Posts by gizoux

The next update will be available on Wednesday, December 18, in the early evening (GMT+1).

This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.

    It seems a bit excessive to require a modern workbench if you're looking to make some leather which might be necessary earlier in game once temperature plays a bigger factor. The only tool I'm aware of to scrape hides or gut carcasses is currently a combat knife which requires 64 sheets of iron and 64 sheets of aluminum for the crafting station. For a future update can the crafting requirements be adjusted or can a skinning knife/tool be introduced which wouldn't be as effective in combat but would be suitable for scraping hides?

    It's a genre, so there will be overlap. It doesn't have an official title like "Metroidvania" but if you say "survival crafting," everyone will know what you're talking about and relate it to Minecraft like one would relate "Dawn of War" to "Dune 2." RW is still very much its own game, even with its similarities of harvesting the terrain for resources and extensive crafting menus.

    I see we have a lot to worry about. Try typing Rising World in YouTube's search bar and check out the huge numbers of "this is sucky minecraft" videos with griefing by immature channel owners done before the animations were redone.


    That's right, you can't find any. It's sad someone had this happen to their server, but by and large, people understand that this is not a AAA production.


    Like Minecraft, I prefer to experience this game solo because I have a checklist of stuff to accomplish and thus don't have to worry about hostile player interaction. My daughter also likes to play, so when she's interested we have a little LAN game.


    On a side note, I play both and I like both. I don't believe that Microsoft has ruined it, even if the content they're releasing isn't all that interesting to me, I enjoy generating a MC seed (when I'm not flying in the black) and seeing what it's like since I last set it aside and it's still challenging playing Hardcore without being punishing. There is a huge distinction between these two games: Minecraft has a much larger staff and more resources because it has earned a lot of success for being a solid game in the past and at least they aren't bleeding money like Blizzard has been over the past few years. Rising World is a much smaller company developing a crafting-style game on a much smaller budget. What Red and his group have acheived so far is excellent, and it's not grinding to a halt.


    Bottom line, Sam England's video was wasting my time. Continuing to be an awesome community will say much more than a two year old gameplay video by an idiot teenager who isn't uploading gaming footage anymore. Duncan from Yogscast poked a bit of fun while playing it, but he was also quite impressed with what you could do with the game should you set your mind to it.

    I'm looking for some tips for using the ore detector. While it's better than just digging at random, I'm wondering if there's something I can do to improve my technique. I'm confused by the fact I lose the signal by moving a small step, but this could be due to the fact I've picked this vein of aluminium out and I'm looking for an invisible remnant, but there's also the fact that the needle is showing "low". Which confuses me more. Anyway, here's the video, if there's some hints that can be thrown my way, I'd appreciate them. My apologies for having Discord going at the same time.


    https://www.youtube.com/watch?v=Xgp7gW8tdlA


    Bottom line, though, I could just look around some more because I can locate an untapped vein with it, I'm being obsessed and perhaps just let it go and look for another vein. I could check out some of the higher elevation caves.


    EDIT: I can't seem to embed the video, but that's not a big deal.

    This was a surprise. I appreciate you getting back, Red. The explanation makes a lot of sense. Secretly, though, I'm hoping that salads and stews will arrive sooner. Maybe onions as well.


    The cold mechanic is a good addition, and I like it for the depth it adds, as well as the effect it has in different biomes.


    Thank you.

    I think the game is selling the European armor short of its real value, but I suppose we've all been told that Japanese armor and weapons were far superior to those of Europe. That's a commonly upheld myth which isn't really true. While I think it would be more accurate to swap the protection values, I would grant that it would provide less insulation, as the metal would conduct heat better and make its user colder.

    Just a few more ideas.


    While the idea of item durability didn't initially appeal to me, I believe there can be such a mechanic and to have it work to enhance the game.


    We can make tools and what not out of copper, aluminum, iron and tungsten, but these would wear out quickly over time as these ores are either very soft or very brittle. While they would wear out fast they would be faster than the stone axe. While the stone axe would be more durable, it would still be slow.


    So enter the crucible, where we can make alloys by combining an ingot and another mineral.


    We can make tungsten carbide by combining coal with tungsten. Steel by using iron and coal (I don't think it will be game breaking to ignore the impurities in coal) and bronze by combining copper and tin. Bronze would have twice the durability (or perhaps three times.) Tungsten carbide, steel and mithril have essentially infinite durability.


    Oh, and add tin as a material.


    It was mentioned before: Clay and stuff we can make out of it. It is early civilization's best friend because it allowed capacity to store food, water and ways to keep things out of the elements like people when you craft them into tiles and bricks. There's the matter, however, of the furnace in its current form used exclusively for smelting and it seems a little silly to have a kiln separate from a furnace since it does essentially the same thing. But that seems to be the simplest idea. It should also be fairly easy to find if my back yard is any indication.


    Anyway, I'm pleased that there will be a culinary update later. The rest of my family doesn't mind eating potatoes raw, but I can't say that I do.

