Posts by krazmuze

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-10-31)

    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.

    I think he did not mean static objects, rather actual ingame currency, which could be stored in players wallet separately for trade with npcs and other players.

    Built objects are still inventory objects that stack so you certainly could set up NPC/PC trading rules just like using ingots or sheets, but if you want to enforce pricing/bartering menus rather than honor system trading you probably need a trading mod - and they probably would also implement currency. There are different metal colors you could use to designate the different coin values (copper, iron, gold etc).. You certainly can resize the cylinder block down to a coin size and set that as the standard, but the only real reason to do this is cosmetic for counter clutter placements and dragon hordes


    Having a new version that has a wallet when there is no inventory encumbrance is not really going to add anything (aside from buy/sell/barter systems), so if it was done my bet is it would just be inventory stacks just like everything else - so to make it like rest of game have to tradeoff storing coins or other inventory items.

    Hmm, Ok - I upgraded the drivers for my RTX 4080 last week.
    Are you suggesting that I 'roll back' a version to see if that's causing it?

    I've tried disabling any 'unnecessary' running applications, (ICue, Discord, StreamDeck, etc.)
    Even made sure Steam was set to not run the overlays.

    Still same issue. I'll have to look at rolling the GPU drivers back, I've never had to do it before.

    Thanks for the suggestions/help!!

    Xyberwolf

    I would roll nvidia all the way back to DEC24 566.36. That was the last consensus release before people starting reporting problems with 30x0/40x0 when the 50x0 drivers started showing. I use virtual desktop in VR and that is the release they recommend for these cards. I use the studio drivers which are only released monthly so I just used the driver for that month - its usually behind the game drivers. You could also use the WHQL driver which I think is from earlier in the fall.

    Have you checked for graphics drivers updates?

    That is my bet I stopped updating last DEC, very evident 50x0 tweaks are killing performance if not crashing earlier GPU generations. Nvidia is no longer a GPU company I think they spend too much time on AI.

    Renderworld can I have it give a underground dungeon layer floorplan or it it just gods eye map of surface - more detailed than game map? If it can do levels this would be really good for verifying layouts, right now I use three block cubes is 5' tiles then try to count using the F8 highlight. Often scratching my head where the heck I got offset so I have to set things aside and look at it with fresh eye. I do the floors first before wasting time on walls in a bad floorplan that misaligns. The biggest struggle is mapmakers do not 3D/ISO model themselves so often their stairs and multilevel drawings make no sense.


    I do not like the idea of using RW NPCS as then you are using the videogame combat system rather than the RPG you are playing but could see using them as a frozen asset 3D art. This idea is to recreate tabletop with dungeon floorplans and walls, with the same pawns used on table top same TTRPG combat rules (be it SD/PF2e/D&D medieval fantasy RW could even do modern sets) The difference is players get a first person view rather than the gods eye view.


    NPCs are fine for shopkeepers I think but I would rather be able to ghost into any NPC and act it out just in case anyone wants to barter or steal and up to shennigans. Maybe it just needs a GM character mirror to edit appearance with load/save/steal presets?


    Will have to fiddle with asset loader, are these brought in as voxel conversions using building blocks blueprints or are they brought in as actual object meshes? Could see using that for player minis if there was a way to convert the 3D printer sites output but then the players become stagehands dressed in black moving their mini and lose the first person view idea a bit (and it gets crowded), and there is people out there that have done STLs for D&D monsters so maybe better for the BBEG.


    I am barely 50% done with the megadungeon blocking, so have not actually tried to use the idea yet as I then have to add scatter furniture and doors (really need hinged blocks for traps - like the drawbridge but with blocks, for now I will use fake posters for secret doors or GM sledge hammer). Want the new version that implements facing posters for standup pawns as crossing them is a bit tedious and wierd looking.


    Also torches are half what D&D says they should be and what IRL is (D&D is an average of torch radius for an hour a fresh torch goes further and burned down torch is less - youtubers have tested this). This makes maps unplayable as written because the designer assumes you can see across the room or the high ceiling if you have a torch (I like Shadowdark no PC darkvision, torch is mandatory). I have yet to find any way to increase torch radius (database has only torch intensity). Just finished a combat arena and it was supposed to have long torches under the viewing balconies lighting up the floor - and the torches did not reach the floor! Cannot put the torches on the floor as that needs to be free for combat and just putting them lower on the walls still has dark arena in middle.


    My favorite CRPG in recent times is Solasta for close turn based adherence to D&D5e rules, but even that was not licensed and everything was homebrew and not the same as the books. The new version they are working on they promise a dungeon maker. If you watch any stream of BG3 multiplayer it really does not play like tabletop more like multiplayer videogame mayhem as it is more of a hybrid (and they dropped the idea of GM mode). There is a kickstarted indy studio working on a PF2e CRPG using minis that looks to have a good art style, but being indy they are not even yet thinking about a GM dungeon making mode and given the art style seems intended for gods eye view I doubt multiplayer will do FPV as they are focused on single player and vaguely mentioned multiplayer maybe if they have time and money. All of these have the same flaw - 3D modeling is hard so their monster availability is what they needed for the story, and none of them have the idea of importing 2D standup pawns.

    I was actually suprised this was even possible in RW, as I thought posters was restricted to surfaces and on a whim I tried to rotate it and was dumbfounded it worked!

    Any SQL tool can read definitions.db for the new version database. I am using DBBrowser from SQLite but I know nothing about SQL tools. I looked at things but did not write anything out yet as I do not want to deal with redoing it again when the new patch changes the database.


    But as other poster said some settings are in config files, some in settings UI that writes the config file, but not everything is there - like you can use settings to change plant growth timers but not the timer stages for carrots that is in the database.

    Waterfalls would be nice :thinking:

    You can fake it with creative static water blocks, but maybe wait for next patch where the area block placement is supposed to be rotatable like object blocks. I made one that has a pond flowing thru a S turn gulley then waterfalls into a lake - all underground - it looks really cool and the blockyness minecraft look is hard to see since water is transparent. But I will redo it with rotating blocks so it can better follow the channel.

    If you want water against regular blocks use creative static water blocks, they will function as a dam that looks like water fooling you into thinking it is the regular blocks acting as a dam.


    I also used static water blocks to give the appearance that a pond is flowing down hill, will need to update when the area block placement can be rotated next patch as it looks a bit unnatural.


    I have rebuilt my mega dungeon several times and finally buried the entire thing in stone using creative block area cutout to make sure the rooms are encased in stone within the walls. Still have not taken down the dam down as I fear a hidden missed leak somewhere from an errant pickaxe.