Posts by krazmuze

    Alpha you are correct, the rules state that you need to be the copyright holder. Which means permission from the author. What I was saying was once you’ve gotten permission, you should still credit the author. We also don’t want to hinder peoples creativity.


    If people feel the need to restrict this is what copyright notices are for on their work. They can also use creative commons notices to be more specific about the type of modifications they will allow and if attribution is necessary - otherwise people will make the mistaken assumption that something posted is done so with the assumption that it is now public domain.

    I also want to put in a plug for getting this into single player. Sure some of these are features that would require online like a mail system and areas while currency and NPC types have nothing to do with online - it is just adding/changing game objects.

    I wanna dwarven blacksmith in my town that I build that gives me a discount on using their shop. More immersive than plopping all the stations down in one room like I normally do.

    i myself use 2 32inch 4k LG televisions.

    It is hard to judge size since Meta has yet to implement augments fixed to the wall - I strived for 90deg screen at first which is 20' widescreen 10' away but could not find a FOV setting that made sense - 90FOV on that screen was cleary not at 90deg (the advantage of a calibrated grid is measuring FOV in game!). But then the room intrudes on the edges yet I only wanted to see my keyboard, so I made the screen as big as possible which is nearly the FOV of the headset and went with 80FOV as that had the proper perceived depth with my real wall.

    I have poor 3D vision due to coke bottle glasses warping my visuals (contacts real world always looks larger than glasses, but I have bad allergies), never did good at ball sports as a result. So it appears to make the game VR to me!

    Thanks for getting back to me so quickly. I looked again at the menu and finally found the scroll bar that allowed me to change the text font & sizes. HUZZAH and Thank You! I changed the default 12 pt. up to 22, 25 & 30. NOW I can see everything. Great Job on this tool. I look forward to using it. And I am keeping the leaf background. :party: FYI: the word "Settings" doesn't have an apostrophe. :nerd: Keep up the great work!

    Old age is a disease that everyone gets.


    Many devs screw up scalable UI so instead I use mixed reality (Quest 3) to put up a PC screen that is larger than my wall! (I use the aftermarket mask that is same material used on CPAP sleeping masks, but you still have to be careful with the tightening pressure) When you are a dev that works on big monitors up close and have good vision, you might wonder what the issue is. But soon as you get some years on you and realize no amount of focals can fix every use of glasses, and realize TV gaming is more relaxing than using a desk monitor - the fonts will start to fail you!

    We recently discussed shipbuilding here .


    Would you want it voxel building - with only the ship parts needed to make it functionally a boat - a better version of Ark Survival rafts - your ship just has a raft buried in it and you build off it same as you would a house. Or would you want it modular that you have all the premade ship parts - like the existing boats are made now so more like Atlas (the Ark Survival mod they turned into a game)

    Is there any way to show the artic, desert or temperate zones maps when in a different zone? Just trying to best plan excursions and what to take with me. edit: This is after I have visited the areas of course.

    Since you have to make the map that would be a good idea make each new page is a different island cluster, and the map equipment was actually your atlas where you can flip pages you have made.


    Here is dev response on global maps


    https://steamcommunity.com/app…ons/0/594012931508685728/

    It's a reason to travel to foreign lands and subject to changes in the future, when more ores and more content arrives

    As I said it was much better when the reason was keep digging you might get lucky. If I want to go to foreign lands it is because I want to go to foreign lands and want to experience a new setting - and not because gold is illogically in the desert just because it was a rare and the desert needed a rare (when IRL gold is found where water left deposits). Certainly it makes sense for unique flora/fauna/minerals in different biomes, but they need to make logical sense. You would not put zebras and lions in the artic just because they lacked a feline and equus.

    That is the texture sub menu for building blocks, the window frame menu differs and shows window frames in different wooden texture options


    But which texture in those metal ones looks like black wrought iron fence railing? Something that matches the sledgehammer head would be OK. Creative F8 edit texture allows you to go off base material so I picked black marble, has enough variation without being solid black - the bits of brown in it looks like rust.


    I will try the block resizing trick as well is F8 edit resize - but since windowframes are artifically restricted from sizing depth not sure it will work.

    There is no need to have windows frames that are just building blocks in disguise in a special category. The only reason for a special category is their restriction to wood only and fixed depth - when windows can be made of materials beyond just wood and it should not be necessary to stack them to increase their depth. These are are useful building blocks for grates, stairs, railings.


    I changed their material to black marble to fake iron railings using creative mode, for some odd reason iron is not an available texture. They make a clank marble sound not really metallic - but better than wood grain and wood sound.

    That is indeed what is happening. Kinda ruins the feel of gold fever knowing IRL it is found in california hills and in alaska wilds - but in RW it is only found in the south biome. Was much more fun motivation to keep on digging hoping to strike gold in the old version.


    It is nothing now but illogical gate keeping.

    Is there a mod/plugin that would let you put a "mob spawner" in an area? I saw some posts about folks making dungeons for their servers and wondered about populating a dungeon with skellys, bandits, spiders, etc.

    I am doing dungeons and rather than just using the stock monsters prone to wandering would want it to be the actual monsters in the adventure that can play their part in the scripts. Of course that is tremendous levels of 3D art and NPC AI and cinematics requiring Baldur's Gate 3 staffing levels. So I am wandering what about an RPG compromise, use standup 2D cutouts. Think of it like a large chess board you are playing D&D in first person view inside the 3D dungeon terrain against the standup pawns (or flat counters if that is all you got!). No idea how that would play - somewhere between a haunted house, a first person view D&D game, and an escape room.


    So I dunno how all that would work, I am just having fun making them and walking thru them having only experienced them as 2D maps before - maybe I lack imagination but having 3D scale to things really feels immersive. Even CRPG isometric games never felt like I was immersed in the scene.

