Posts by BOOST15673

A new update is now available, introducing a lot of new content!
Latest hotfix: 0.7.5.2 (2024-09-10)

    Anything below stated is for survival mode, I realize that creative mode may or may not have these issues:


    :!::!:Important UI option:!::!: = Text size must be adjustable SOMEHOW PLEASE!! In the Java version, the lower you set the resolution, the larger text becomes, I have a 1920x1080 monitor, but play in fullscreen at 1152x864 specifically for this reason, otherwise I can't read the tiny text of some things. Don't hold back on this, the players should decide if a single letter or sentence takes up 0.1% of the screen or 100%. Players should be able to decide if the text and UI is small sleek and out of the way because they can read just fine, or if it's big, intrusive and in your face because they can't read as well due to age, disability, genes, etc. Readability is what kills modern games. Ark Survival Evolved is a perfect example, teeny tiny text on a blue on blue on blue UI, ever since it was implemented in 2017, I stopped playing, I just can't handle it. Don't make this mistake, please! Give us power over text and UI scaling pretty please! Auto scaling based on resolution is great, but manually adjustable values (maybe in a config file?) are necessary as well since not everybody's eyes are the same and "perfect scaling" may be perfect for most, but not all, manual adjustability without limits is the best counter to this and will enable 100% of your players to have perfect readability instead of 60% or 70% only.


    Bulldozer/Wrecking Ball (or a better suggestion that has a similar function) = Even with the Steel Sledgehammer, tearing down entire buildings with hundreds of blocks is obnoxious. These vehicles will make it painless and quick, just tear through it! Wonder how much of a performance impact this would have.


    Steamroller (or a better suggestion that has a similar function) = Flattening masses of ground takes so long, 10 square meters is fine, but what about 100 or 1000? This would rectify this. Somehow choose a starting point, kind of like a base for the terrain height, wherever you start the Steamroller could work, and every small hill and bump you roll over will be flattened to the height of the starting point. Only lowering terrain, not raising it, for this, something else would be necessary.


    Lawnmower = I heard this suggested a year or two ago by somebody and fully support this as a perfect way to get rid of grass, obsoleting the scythe completely.


    Aircraft = Anything from a simple Hot Air Balloon (actually sounds awesome) to single engine planes like Cessnas. A seaplane like the Seawind 300C would also be great as it can use water for takeoff and landing as well as the ground! Maybe obnoxious, but a freaking Antonov AN-225 Mriya or any generic cargo plane as a whole would allow us to transport the entire freaking map in one go, haha! This is just wishful thinking though as cargo planes are just plane awesome. Something like the Douglas C-47 Skytrain would also work as it is a smaller cargo plane but still can haul a lot.


    Submarine/Scuba gear = There is plenty of potential underwater, I heard scuba gear mentioned at one point but never subs. I am fine with either, but since we're eventually gonna have cars, trains, electricity, etc. why not a sub?


    Gemstones & Resources = Ruby, Sapphire, Emerald, Topaz, Diamonds, these can be useful aesthetically as decorations and prized possessions, to show off like rich people do with art and antiques, or red51 has in his mansion, and also for building, plenty of things use Diamonds due to their obnoxious strength. What about the return of the blue ore, Cobalt? If we can think of anything to use it for besides blocks. What about certain metals that are only found in hell? Certain strong and desirable ones like Titanium for example, give us an important reason to dig to hell instead of just because it's awesome, I mean, it IS awesome, but the more reasons, the better! Crystals could be found in certain caves at lower depths as well, varying colors. Could be purely cosmetic reasons, or maybe an alternative to sand specifically for creating glass. Probably some technological purposes in real life too. I would certainly love to place/hang some crystals in my territory just because they look beautiful! Underground oil wells, this could be a cheap yet powerful way of powering modern technology like vehicles, generators, etc. these could be the first/lower tiered vehicles, whereas higher tiered ones could use some more advanced materials, just like in real life. I will assume that there will be at least one train variant that is powered by coal, a steam engine train? Oh, how about a steam boat! YEAH!