    Well, having a button to set food items like ores would make it more challenging, yet flexible. You could also deselect most of the passive animals as well and just keep goats and other animals who will hit back if you hit them, but some more control at worldgen menu might be a great item for the future. I'd also like to see a feature that gives you a significant risk of falling if you walk full speed when you're travelling along an 80-degree incline. You'd have to either carve a shelf to walk on or strafe while facing the incline(as you move much slower.) You can only face away from the rock face as long as you're not moving. Maybe the character could put their hands out as if they needed the balance and call it "climb mode." Until they managed to craft crampons.

    Just what I was looking for as some of the crafting stations look a little too impossible for a stone tomahawk. I'll see if I can't find some time to make some more rustic models and see if there's any interest. Thanks.

    I agree that once you've crafted iron tools there isn't so much to do. I like the idea of adding a bit more challenge with some of your ideas, but perhaps have them as a checkbox at world creation?


    Perhaps there could be a bit of a "story" and that given enough time, something(s) could be actively looking for you and you have to venture to the source to stop it. Also available as a checkbox.


    I wished for the life of me I had time to learn code for this game. I've been diagnosed recently with a condition called "overtime." I'll look into some tutorials when things get more settled.

    Oops, I knew that this would happen. I had these in mind earlier, but forgot them until now.


    Fatigue. The shelter says it's vital to surviving the first night, but we all know that you can be a total insomniac in this game and not suffer any penalty. I believe it would be good for this game to have a fatigue mechanic with certain penalties for pushing the limits and varying ways to mitigate the effects right up to passing out for a few hours and possibly taking some damage because you knocked your head on something. Since your spawn point is set by a shelter, maybe a different object can be used to set your spawn point because it would be a popular object to construct as you can also transport it with you.


    Seasons and clothing options to better survive said events. I know it's in development but it would be something that would add to the "survival" theme of the game. Being able to wear hides and having more finished versions would also help with getting injured by falling or clawed up by a tiger as well as help insulate you from the cold.


    We have a bar for our health, but none for the hunger/thirst. The color codes aren't always easy to read, so maybe a menu option to have those as status bars just in case players still prefer the utensils and canteen.


    (I should have made a list and then made a post.) A mantling/climbing mechanic or animation. I know those can look silly sometimes because you can be standing on top of thin air, but I find walking up a steep incline and jumping to clear sharply inclined walls a little weird.

    First off, I love playing the game, even if I find some things cheesy. When you start, you feel like you're living in one of Primitive Technology's videos, and you're literally trying to survive by your wit and crafting skills, but I feel that there are some changes/developments that could make a better impact than others.


    I'd like to see more rustic versions of many of the modern models like the grill and the sawbench. The sawbench, for example could more resemble an electricity-free log splitter and still perform the same job (maybe calling it a "primitive woodmill" or "primitive sawmill".) That nice sawblade and table with perpendicular corners breaks the immersion a bit, but I guess that's more a nitpick but it would give a better survival feel because that's the initial feeling when you start the game.


    I'm sure a taming mechanic and a breeding mechanic is a popular demand, but it is something that would help move the game along. I'm not sure about the models. Seeing farm animals in Minecraft isn't as offputting as seeing them wandering around the landscape in this game, but I feel that animals are certainly necessary. I'm not sure what to say, so I'll see if I can't find the words later. There aren't any cave monsters. In many ways I'm glad because outside of gravity or a jaguar falling into the same hole as you, you're totally safe when hiding in a cave. :)


    While swords are an iconic weapon, spears are more effective for hunting outside of a bow, so I'd like to see it added. It could give a player reach so they aren't as likely to get damaged, as well it's faster than a sword Maybe we could tone down the damage to balance it? This happens in real life as well. Shields might also be nice, not just as a piece of armor, but also a decoration. Perhaps later on we could have banners and a place to introduce our own graphics?


    More vegetables, cooked versions (like potatoes, you can eat them raw, but they're so much more satisfying when they've been heated for long enough) and maybe a stew pot for fancier recipes. And something for pumpkins outside of a Jack o'Lantern. It's a squash, so it could have an effect similar to a potato when cooked.


    More water and stuff to do with it. I see we have lakes on rare occasions, but no rivers, so if we could have some development to have more water bodies, I feel it would be something to help realize the world a bit better. And maybe we could have stuff like buckets filling if we leave them placed out in the rain.


    Several objects have no "remove/harvest capability" If we can't recover the primitive furnace in its entirety, then being able to recover at least some of the stone would be great (I know it's a popular suggestion, so I'm going to add a voice here.) Also, having a construction animation for crafted objects might add to the survival feel. Just as an example, the campfire could have stones placed individually and the logs added while it's being constructed.


    That's my wishlist for now. Red, you and your team have done a great job so far in breaking a survival/crafting world out of cubes and squares. Keep up with the excellent work. :thumbup: