Posts by krazmuze

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

    I really like the copy and the change picture on poster so I don't have to take it down and resize it every time I want to change the picture. So from me a big thanks for that :)

    But I did tried the billboard options, and I did read this whole thread from the beginning, but... I have no idea what that means. I didn't see anything different with the billboard options... If anyone could explain to me in simple english i would be grateful :)

    I have not tried it yet but the intention is you would place the poster normal to the surface not flat on the surface. So if you put it on the floor you rotate it to "stand up" and not "laying down". I would presume if you placed flat on the surface it will not face you as it would have to go into the surface when it rotates.


    You know what billboard facing is - been in games for decades for flora done as 2D art, by having the art always turn to face you, you never see it side on and realize it is 2D and thus get fooled it is 3D. Facing means if you draw a perpendicular normal to the poster that it points at you, you move the poster rotates.

    I thought this was possible in the old version, that dropping dirt with your hands did fill but I guess it now only changes terrain not adds to terrain. It is creative that has that feature of dirt dropping fills but that is infinite dirt source. But this is survival you have to keep the balance - if you dig one by one you should only be able to fill one by one using the same tool


    Certainly a shovel could be the mechanic for distinguishing those changing and filling. And a wheelbarrow as a portable inventory would be a good way for doing bulk fills by doing inventory shuffling, but how would you indicate you want to just drop the inventory items on the ground vs. fill the terrain?


    IN creative mode you can absolutely fill water holes this way. terrain not only blocks water it displaces water. Though it can be tricky if not using drop fill instead of area fill you tend to leave voids of water.

    I'm currently working on that but I have a small question: do you want the poster to always look towards the player, i.e around all axes? Or only follow it horizontally (without looking upwards/downwards)?

    Daggerfall they stayed perpendicular to the floor they stick out from but rotate around the normal axis so as you walk around it looks like they are turning to face you. Would look wierd I think if you start climbing up a ladder and all the posters start tilting at wierd angles to the floor to stay normal to you rather than normal to the floor - sure if it is 3D rather than 2D their head might tilt up but they would never lean back to stay normal to you!. But maybe there is an application for that outside RPG pawns? The magic eye in the painting on the wall that always follows you no matter how much you try to escape by crouching down? So sounds like normal to player would be an option. not sure how normal to surface rotating in players direction will work if it is not placed normal to the surface to begin with but I would be fine with if it says facing requires normal placement so it can restrict rotation around normal axis.

    It would make already a great difference if object collision is present for water in the game; that's enough for simple plumbing or prevent water to flow in a building standing in the sea or a lake. :D

    For now just make a hollow shell of static water around the flowing water, static water does contain flowing water. Its painful to wrap your dungeon that way so I have not bothered. I filled my dungeon with stone then area cut out the rooms again - problem is it has rounded corners and when you pickaxe them it might expose you to water. I suppose I could have done the same thing but using static water and cutting it out just inside the walls - but seeing in underwater underground - forget it. I started to do that with my dam then realized I could not see a damn thing at the bottom - have a ticket open to keep the ambient sunlite on at depths because the GM headlite is not enough to see.

    Use the roof part triangle for the angled floor, just rotate it - confusing to scale though. Likewise arc part has a corresponding filled circle part just use that for the floor. They only come in quarter and half sizes.

    Note that is helps with the layer problem - but a lot of games use billboard posters so flora is 2.5D not 3D. I played a survival game for a long time before I even realized the apples on the tree was facing billboards! So this feature will be useful for flora gardens not just RPGs. You never really notice that all the flora is looking at you, well until you notice it then it freaks you out!


    I am interested in the resolution though because for secret doors the workaround of using posters that look like the wall was suggested to hide the secret door. And I was thinking of using an actual picture poster over the secret door poster to signpost the hiding that it was a secret door. First metagame thing a player will do look behind the pictures for secrets!

    What exactly are you trying to do? i know some about D&D and i think i understand what your trying to with the billboard posters. I have been "tinkering" with interactive billboard images in the API. if you need something like a static billboard image i could put a small plugin together for you. so the way it would work, you place images into a folder. the plugin would allow you load those images into the world. i could make them interactive in case a "DM" needed to move them. would also be able to resize them.

    No point when dev has committed to doing it.

    I've started working on it, but unfortunately a UI to enable the billboard behaviour is still missing... but I will probably be able to add this option with one of the coming hotfixes (i.e within the next 1-14 days) :)

    OK great! I have been off playing other games as that is what I need to explore my RW as VTT idea. (a new zombie survival VEIN just came on early access on steam that is basically Project Zomboid if it looked like DayZ)

    No, you can use JPEG as well, but the format in the game will be PNG.

    I don't know if it's possible to upload other regular image formats as well, give it a try. Afaik you can not download WEBP files, because of legal reasons.

