Posts by Blue Painted

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.3 (2025-05-09)

    Apologies if this has been discussed and answered, but it seems to me that the loom is mis-used: I think it should be used to weave yarn into cloth, as I think it was in the Java version. Not only would that mean it makes mroe sense, to me at least, but then we could get rid of the our primittive workbench after we have passed that stage. I suppose we would need some other workbench, a Tailor's Workbench, to make clothes?

    I'm not sure if this is me of the game (v0.9.5.7) - I've made and placed two simple lamps and they aren't lit. When I did this on a different world they simple lamp was always on. I'm playing survival mode.


    I've tried clicking and F-key but I'm at a loss.


    Thanks for any help.


    Edit: I changed computer (to my big one with real graphics) and I can see the light effect but the bulbs don't show as being lit ... maybe the light effect is my gamma setting.

    I'm a newcomer so I apologise if these have been suggested before: (I did look through this topic and the roadmap but its easy to miss some :P )


    • Write-able journal: so that I can make notes about things as I go.
    • Notes. Write on paper (much like writing on signs) to leave messages for co-players.
    • Locks. Crafted and then applied to doors and chests ... the crafting makes one or more key needed to unlock.
    • Recognisable night sky: star patterns that can be used for night time navigation.
    • Animal farming: enclose cattle, pigs sheep or goats to have them multiply.
    • Plant medicine: made from the wild flowers and other ingredients to restore health and/or combat disease
    • Map merging: So I can go one direction, my co-players another and when we meet (and craft?) we can put our maps together.
    • Underground map: maps tunnels within a depth-band, colour coding the tunnel depth: (this would be a challenge to code :D )
    • Period setting: to restrict models and tech to a broad period; so that in a pre-medieval there's no firearms, in medieval there are no rifles etc.
    • Depth/altimeter: much like the old compass, it gives an indication of depth/altitude, for digging down into sulphur and so on.


    Thanks for the reading and ... Red51 ... thanks very much for the game, it is a huge a amount of fun!


    Blue.Painted