Posts by krazmuze

    What you asked for is technically impossible yet for today's hardware. Imagine a huge ship, made from thousands of blocks, and the game would have to calculate each voxel and its position again and again while you steer it across the ocean. not to mention the information stored for each block how is connected to other pieces, the size, texture, etc.

    That is why you do not do moving voxels. Require that ship construction only be done in drydock, then when you launch it - the game internally merges all the blocks into one mesh so that it is now a 3D object just like the rowboat (same as an export/import blueprint as 3D object function) Want to make changes you have to go back to drydock, it just needs to sync the block version and the 3D object version.


    But even without that the game may be more performant than expected, because each block is the same mesh instanced thousands of times it reduces draw calls by orders of magnitude. I think this is where Ark boats have problems each wall/floor is loaded as a seperate mesh even though they are the same mesh - watch it draw things piece by piece as you get near. I think they did piece instancing in ASA because base/ship loading is much more performant.

    Also you only need to calculate moving world position for the steering object. The rest of the blocks only know they are attached to the steering object by using a local coordinate system. You certainly do not need to calculate moving world position for each block

    +/- adjusts the grid in binary steps. Simply instead of one block grid use half block grids. This allows you to snap to centers, or even smaller grids if you want finer control.

    Even in Cyberpunk which has fantastic graphics you cannot see yourself until you enter mirror mode. If you just walk by you are a vampire.

    I should not have to pretend there is a survival game by cheating in existing items then dropping reasonable furs/leathers to pay for them.


    The request is to make such primitive clothes craftable using the primitive workbench.

    Ships require ship base objects for steering/sailing/paddling - you cannot do that with blocks just like you cannot make a loom with blocks - you can make something that looks like a loom but does not function as one! Also blocks require terrain connection or they (optionally) collapse, a ship instead needs block connection to ship base, and rendering that supports blocks moving thru the terrain with the ship base rather than fixed to the terrain. Even the new version of Ark still had loading and movement lag causing animals falling into sea.


    Since resizable blocks are much better at complex building than fixed blocks like Ark I think it can be done like Ark that building parts attach to base - and creative block resizers can certainly make something that looks as good as Atlas prebuilt modules.

    OK I was using 'edit texturescale' for view not 'texturescale' for future blocks. Will need to test if the UI is aware of this command used as far as saving the state of the radial wheel in a preset.

    Since blocks are stepped with arrows, it is logical that people will want to match textures using the same method because the menu with geometric stepping is far too limiting for the more flexible size. After all you are not forced to use commands if you want to specify block size, just use the UI arrows.

    I am replicating D&D dungeons, so using blocks that are 3x3 are a perfect fit as that is 5' which is the usual D&D map tiling.. Ceilings and Floors textures some of them have a regular grid pattern, and I would like to align them with the block size. For example there is a wood ceiling with planks and cross beams pattern, but at 2x/4x UI texture options it does not align, I need 3x texture size.


    So the idea is replace the texture size wheel with the texture size selection then use the arrow keys to adjust the size using steps just like block size is done.


    While I am aware I can use the command line to change the texture scaling to be 3x for the texture I am looking at, this is far more cumbersome than saving a block preset and using snap/drag repeated placement to lay out an area of tiles

    A mix of both would be good. We already have row/sail boat pieces - just make a raft variant so we can have something flat to build and expand upon. The trick there is currrently there is no moving blocks but the game has dynamic lighting so not sure what else they need to prebake. Occluded pieces has to be dynamic as that depends on camera angle. I think because water does not react to block pieces right now the prebuilt parts would be needed. Just like Ark where you get massive pirate ships - but the game thinks it is just the tiny raft down in the hold. Easy exploit whale proof, build out a raft with blocks, which prevents the whale from reaching the raft part to bite and sink it. That is what Atlas modular ships fixed - had to constantly repair the hull parts to prevent sinking.