    Some antique vehicular weaponry, i.e. Basilisks, Culverins, Trebuchets. Maybe allow the bandits to build and use these as well to tear down your buildings in an attempt to siege your land? This would obviously be an optional server setting, disabled by default, but why not? At this rate why not just take Empire Earth 1 from 2001 for inspiration? :D


    Permanent "Invite to group" feature = This should be self-explanatory. I have one friend on my dedicated server, every time we logon, we need to be physically next to each other to be invited to the same group, so we can see each other on the map, see a red bracket in the world locating each other, etc. Would be nice if similarly to the server.properties admin setting, we could have something like this for a group to eliminate the annoyance of always having to re-add each other every time we logon. I consider this a low priority of course as it is a mere annoyance that doesn't ruin anything at all.


    Stack size setting = I don't know about you, but I would certainly like a somewhat consistent stack size. Torches being 32 and Wooden torchmounts being 64 seems just silly. A setting to define a stack size for an object would be nice so that an issue like the aforementioned does not happen. 64 being the max stack size in general is totally acceptable though, no complaints here! While on topic, why does the Big smelting furnace only have room for 60 ores when a stack size for ores is 64? Couldn't we just have two rows of 32 slots instead of 30 slots in the Big smelting furnace?


    Do note that anything noted here is not specific but rather meant as an example. If anybody, has better suggestions that do the same thing, i.e. a better suited, rising world-esque styled, way to flatten ground en masse instead of the Steamroller, suggest away! Same goes for anything else noted here, I have the ideas, but not the vehicles or tools that would make sense. I have suggested way too much now, I'll shut up, haha.

    Quote from red51

    I'm glad to hear you figured it out :) A "high" spawnrate is indeed quite problematic, since NPCs always spawn permanently, and over time, a dungeon may become overpopulated

    This is how I like it and think it should be. This will at least mean that over time, dungeons will become more and more deadly and difficult!

    Quote from red51

    I'd recommend to set it to a value not higher than 2.0, otherwise you will run into the same issue again. In the game settings (for singleplayer), this value is actually capped at 2.0 (200%), but the server unfortunately accepts any value :|

    Ah see that is where I messed up, in your Overview of "server.properties" topic, you stated that "settings_npc_spawnrate_animals" should not have higher values than 2.0, however, by enemies & enemies_dungeon, this is not noted, so I assumed this only applied to animals specifically, I guess it's meant for all three spawn rate settings huh? The server accepting any value will definitely be great in the new version if this bug gets sorted out, as previously stated, 250.0 value for groups of 750 bandits would be amazing! :wow:<3

    Quote from red51

    Having that said, thousands of NPCs in close proximity will still have a considerable impact on performance in the new version. It's not a big issue at all for the server (NPCs have a rather low memory overhead, and stuff like AI handling is fairly optimized), but rendering them on the client is quite costly. But I can probably say more about that once NPCs are implemented^^


    I am very much looking forward to this, NPCs breath so much life to the game, and getting heart attacks by getting shot by an arrow in the middle of nowhere is what makes it even better. You really did very well with both bandits & skeletal warriors!


    Quote from Deirdre

    I love Npc's, if they don't talk or moan like in The Sims ^^. I use a lot of them in a small area, and they have a very big impact on my performance, so I have to reduce my graphic options. I hope for better gameplay in the upcoming version.:)

    I too love NPCs very much. So much that depending on the game, I prefer NPC teammates over human ones, especially over strangers. I like how the bandits here just sound psychopathic, like hired assassins. I also hope in the new version we can have NPCs follow us and help defend us, doesn't need to be overly complex, just a basic system like the current hostile NPCs have. They could also have an inventory to help carry stuff too but maybe this is wishful thinking. But then how one would "craft" or "tame" an NPC would be an interesting question. Definitely a long-term feature if ever put on the list.

    On my dedicated server which is on my PC, which has 8GB ram allocated (my PC has 32GB ram), in a world we only recently started a few days ago, that has very little in the way of structures.


    There is a natural big hole next to my base, it was generated upon map creation. I am currently using it to dig down a bit. I did not dig very far, however, upon entering this hole, not even getting to my spot where I am digging at. My framerate drops from ~75 to ~15 and freezes every few seconds. All I do is enter the natural hole, I don't even do anything at all. Upon exiting the hole, the frames stay around 15, even though it's usually 75ish. I have one other player on the server, and the same thing happens when they enter the natural hole. Only by them, after the freezing stops, they start automatically uncontrollably walking backwards.


    This seems to be an issue with either the world generation or the server, considering we both have stable fps otherwise, only the hole causes issues. This has only been happening since today, all the time before the hole caused no issues at all. The only thing I changed was build a smelting furnace in my base, and a craft a warmsuit, that's it. Ever since then the hole issue started.