    Not sure what you are saying with .webp these are the standard preferred format now in VTTs because they are the most efficient quality format for serving upload/downloads between GM/players. Sure there might be legal reasons of stealing someones sold art - but that is an issue that is not relevant to format.

    That will certainly be implemented. The new bin is surely only intended as a preliminary step.

    red51 said on steam that perpetual water spring sources for forever distance would not be implemented, but might be able to figure out how to do distance limited. Nobody should be getting their hopes up of mountain springs flowing to streams to ponds to creeks to lakes to rivers to ocean. At best I would expect it to be useable for yard decoration and garden irrigation. Water flow algorithms are very expensive.

    I really like the corroded copper texture that is in the game already - absolutely needs added to mining even before electricity for just making cool statues in survival.

    Terrain is holding water

    Right so your garden can be irrigated the way as it has been for thousands of years using canals (all is needed is a plant root distance check). For modern plumbing then it is wait for building blocks to be put in the same category as terrain as far as water flow goes. The problem is you cannot make a reservior - if it is connected to a drain it will empty. There needs to be a perpetual source of water. The start of that is rain barrels - but you need perpetual springs and rainfall filling reservoirs for it to work with terrain and built dams.

    That's a great idea, I will add an option for posters to behave like billboards :) I'm not 100% sure though if this will make it into the next update...

    Well I am 100% sure the only thing in the update notes about posters is image management - but nothing specific documented about a facing option. Is it a silent update worth figuring out if it is in there, or is it the idea could not make it in time, or is it you found something that will make the idea infeasible for now, or is it 100% sure that it cannot be done. Please update status - this is the one thing I was waiting for to proceed with my idea of merging TTRPG with RW.

    How do you do the rotating light? I only found the hazard light rotated and it was far too fast so I dropped this idea until there is more light controls.

    • [New] Creative mode removal (F7) and edit tool (F8) area selection can now be rotated (CTRL + arrow keys) (EXPERIMENTAL)

    You are going out of your way to avoid a transitional change in keyboard interface that terrain blocks are sized with arrows rather than making it consistent and changing it to shift-arrow. This is permanent keyboard interface inconsistency that will confuse far more people in the future than those who have to make the transistion now - it needs to be consistent regardless of area/bulding blocks that shift-arrow is resize, rotate is arrow. This is especially important for porting the UI to controller where people have an even stronger expectation of UI consistency that this key combo rotates things that key combo resizes things - and not have this change depending on the menu used.

    items like the toolbelt or grappling gun could be removed, so they would only be obtainable from dungeons or traders?

    I am against taking progression items away from crafting. I played SCUM a lot and the game went downhill with traders They basically made the loot and/or crafting you need to survive (like antibiotics) impossible to find so as to promote using traders. But all that meant was people found the easiest things to repeatably farm for money so they could then go to the trader and WIN the game. The devs dug even deeper into that mechanic seeing that traders where popular (only because they became necessary to survive) and extended this to every single item in the game, meaning you no longer even needed to try to survive and go exploring and learn how to craft- just exploit the one good farm spot to get junk that traders was paying way too much for to then buy what you need. The devs left it because they felt it promoted PVP as zone campers would park right outside the PVE trader zone to gank traders.


    Traders should be for unique lootboxes that are not part of survival progression that cannot be made but are valuable treasures. Like special variant procedural swords or gems or archeology artifacts. Something that nobody else is going to be able to get and might even want to get some player trading to acquire them - thus stimulating a rares economy.


    The argument that tech tier items could the even really be made on the workbench really does not fly, because it basically says the entire tech workbench should not even exist. Sure that might be OK if there is a post apocalypse distopian setting that this is lost capability, but the idea is that with 3D printers and such people will figure out how to make tech items. And same if a sci-fi tier is planned - star trek invented the 3D printer when they made replicators a thing - just like Kirk was the first one to use a motorola flip phone.

    The entire point of RW is there is no story - so forcing story with mechanics like this means every setting has to be lost technology which means some stories are simply not playable.

    They will go wherever you put them. There is no limit. Keep in mind, some animals are in groups(herds), If you move one the others will fallow and they seem to want get to one another.

    Mines and dungeons especially. Good luck herding them by agile fencing once they get in there.

    I'll research more on rolling back the video drivers. I have other games and apps that may depend on the latest ones, but I'll definitely do the research!

    In general the QA dept just uses latest drivers as a scapegoat to limit the drivers they test and if their program is crashing they can blame it on the drivers. Even if it is for performance it is for the 50x0 tunings and they probably are not testing older gens. But I tend to play older games and stay away from these performance tweak shooters.


    the windows kernels errors can still be the driver, drivers have to move cpu mem to gpu mem and I doubt they go behind the OS back.