    More like Ark rafts in terms of being created with building pieces. Atlas was predefined boat pieces (and IIRC near the end they junked that and did prebuilt ships) and because it is basically the same game engine, many modders moved its boat parts back to Ark. RW would not need predefined pieces beyond the functional sail and wheel/rudder/oars - the rest can be resized voxel construction just like any house on land.

    It's hard for me to explain this, the translator distorts the meaning. We were given a survival game, Stone Axe, and now some players are creating their own scenario and want to remake the game for themselves. There is a roadmap for the development of the game and you need to play with what has already been created.

    The game is not done and not released, this is a suggestion forum and my post is in the proper place and on topic. Telling me to learn to play or learn to mod is not helping because that does not improve the game balance. No matter how bad the translator is - what comes across is that you are trying to stop people from making suggestions in the suggestion forum.

    This is an issue of game balance with the loom being required to make rag clothing, survival does not mean running around naked. I offered a suggestion to assign rag clothes to the primitive workbench and not the loom because they are clearly intended as starter clothing that is not very good - yet it is not possible to make them at the start. My alternate suggestion is to make fur/leather wraps - or could do like every other survival game and use ferns as wraps.


    I actually played the game a lot with the java version over half a decade ago, but have not posted much to the forum because there was no point in making suggestions and bug reports to a dead game version. Instead I just waited for the new game version to get reasonable feature set to start playing it again.

    I presume you are talking about a mod? Or did I miss something and you are saying there is accessible clothing in the game?


    I was refering to the existing game balance that there is no primitive clothing tier that is accessible before you get into metalworking tier since you cannot make rag clothes without a loom even though you can make cloth without a loom (when it should be required as that is what a loom is!). Which is why I propose fur/leather wraps that you can make on primitive bench.

    There needs to be a survival tier of clothing, as even just the common cloth rags require the loom. Survival needs a caveman level of clothes using simple leather/fur wraps. Primitive Humanoids did not need a weaving loom to cloth themselves, and maybe a more primitive version of the spinning wheel can be used for cloth wraps. The loom is in the metalworking tech tier and not a survival tool - so the survival part of the game is spent running around naked - which is not fun with the rainstorms.


    Since you get basic clothing tech at the start of the game just change the loom to primitive bench since those look like survival rags anyways and you are really just wearing the cloth you can make with primitive bench. Make the loom only needed for the medevial clothing, since once you have the loom and it rewards better clothes why would you waste time making the rag clothing?

    Been a long time since I last played the Java version so finally checking out the Unity version after seeing spring release added fishing and I figured five years is long enough to wait even if it is still missfeatured.


    The question is does the body clock adjust with the solar clock - or does longer days mean eating more times a day? Single player I can sleep to fast forward thru the nite, I just prefer playing a couple hours of day then calling it a night. Spawned near the ocean so spent too much time looking for fruit to eat and replenish my thirst. Plenty of livestock to take down so eating was not a problem.


    Found an answer on Steam from red51 that it is real time 90/120m thirst/hunger death but is old, so presumably java version?


    Put out an open barrel but does not seem to actually have put rain barrels in yet. So does drinking a realistic half gallon a day mean sticking with default solar clock?

    I think it was talked about aging animals out of the database when there was talk about rare spawns as someone mentioned having to murder everything to get the rare spawn to drop. So the idea was to rotate the stock, but that does not require actually having growth ages. More simply add one delete one.

    Also Planet Explorers which had similar terraformed mineable terrain was Unity.


    Their biggest problem was that jet flight, rail and fast cars was part of the story, the tile based terrain generators cannot keep up. Best limit to slow travel and not get too high up (you can already see the tile borders on mountain spires)

    Terraforming with the pick and rake and bare hands becomes a problem of trying to get smooth results rather than pock marked over and under.


    The shovel LMB would get the same amount as the pick but from a wider shallower area for a smoother result. RMB attack would be used to drop whatever material you have put into your ammo slot but again in a wider area pile than your bare hands dropping the material would be.