    I have currently no plugins installed.


    EDIT: I FIGURED IT OUT! "settings_npc_spawnrate_enemies_dungeon=3.0" is in my server settings. Somehow, this spawns OVER A THOUSAND skeletal warriors in a dungeon that was unknowingly right below my base. Me going into this natural hole triggered their rendering. This natural hole must be just BARELY within range to cause all 1000+ to be rendered. I have attached some photos, this was difficult with less than 5FPS, this is obnoxious, I just wanted a few more enemies, not THOUSANDS! How would one go about exploring this dungeon anyways? I would DEFINITELY try it if my fps didn't drop to single digits! Would be fun!


    I did the "deleteallnpcs CONFIRM" command which worked like a charm, fps is back to normal now. But I am wondering. since they seem to be spawning slowly and safely now, no overspawning so far, is it safe to leave the spawnrate at 3.0 or is that what is causing this glitch in the first place? I certainly would like dozens of bandits and skeletal warriors at once per group, if it were possible without glitches. This world was generated with the spawnrate at 3.0, the value was not edited later or anything.


    Hey red51, would the new version be able to actually have a proper setting for this someday? I would love to have ARMIES of bandits and skeletal warriors to fight due to settings and not glitches! Maybe something like 1.0 = groups of 3 bandits at a time, 1.5 = groups of 4.5 rounded up to 5, 2.0 = groups of 6, 250.0 = groups of 750 bandits, etc. The game didn't crash, my server ramped up to around 2.4GB memory, so I assume this would be technically possible in the new version? This glitch is just too amazing, honestly!

    Sir, I will be honest. I am not used to games that try to be realistic actually be THIS precise with the little things. I will try what you say and see what happens. There is no way in hell you paid THIS much attention to detail, I refuse to believe you! I am definitely gonna try this out and hope you're right! Thanks so much, will reply within a few days if it worked or not.


    EDIT: By the Semi-Automatic Rifle you have to partially aim downwards. While aiming with right mouse, shooting at an enemy within the circle reticule on the gun itself results in a miss and having to aim slightly downwards a few pixels. Is there maybe a guide somewhere denoting how to properly aim ranged weapons/what to orient yourself by or am I simply misunderstanding something here?


    However, the Crossbow now works like a charm since you told me how important it is to properly aim with right mouse button!

    Whenever I use anything that makes use of the crosshair like the Crossbow for example, if I aim at a Bandit's torso, the arrow flies past or through him. This doesn't matter where I aim, the only way to reliably hit is if you aim a little to the left. If I aim at his right arm (from my view when he's coming towards me it's left), then it hits him exactly in the middle of the torso with the blood effect and grunt and everything. If I aim at his face it sometimes misses or barely hits his left shoulder (from my view when he's coming towards me it's right).


    So basically, I have to aim to the left to make it go straight, even if they're right in front of me. As stated, am not sure if the Bandits' hitboxes are broken or if the crosshair is misaligned somehow. This bug makes it rather tedious to fight them with ranged weaponry. Otherwise though, the Bandits are great and are an amazing part of the game, thanks so much for them! :)

    When you go to another player and press F and make them join your group, the bandits can no longer damage you. When you are in any group you are invincible to bandits. This irks me as I like having the red dot on the map of fellow members but have to sacrifice this in order to not be invincible. I have tested this by getting shot by an arrow bandit 10x without wearing any armor and did not lose any health. This seems like a simple fix to me, since wild animals could always damage you regardless if you were in a group or not and bandits can only damage you when you are not in a group.

    One simple wish, do not FORCE "modern" UI trends. Take Ark: Survival Evolved as an example, blue on blue on blue with tiny text. Nothing changeable at all and I can't read anything. Nowadays in games when you change the resolution it does just that, changes the resolution. Back in the day, the lower the resolution was, the bigger the text of everything. Thanks to how RW does this I can easily read stuff without issue by lowering the resolution, and the game still looks great!


    So yeah, whenever the Unity version is out, pretty please make sure that there is at a bare minimum, a text or UI scale slider. Instead of forcing tiny or gigantic text on everybody, why not let us choose like we can now via the resolution method? This is all I wish and this alone has made me leave so many modern games, like Ark for example. Not everybody has their monitor glued to their faces like all modern companies seem to assume...


    Keep up the amazing work sir, this game is unique and incredible in so many ways.