Posts by Avanar

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-05)

    Aber die Idee ist gar nicht übel. Natürlich ist es schwierig die blockform zu ändern auf die Art. Aber vielleicht gibt es die Möglichkeit einen extra layer für für Textur hinzuzufügen, der den Stein optisch verändert? Mit musstern

    Ich gebe zu dass ich das letzte Jahr privat viel um die Ohren hatte und dafür keine Zeit und Kraft aufbringen konnte.


    Aber auch dass ich mir mit dem richtigen Format schwer tue. Für jemanden der das öfter macht oder sich damit beschäftigt ist das sicher pillepalle. Für mich ist der Text weniger Aufwand als das Format

    Hi, since i've just tryed some cool blueprint and i'm so hyped for the update, i have two question to make some small modification about smithy.


    1)IS it possibile to make the stone axe only usable for boulder? so you need an iron pikaxe to dig stone and ore on the ground. This should give more survival and i think it's easy to make.

    2) is it possible to force the forge to use only coal?

    3) and last, do the "ore amount" in settings set also the presence of boulders?

    1. Is that necessary? A stone pickaxe is very slow. Chopping a single tree or rock works but mining? Takes forever


    Along with tool degrading at a later point i think no one would seriously mine with a tier 1 tool


    2. Maybe there is a setting with the fuel time. wood is slower than coal. So theoretically you should be able to change something that would set the use of wood to 0,or increase to ***, and by that make it useless as fuel. But that should be answered by someone with more knowledge about programming and the config file.


    3. Check the config file. Boulders are classified as objects i think. Maybe there's a setting

    no, they will not populate your new land.


    Animal spawning is connected to the biome type. If its ocean they will not spawn.

    However you can use a console command. Or make a bridge and hope they will wander off to your new land.


    They will therefore also keep spawning in the regular biome, wander off and drown

    i would suggest to look into the other F keys. One has a water Symbol on the UI. That might be a hint für a water tool.


    But who am i to know such things :D

    btw you can shrink blueprints even more. Just shrink them as much as possible, they blueprint it again and et voila, you can start again shrinking with the new blueprint



    Awesome ones btw. Love the singer

    wie nomja schon schrieb...ist viel luft nach oben...leider für jemanden, der es allein wopp nicht machtbar...ich weiß das Red sein bestes gibt es jeden gerecht zu machen...es wird immer was auf der strecke bleiben...

    Zum Glück ist er nicht alleine und schon ein gutes Stück vorangekommen. Bewegliche teile, ein Rohrleitungssystem, Elektrizität, usw sind in der Planung

    ne...leider nicht...haben ein gefängnis gebaut...die eine steht die andere ging und ist ausgerissen...musste ich töten aufm dach:(:crazy::thinking:

    es war alles zu

    Ja, im Haus ist schwierig. Für npc sind früher in Höhlen verschwunden, daher haben sie jetzt einen Mechanismus, der sie an die Oberfläche befördert, wenn sie irgendwo drunter sind.

    Bei Häusern leider ganz schlecht

    dummy npc kannst du spawnen


    Spawnnpc dummy 1


    Müsste der Befehl sein. Und mit locknpc, während du ihn ansiehst, setzt du den lümmel fest, um ihn anzuziehen.


    Editnpc



    Rund bauen ist in der unity Version schon super easy.guck mal Videos. Z.b. die von OpaZeron


    Dafür solltest du das raster aus und das magnet tool einschalten. Und dann mit den pivot Punkten arbeiten. Diese dienen als rotationspunkt für deine bauteile

    As I said it was much better when the reason was keep digging you might get lucky. If I want to go to foreign lands it is because I want to go to foreign lands and want to experience a new setting - and not because gold is illogically in the desert just because it was a rare and the desert needed a rare (when IRL gold is found where water left deposits). Certainly it makes sense for unique flora/fauna/minerals in different biomes, but they need to make logical sense. You would not put zebras and lions in the artic just because they lacked a feline and equus.

    That counts for you, not for everyone. The setting alone is not reason enough for most people to travel. The game is a huge time sink for creative builders but not for other play styles. Those who prefer to play survival or explore want a reason to go somewhere else. A need in order to advance. For now the game doesn´t offer much ofthese reasons, therfore it had to be artificial. I dont mind that too much as i dont need gold and aluminium for many things. I just hoard them and while digging for them i also get other ores. Its not a big thing tbh.

    I get though what you mean. And i am sure the game will at some point meet your expectations in this regard :)

    That is indeed what is happening. Kinda ruins the feel of gold fever knowing IRL it is found in california hills and in alaska wilds - but in RW it is only found in the south biome. Was much more fun motivation to keep on digging hoping to strike gold in the old version.


    It is nothing now but illogical gate keeping.

    It's a reason to travel to foreign lands and subject to changes in the future, when more ores and more content arrives

    Not enough keys, i get it. Maybe alt Gr? But i think it's a German key, not available internationally.


    is there a difference between left and right ctrl key maybe?


    or maybe a key that is toggling the function of either shift or ctrl key