Posts by Avanar

    1 Block always uses the full space of 1x1x1,no matter which shape it has.


    You can avoid this using planks and beams.


    In the future an update will change all blocks into objects, like planks and beams. But this will take some time.


    In order to place kitchen furniture on your half blocks, place them somewhere else, do a blueprint and use the blueprint to place on the half block.
    That should work

    Don't get offended, we are just discussing different points of view.


    Red51 will release several new things that will or could break worlds as one big update rather than several.


    Rising world is currently living from its builder community. They would run away if their great servers would need to be wiped several times.


    Currently survival is getting expanded. So there is the additional content.


    Just have patience. It's an ea game done by one dev. Good things need their time

    There isa Roadmap. Check steam, there its easy to find.


    Also in rw chunks stay once generated. No idea what's your critic here.


    In mc chunks get unloaded from ram once you are far away enough. Same in rw.


    Mc isn't a good reference though. It's a done and aged game with the financial background of Microsoft and a huge community.
    Aside that it's looking awfully blocky and not appealing.
    Though I like the mechanics. Redstone is unnecessary complicated but i love the world generation.
    Crafting and building in rw is so much better though.


    Just have patience. Once the game is complete you can compare better

    Magic isn't a part of the original game idea. But it was often requested and the dev is considering to add it in some way.
    A fantasy biome is considered as well.


    But don't expect it soon :)

    Come on. The crafting will be reworked in the future. That's already stated.


    It doesn't make sense to optimize stuff and add crafting tables for each bit when new stuff will be added several times. First get everything in, then sort it.


    It's ea. Don't expect each step to be equal to a final release


    I don't get the point with terrain generation. Once you visited the chunk it won't be completely generated again. But your RAM won't be enough to store everything all the time. So chunks have to get unloaded and later loaded again.


    I truly hope though red51 will improve the view distance in the future. My buildings are... Big. And it annoys me that i can't see from one end to the other

    Did you try to check your firewall and Antivirus?


    It's a voxel game, which means the cpu is doing a tough job. Did you maybe alter a huge amount of territory? Built a lot with planks and beams or used a big blueprint?

    wont i need to fiddle with the command menu to change the wood skins to brick?

    yes and no.


    planks and beams are in the vanilla-version only available for wood-textures via the sawbench.


    but the plugin "planks and beams" (which is supported by the dev of RW) allows to spawn these in any texture you can find ingame, without any commands. the good thing is that, for the purpose of realism / roleplaying, it involves also costs (1 stone for stone textures, 1 wood for wood textures, etc).
    it also allows to spawn triangles, which are not craftable via the sawbench, and to spawn also the windowframes in any texture you like

    there are a lot of placeholders in the game yet as it is still in development. I am sure the dev will consider more different stone-types in the future. I agree with you it would be nice to have marble and others needed to create the blocks. however for now i am fine with it as it is.


    better land generation - yes, taht is definitely in planning. probably could be released already but it held back because it would break existing worlds. as there will be several new things that can / will cause a world break these things get released together, to keep the frustration of starting anew at a minimum.
    if you look at the effort and time people put into their worlds this decsision can only be supported - even though its itching me, just as you probably, to see a more realistic world creation.


    combat mechanics - not sure what you mean with improvments here. RW isn´t a fighting type game and probably will never be. the API will make it possible though to add more weapons, tools, armor and models in the future. HP, DPS; etc. i am sure can also be adjusted then.
    originally the land above was supposed to stay free of magic in order to keep the realism-feeling. the underground and hell get the magic touch. for me this is fine, though magic was often requested, so a kind of fantasy biome is considered. also there the API will allow mods that can give the magic feeling as well.


    about the art style i have to disagree strongly. i am very glad RW is giving us the freedom to decide on our own what we want to do and how. i like to mix things. if you dont want modern - just dont build it. the crafting-stations will get reworked as well, so maybe the order in which you can build what level of items (old - new) will be adjusted.


    building is not what is currently getting worked on. not sure what you mean with your remark. survival is getting fleshed out, as well as means of transportation (horses already introduced, boats as well - now trains are in the pipline).

    @diester


    It is not a masterpiece of art but maybe it will help you a bit.


    Test1-file is a blueprint (dont unzip, just put in the blueprint folder) for a 45 degree shaped block, as you requested. In the same texture as you mentioned above.


    With some more patience it could be better but it is just to proof that it doesn´t take long (less than 5 min) to create such a block on your own and blueprint it for future use. I still agree regular shapes like this would be easier and i look very much forward to it. But until then we can find our own solutions.