    This leaves the shovel to be the tool for a much smoother surface that becomes more suitable for raking perfectly smooth , or is good enough for cave walls. This is similar uses that the shovel had in Planet Explorers and Wurm Online.


    You could also add a spade counterpart to the shovel that cuts out blocks and replaces them - using the ammo slot as the field proxy for not having the block workbench, with the limitation that you can only get the natural textures of what you are digging. This would be used instead of the shovel where you want to cut and place smooth squares. Removal works like the sledgehammer but on natural landscapes not block constructions.


    While I think it is unrealistic for a shovel and spade to be used to shape and dig stone - we can already shape stone with our bare hands so I would not restrict the material list - save that for realism mods.


    Like existing tools make tech tier versions available as we get better ores.

    Specifying the creation costs rather than adding them up for blueprints is more of an issue that planks and beams can result in unrealistic construction costs.


    This is already a problem in survival that things can be upsized beyond their materials or using one lumber even though you are downsizing. This could be fixed by putting adjustment limits then making more initial size options for planks and beams to cover reasonable cost ranges - like we already have short and long ladders.


    This is not yet a problem for blocks - adding costs up for blueprints will enable you to recreate the block as if you made it yourself. But once blocks are resizable making them essentially planks and beams made of different materials - then the same problem of unrealistic construction costs arises with blocks.

    Since the blueprint ghost with construction inventory was deemed off topic I opened a new one since nobody else did. It can actually be generalized to any construction - not just blueprints. And that idea works alongside the blueprint bench idea - make it in the bench - or take it out of the bench to dump mats into it later on. Even works if the bench is expanded into a virtual editor as suggested.


    The OP idea is how Planet Explorers did it, if you wanted to save it back to the game it required the materials, or you could just save it within the editor. Problem is the game was still running while you had the editor open, so you would be dead of thirst/hunger if you did not flip back and forth - better if such an editor was outside the game entirely for that reason. The other problem is the editor did not work in first person view - so it was hard to make things in proper scale that looked good closeup. Even with the editor idea you would still need a way to blueprint things that you already had built in the game by selecting its pieces (see how Fallout 76 does this). Maybe you are making a fort and spent a lot of time in game working on the corner tower - just select it and reuse that design in the other corners (but should not be able to reuse the mats!)


    https://forum.rising-world.net…134-partial-construction/


    As far as requiring blueprints to have materials? There will never be a solution to please all, that is what game mode and gameplay options are far.


    If someone wants a creative mode for a D&D campaign where they rubber stamp buildings down to make a town - let them.


    If someone else wants full PVP survival where even blueprints requiring materials are considered an exploit because you do not have to waste time figuring out how to rebuild something that got destroyed> - let them ban them.


    If the rest of us just want immersion where we can see the things we are still working on, as both a reminder list and reserved materials - let us!

    Partial construction is used in many building/survival/crafting games. This is a ghost version of the item that has a container inventory for placing the necessary materials to build the item, which converts to the real thing once all the items are placed in it. More advanced version of the feature fills in the ghosting as materials are received. They could be simple as items that can be dropped on a workbench as work in progress, placeable items for planning out your floorplan, to complicated building blueprints (when they require materials).


    Partial construction banks materials for intended constructions, saving you from having to keep track outside the game of what materials are needed for what you are working on and making sure you do not spend them on anything else. I would prefer if items can be retrieved from the inventory rather than making them a material sink, this allows you to delay construction by taking back materials.


    Partial construction serves a purpose in planning to see how things layout and fit together. They do not have N(PC) colliders, you can go right thru them, although they need collision for being placed/dropped/moved and storing materials in their inventory. You should be able to use ghosted plank and beams or blocks to plan out your shack construction - although you will need to make temporary construction platforms since you cannot stand on invisible floors.


    Partial construction is also great for multiplayer, for those large community projects that everyone can help build by providing resources into the building inventory. This is where showing the partial construction promote teamwork, you can see that half built bridge getting closer to completion and others will want to join in to help finish.