Posts by Fizbit
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Hello`s
Im cutting a pass through some mountains using creative mode F5 (terrain) and 1 (add/subtract) and Im getting ghost artifacts at any real distance. Huge stone spikes where Ive cut away.
Can anyone tell me how to nix them please.
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Gimme!
I think the progress is very exciting.
In the survey you had a PvP segment and I wanted toss my 2cents in.
I think some PvP can be fun and add a level to the game overall but pleeease dont include building destruction like ARK for example, where you put hours into a building project, go offline, and come back to find a smoking hole where your home once stood.
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Im in semi-rural Oregon and everything pretty quiet here. Very quiet.
The store shelves have come back somewhat, not in great amounts but its there. Talked to a friend yesterday who lives in a high-density city and they said its a very different story there. Very sad.
14 days into a hermit beard
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Yes, that's planned
It's our intention to add snow to higher elevations, and that would also affect the player temperature.
Dont forget the Yeti`s.
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A question of no great importance if you find a moment to reply. *Because I have too much time on my hands at the moment.
Regarding trees on the new "super mountains", will they cover them from head to toe or will the trees fade out in altitude like you might normally find on truly tall mountains?
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Out of patience, gimme now.
Ahem, what I really meant was, looking great and your work is showing
Chomping at the bit to get in there.
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Cant tell you why but when I opened the website this morning to check for a reply it had switched to English. You did magic on your end, didnt you?
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This will sound dorky but the forum is all German and I cant for the life of me figure out how to switch to English.
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Maybe if additional features were also included.
My first thoughts on it:Right now its easy for someone to do everything, and that`s alright for someone who just wants to create their own little area.
For something requiring a constant resource influx that goes beyond simple AI colony consumption that quickly become tedium, I think random negative conditions would need to be inserted like natural disasters or aggressive bandits that would not just tank an entire caravan resulting in some negative (it sounds like your talking about moving resources from A to B). Maybe they would set up along the route and need to be forcefully driven out. The longer they`re left alone, the more dug in they become.if I was relegated to a specific job like cutting trees or mining stone I`d be gone in 2-3 days. So maybe some system where the market demanded iron one day and tomato's on another (whatever). Differentiating the trees beyond logs/lumber/sticks might help with that some.
This is just me, but assuming colonies expand I`d want something in place where they cant encroach on my little nook. (stay off my lawn, damn kids).
There`s more but thats a decent start. Remember the dev`s are a small team who already have a lot on their plate atm too.
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Yes.
The porch I was going for was on a corner and wrapped around the window vs running along it with the two small 45degreee spots on the porch edge, which caused problems. Also had the planks running at 90degrees to those in the pic.Does the exterior and interior floor change at the wall? I had "steps" that stuck out.
That looks pretty nice )
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Heya:
I was wondering if anyone had had luck building a bay window?
The hurdles Im bumping into are:
1. The porch around the outside has two 45degree angles. I can place the 90degree planking alright but it leaves two triangular areas that just wont play well.
2. Wanting to use different exterior (porch) and interior planks creates jagged "steps" which I cant hide unless I double up on the wall width.If anyone has pulled this off I`d appreciate a pointer of two.
Thanks. -
...so water will basically flow "block by block"
Is that to say I could for example, make a canal or waterfall that at least sort of flows as long as I create it in a sequenced order of placed water blocks?
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Heya:
Rising World is voxel based and to say it plainly, manipulable water has never been mastered in any voxel game that Im aware of. It was pretty much a holy grail item that never was all the way back to Landmark.
I patently wait for the day I can make a stream that actually flows but not holding my breath. -
Loving the look of the bed and floor planks. Ok, the fireplace as well
Thanks and Merry Christmas! -
I stopped playing the game
I had stopped playing some months back but picked it up again last week to practice building a home into existing geography (into the side of a mountain) with minimal terraforming.
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Maybe we will remove some of the furniture in favor of better furniture
I can only imagine how full your plate is right now, but was thinking this might be a good time to revisit a suggest post I made a couple years back about including the ability to craft work stations, beds, chairs, barrels, skeletons, etc.. in a dilapidated/broken state that would fit into old delves or caverns, or maybe even lost underground cities *cough*.
The revamp is looking great so far and cant wait to see additional screenshots.
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It's our intention to treat blocks as construction elements
Thats...awesome, and opens up a great deal of creative possibility!
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Question not necessarily aimed at Red:
I havent been keeping up with the under the hood stuff but I recall reading RW was voxel based. Regarding Red`s comment that new block shapes were coming, Has the voxel area limitation ever been overcome?
Explanation...Each voxel has an area. The visible shape of the voxel can be changed but the area used is still there, just some of it is now invisible. This means/meant that you couldnt place another voxel within that invisible space. IE: cant join two shapes as one.
Was that issue ever worked out?
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Thanks. Took the FOV down to 70 and its much less visually jarring.