    Water bucket filling from lakes and spilling to make ponds as creative already allows spilling water?

    Infinite water sources so we can make mountain lakes, waterfalls sourced by downhill streams replenished with hidden springs with a source fill rate? Just set the seas to never rise from too much flow (though maybe someone wants to slowly play out the shift to water world), but overflowing lakes and flooding creeks from changing the rate seasonally or rains would be fun.

    Change of thinking, it is not about snapping the center of the thing (not just blocks but game objects too) to be placed on grid or the center of a grid.


    This impacts placement of objects that you want to have flush with walls that are bounded on grids not centered on grids. The bounding box of the object should not let any part of the object stick out so it can be pushed flush against the wall. Then depending on which way the object is moving you snap that bounding edge of the object to the grid. Everything in my base has a huge walking space behind the objects because I cannot snap them to the walls without parts sinking into the walls.


    Even putting a block into flat terrain it wants to center the block so it is half into terrain forcing a foundation when maybe that is not what you want - and if you do want it you should excavate like IRL and do it manually. Instead want the bottom of the block to snap to the terrain surface. I suspect this is currrently not done to avoid people placing floor blocks flush with terrain to avoid texture fighting (dirt vs. block) - but that is what a 0.1g floor layer placed on terrain can fix.


    So it needs a couple options - snap to object center vs. snap to object bounds, and snap to grid lines vs. grid center.

    Being able to shift the texture is unfortunately not possible yet... but it sounds like an interesting feature (in combination with local texture alignment). I will put that on our to-do list :) Although for this feature it's necessary that the block preview shows the texture... this wasn't implemented yet because it's a bit tricky to show the correct alignment on the block preview...


    We'll also have to think about a proper way to control that... maybe adding another key for it? E.g. hold the key, then use the arrow keys to move the texture?

    I am thinking similar to existing block resizing with arrow and page keys, though at some point you need to think about all the modifier keys. Could use control under shift but that is crouch.


    It could use the grid stepping for the amount of shift. For example I use a castle wall texture that has a grid to represent stack blocks, it aligns with the half block grid with the texture resizing I use. So I would want to move the texture just like global texture mapping would do for straight stairs, but for curved stairs I need to use local remapping and do it manually.


    creative mode change texture already previews the texture, so instead of this being a preplace change just make it an edit change and leverage that preview though the red texture shade is unwanted and it should do a better selection of which texture is being edited like a ghost outline on the block.


    Controller support is going to require more accessible controls - the game is currently not playable without mouse/key the controller support is not adequate - and adding more key modifers is not going to help. The popup menu circles are a good start for controller support but it does not support them yet. But instead of a key modifier maybe a modal select for the arrow/pg keys to be rotate/size/texture. Also many games use the left/right upper back paddles as modal selects - very intuitive to use but harder to learn.


    Maybe just make shift a mode toggle rather than a hold mode.

    Unfortunately, that is not possible yet. It's a known limitation of the game engine; I'm pretty sure that others have already asked for this feature. Anyway, it's a very good idea and I hope to be able to do that soon too.

    I would not say it is a game engine limitation, rather it is a user access limitation. Because world textures already shifts the texture origin on each block to align with the prior placed blocks - if it did not have that capability the local textures would be the only possibility - as the texture would be forced origin on each block and not moveable by global.

    Did a spiral stairs using rotated treads, but world textures looks horrible so I switched to local textures to align with each tread. But this resets the texture origin the same for every block causing every tread to have the same identical pattern.


    I would like to use the arrow/pg keys just like resizing/rotating a block - but instead shift where the texture origin is on the block. Do not see how to do this but it was suggested on discord that it can be done.

    In the java version there was a pirate hat. Not sure why a lot of the clothes are no longer available in Unity.

    Physically Based Rendering textures. It is why a flat rock wall looks like an actual rock wall. That requires a lot more texture maps than the Java version, if they was purchased assets they might not have supported PBR so upto dev to upgrade textures they maybe did not make? That is not easy!

    A few half step Unity versions back Unity decided to change the way lighting renders to make it more performance efficient. The problem is Unity being Unity and them having all their best and brightest supposedly working on the full rebuild of Unity managed to fuckupshoi the new light rendering. Of course their grand solution is just letting the game developers deal with it in their own projects so all of the lighting in projects needed to be remapped, settings changed, etc. and even then most light as still too dark. And of course this is all in combination of who knows when / what Unity will screw up with it in the next half step upgrade so most devs haven't bothered with all the extra work just for it to possibly get undone again.

    While that is good to know why the light calibration seems off, the question is surely there must be some database or setting to change radius of each light source so it must be accessible! These are not prebaked lights where you drag the radius in the level editor - this is dynamic moving lighting that depends on which light source your character uses. Like there is a day length setting that controls how long the sun is lit and what angle it is at in the sky - the sun is not prebaked into the level.

    Even if the devs recalibrated all the lights every time unity updates - players might still want to change the defaults as they do not like their gameplay vs. realism balance. Like Skyrim darker dungeon mods - add unrealistic artificial difficulty by having torch radius that barely lights your own feet - or those who want a torch that is bright as the sun just to make things easier to see (maybe they stream and video compression mangles the dark).

    at door (5' deep as this is castle keep block walls = I use 90deg FOV on 90deg screen so it looks deeper than it is) looking into 15' deep room. I cannot see the opposing wall, even though in D&D terms a 3x3 (15'x15') room is really too small and crowded for a 4v4 combat - its just a simple corner guard room.


    This lighting is not suitable for gameplay.

    Looking at wider FOV image on a narrower FOV screen and adjusting by eye you would think this is twice as deep as it actually is. This is why I am asking if there is a setting to change so it can be done properly by torch block radius and not misjudging false FOV perspective and calibrating visually.