    If you don´t like this one have a look at this picture. I simply used 2 blockwalls and at the corner i added a round beam (log) that filled the corner. Looks much better than my blueprint and is much faster to produce. Downside is that it is also visible on the inside of your wall. That can be helped though if you just make your buildings a bit wider and cover the inside of the walls either with planks/beams (like a wallpaper) or with a 2nd row of blocks.

    Copied from Red51s post on Steam:


    Roadmap (last updated 2018-09-26)
    Here is an overview of some major features planned for Rising World. This list is not complete and does not contain smaller features. And - of course - the list is not final, so as always your feedback is crucial. If you have any suggestions or questions, feel free to create a new topic in our forums about that.


    Survival

    • Food spoilage - stored food will rot over time, so it becomes inedible. There will be ways to preserve food
    • Crop failure - farming needs more attention. There will be a chance that plants get damaged or destroyed (caused by plant diseases, heavy rain etc)
    • Illness and Diseases - when not being careful enough, there is a risk to get wound infections (when not treating wounds properly), food poisoning (when consuming raw meat or rotten food) or other diseases. There will be treatments for most diseases
    • Human enemies - npc like bandits, pirates and other human enemies. They either spawn in camps or wandering around. Probably there will be a higher chance to face enemies during night
    • Monsters - it's planned that monsters only spawn in dungeons and hell. Having monsters spawning on the surface is not planned, but it's something we take into consideration (only if having human enemies and wild animals on the surface is not "sufficient"). Community feedback plays a crucial role when it comes to this feature


    Transportation

    • Trains - this includes small vehicles like minecarts, but also bigger trains (freight trains, passenger trains etc)
    • Cars - at least an offroad vehicle is planned. Just like trains, cars will be pre-made models, although they will be customizable (e.g. you can change the appearance, color, engine, transmission etc)
    • Boats - small boats (rowboat and inflatable boat) are already in the game, but we will definitely add some bigger ships
    • Air - currently we have no plans to add aircrafts, but maybe there will be other air vehicles like gliders and hot-air balloons, but we're not sure about this


    Building

    • Blocks - blocks will be treated like construction elements, i.e. you can resize them, rotate them and place them without restrictions. By resizing ramps, you can create different slopes
    • Roads - a tool to create curved roads is planned. A similar tool will be available to create rails
    • Electricity - this will play a big role. There will be an easy way of laying cables, but it also provides the opportunity to create complex circuits in a compact design, rounded off with a large range of available sensors and controllers


    Npcs

    • Traders - there will be randomly spawned traders in the world (and probably also wandering merchants). You can buy items from them or sell your stuff
    • Quest Npcs - probably the game will provide at least some basic quests. The according npcs can be found randomly in the world. For more complex quests, see the upcoming "Adventure mode" (below)
    • Factions - this is something we take into consideration, so it's not clear if or when this will be added. This feature provides various factions (e.g. bandits, knights, villagers etc) the player can interact with. Coupled with something like "respect", it's eventually up to the player if he decides to team up with them, or fight them


    Misc

    • Flowing water - the current static water is just a placeholder and will be replaced by dynamic water in the future
    • Cooking - baking and cooking is planned. Various utensils will be available for preparing different meals
    • More dungeons and biomes - several new dungeons and biomes (like swamps, jungles etc) are planned. Unfortunately when changing the world generation, there is always a chance that this breaks old worlds. Basically this prevents us from touching the world generation at the moment, but there will be anyway a major update in the future introducing new biomes, dungeons and improving the terrain generation. Maybe we find a better way to handle old worlds in the mean time, so we can add new terrain features easily
    • Adventure mode - this mode allows you to play user-created maps. The creative mode can be used to create these maps (e.g. a platformer map, or a story-driven map filled with quests) and share them with other players

    Zuletzt bearbeitet von red51; 26. Sep. 2018 um 23:12 Uhr

    Electricity is definitely planned. Though such a huge impact that it will take some time until implemented.


    But the problem is... your game might have focused on electricity. Though it looks (to me) clunky, blocky, unnatural.


    RW had the focus on a more realistic look and the building system. Both was very well achieved. And now its working on a reason to build (other than to realize your imagination) - survival.


    Electricity will be definitely the cherry on the cake, i am sure of that. But for now the game is focussing on survival to give the world the feeling of really being alive anda ctive. Also to give a challenge.

    With planks and beams you can create the quarter circle you ask for. It doesn't take that long. Just some experience and practice.


    I meanwhile build completely only with planks and beams.


    On the long run all blocks with all shapes will be resizeable, as planks and beams.


    But this will take a while