet, daher hab ich ein wenig Erfahrung mit Prompts. Mein Standard-Prompt für meinen Usecase geht über 2 volle Seiten :D

    Bei den KI kommt es auf das Prompt an. Je detailierter das Prompt, je eindeutiger desto besser sind die antworten. Schreibe am Besten nicht alleine was du fragen möchtest, sondern auch wie du es ausgegeben haben willst. Z.B. füge mit hinzu dass du nur Fakten haben möchtest die in der Quelle auch verfügbar sind, keine Interpretationen. Am Besten schreibst du auch noch was die KI tun soll wenn sie keine Antwort finden kann oder diese unklar ist

    Naja so weit sind die Entfernungen zwischen den Inseln auch nicht und man hat ja das Ruderboot, und wenn man es mal so sieht die Erkundung auf einer Insel ist auch sehr mühselig .

    Aber was solls , ich nehme mal an damit das auch sehr realistisch ist mit dem segeln wird es auch noch wellen geben oder ? also so wie in Valheim

    Och, per pedes kommt man auf ner Insel überall hin aber mit dem Ruderboot eine törn, das dauert. Ist ja nicht gesagt, dass man einfach nur die nächste Insel sucht

    Deirdre Ehrlichkeit ist sehr wichtig aber verwechselst du das, in einzelnen Fällen, nicht mit persönlicher Ansicht? Denn ich kann absolut nicht nachvollziehen wie du das Segelboot als grafisch "so lala" bezeichnen kannst. Es passt in RW sehr gut rein und auch für deine Städte und Häfen sollte das Boot doch einiges hermachen?


    TheKing - Fahrzeuge (nicht nur Autos, sondern auch Pferdekutschen, Minenfahrzeuge, Züge, etc.) wären fantastisch. Wie Red es aber gesagt hat, zwischen den Inseln zu reisen, im Survival, ist momentan echt mühselig. Das Segelboot ist daher wirklich passend, finde ich.

    Wir haben jetzt zwar Glastüren. aber als Eingangstür sind die eher für einen Shop geeignet, denn wer möchte in seinem Haus eine durchsichtige Eingangstür haben, durch die alles im Inneren zu dmsehen ist. Es gibt so schöne Türen da ist oben Glas und nicht die ganze Front verglast. Unsere Türen kann man nicht durchsichtig machen, leider. Ich muss ehrlich gestehen, dass diese Glastüren eher als Balkontüren denn als Eingangstür geeignet sind. Die vorhandenen Modelle sind leider nicht wirklich schick.

    Zum Glück sollen wir die Möglichkeit bekommen eigene Türen zu bauen, die sich funktionsfähig sind



    btw I personally wouldn't care if there's a way to travel in EA. I guess most ppl wouldn't if there's a creative mode ;-) ... well and there's the portals plugin too so I have a feeling there are enough ppl out there "fixing" the shortcomings of it until they are done in game ;-)

    those that play survival want to play survival, not creative. i don´t think it would be a viable solution for this part of the community to simply tell them "fly to where your ressources are". EA is a game, not a tech demo after all :)


    but that´s a matter of personal taste of course. while, as room6675 said above, playing on a server means to follow the rules of the server admin/owner. if they don´t allow flying you would be restricted to what you find locally or in the near surrounding.

    same for plugins btw.


    and for the portal plugin you would need to be at least once at the place you want to go. maybe really an idea - you need to travel far off just once and can come back any time. but to me it feels a bit like cheating. maybe there will be a solution for that in the future.


    generally i think red will add recipes with one big update. there are a lot of these waiting to be introduced.

    Well just looking at the game itself it might seem to be obvious. Yet I did look at the plugin API a little bit. Asuming the API is somehow representing the game strukture the "blocks" and recipes don't really hint towards that. Granted it is always possible that part of the api was just a "quick & dirty" hack to get it going. Which could very much be true as the API doesn't have a way to define recips from there. Guess once that feature would be implemented a cleanup in this area of the API is mandatory.


    I don't really get that point, isn't it common in other games to just have a "creative mode" for those who just want to do building?


    the game is in EA, as you also stated. That means several features aren´t available yet or limited. The real reasons why there are no detailled recipes yet need to be explained by Red51 but i imagine that part of that is because we are lacking of the material yet (more trees, other rock types, etc.). And another is that it is currently very difficult and lengthy to move to other biomes. It is unrealistic to go to all available biomes with just a row boat or a motor boat, not knowing where the biome is, having no map, etc. Yes, you can go exploring but to build with all the materials you would need to go hunting for material for ages just to find sufficicent trees for the build you want to do.


    More updates will introduce vehicles, ships, map, trains, etc. That will make it a lot easier. And also more natural textures of course. For some textures there isn´t any material implemented yet. Neither are detailled recipes. So it makes sense to connect the introduction of these detailled recipes to the introduction of the other mentioned stuff.


    For now these are just placeholders. Or do you think to produce 1 glass pane you will need 1 sheet of metal? ;)


    Give it some more time. What you see now is just the current state, not the final outcome.

    Well, isn´t that obvious? Because at some point we need i.e. oak wood to produce oak wood blocks. This isn´t a feature yet but it will be. Most likely when other stuff is available in game that allows travelling more easily. It would be a bit annoying for survival players if they see a wonderful texture in their building menu but can´t select it because they are in arctic regions while they need wood from the savanna, with only few means to get it.

    Yeah unfortunately in this case the incense stick is just way too small to embed a fire into it.

    there's a couple of things I've made and am planning to make that I'm designing to be able to use particle effect generators, block rotation, etc. in the future once Red gets it implemented. That should be able to be scaled down enough for this.

    I didn't try with objects but can't you shrink the fire, blueprint it and then struck it even more?

    Objekte, wie z. B. Möbel werden nicht übernommen. Bilder auch nicht.


    Die texturen sind nicht identisch, daher wird das Spiel für due Blaupause die am nähesten rankommende texture in unity nutzen.

    Das kann im Einzelfall anders aussehen als in der Java.


    Ansonsten... Einfach versuchen

    Actually I absolutely hate working in tiny because it's so hard to see the blocks, pivots, etc. but that's why I suffer, so others don't. lol

    Ooorrr... You build the stuff with bigger parts and later shrink it via blueprint