Posts by Kyo

The animal update is now finally available for the new version!

    IIRC it also affects camp fires / cooking / drying at the moment. Not sure if a separate slider would be more appropriate maybe?

    Maybe it could, depending on how the food system will improve (maybe with cooking mixed meals system if you have plans like that) maybe could be a good idea to have it separatly, dunno

    Yes, currently the "plant growth" also affects trees. Mabye a separate slider for tree growth would be a nice addition, we'll think about that :)

    But for this, for sure it's a good addition, because the problem right now, as all is included, when you want to adjust your plants, then the trees made too long to grow, and if you want to adjust trees, then plants will grow too fast... :wacko: so yeah, maybe one for trees would fit much better here

    And I remember another topic, discussing about iron boulders... that where too much at the surface and/or too big (imo they are a bit too big yep ^^), but for the quantity, a slide for them could solve the problem for each personal likes :thumbup:

    Note: We need some snakes to sting our leggs :wacko: ;)

    Hotfix (2023-03-04):

    • [New] Added setting to change the spawn rate for animals

    I have no intention to do that, but keeping the logic with the others slides, maybe for it's minimum, could be set to 0 instead of 20 ?

    Also, concerning slides, I have some interrogations.

    I guess "Ore smelting" slide, only affects furnaces, and not fire camp (to cook meat), if's correct, could you maybe consider to add a slide for cooking (in general, including rack meat dryer and futur cooking features) ?

    Another slide is the "Plant grow", are the trees included on this one, or it's only for vegetables consumption, (because trees are growing much more slower than anything else) maybe have a slide only for trees?

    tell me the command for re-spawning animals, please

    the command is: spawnnpc

    then you specify the desired animal, for example: spawnnpc Fox

    Also found another small bug, when you place black wool in a chest, next time you open the chest black wool is shown as white wool (but technically it stills black). If you get it outside from the chest it shows black again. Anytime you put it in chest and re-open the chest it shows as white again ^^

    Is it a creative mode world? In the singleplayer menu you can see if a world was created in survival or creative mode :) If you want to change it permanently to survival mode, you can load the world and type this into console sql Meta UPDATE worldinfos SET value='survival' WHERE key='gamemode';

    Yes, It worked :nerd: thank you so much ^^

    Oh, thanks for letting me know! This is caused by the shadow caching (the game only renders shadows once and cache them for reasons of performance)... I will put that on our to-do list :) As a "workaround", you can fix this by turning the torch off and on again^^

    ok thank you, and yes the workaround works, and you can also update/modify the terrain and poouuffff , it gones... ^^ ^^ :thumbup: thanks ;)

    Hmm, my server keeps disappearing from the server list as well. I wonder if its because we have a Creative permissions group in the "Areas" folder?

    Seems to be something wrong with creative mode indeed...

    Cause in my SinglePlayer mode, don't know if it was beacause I activated (before update) the creative mode, but now, each time I start the game I start by default as GM 1 activated all the time (and my stats food, drink, etc... always rested to full state... kinda embarrassing) :/

    A part of that, I also found a small bug red51, as you can see on the picture bellow, when you place a torch the shadow of an animal nearby, become stuck to that point forever and the shadow will never more be dynamic and follow his NPC...

    Ok, nice to read.

    Thanks for clarifications and thoughs, that sounds good

    Super, waiting for next amazing stuff to come :party: Keep the good work ;):)

    Hi red51, I'm exhauted to run behind foxes, moose and rabbits!! hahaa we need a bow :D

    But, very happy with this update! Congrats! At least, the world now is much more alive... ^^ :thumbup:

    Curious on what will be your next step. Caves & ruins implementation? NPCs part2 (with aggressive animals and bandits)? New biomes? What's your next move for your beatifull game? :saint:

    Quick question: What's included in "altered chunk"?

    Cutting a tree or destroying a rock or grabbing a potatoe, is it considered as chunk modifyed?

    Or only constructions make a chunk to be altered?

    Also, killing animal, makes a chunk altered?

    Thank you, if you can give some details on that please :)

    Congrats again :thumbup:

    Crabs are actually on our to-do list :) Unfortuantely we still don't have a proper model ready for that, so I'm afraid they won't make it into the initial NPC update... but they're definitely planned ^^

    Maybe we can get the scaffoldings ready for the next update :D I can't guarantee that though, so if they don't make it into the npc update, they will be ready shortly after it^^

    Awesome !! Cool, thank you :party:

    I know is not a really good manner nor a good way to ask that, please forgive me :/

    red51 do you think it's faisible to have Crabs with this initial NPC update? Sorry for asking, but I really love the idea of sandy beaches with this little guys running all over to catch them :wacko:
    Just to know if it can be possible at the first shot or if they will come, on a later update ^^

    Thank you, if you can say few words about it ^^ DOMO ARIGATO :saint:


    And maybe one or two birds (Eagle) ? :wacko:^^<3

    We don't have any screenshots yet (because the animal models aren't fully ready yet), but once the first animals are in the game, we'll definitely share some screenshots ^^

    Well, thank you so much for the sharing !! They are beatiful, specially hens, they are so realistic and well done :wow:


    For those that didn't see it yet :





    Thank you red51 keep it up :thumbup:

    Hello all,

    While waiting quietly for the upcoming updates, I would like to wish you all a Merry Christmas & Happy New Year 2023.

    red51 take the opportunity to enjoy and rest and come back in shape for a great 2023 ^^

    All the best,


    Hello red51,

    I presume you are busy with the next NPC Update, and you got all my support :thumbup:

    I'm so enthusiastic :)

    Can I ask for, maybe getting some kind of teasing (like few animal pics or a very short anim. footage?) ( even maybe some piece of claws crab ?! :wow: ).

    Just to get some mouth-watering... :drooling:^^ *waituntil*

    Danke schön und behalte die gute arbeit bei :):thumbup:

    Oh yes, I know this part, but my purpose was more related to a developed cooking... creating some meals with a mix of various ingredients, that, depending on how deep you go or sophisticated meals you create, then different "levels" of rewards you get with different buffs or malus etc...

    For example you can have +50% damage resistance for 5 mins if you prepare some specific mix ingredients cooking... and for example if you want to extend the resistance damage more than 5mins for 15mins,then, you have to add another specific ingredient to your meal or make another kind of meal, etc.. ;):)

    One thing about food and coocking.

    I'm pretty sure it's in your to do list ^^ but it will be realy cool if we can have some kind of "buffs/effects" depending on type of food instead of having potions...

    It would be really nice for example, when I eat a raw chicken I can get some king of vomiting or poisonng (which it will decrease my health or something), but if I eat a coocked chicken it just will rise my hunger (why not a bit of health) but if I coock some dish, like for example chicken with chili or wtv... I get for example my stamina consumption reduces by 30% or my speed walk or sprint increased by x% , my damage resistance increased... etc etc...

    But some kind of rewarding for your effort put on coocking or on your creativity (instead of having potions; don't know if it was in your plans), will be greatly amazing !! *_* :thumbup:

    when you unequip a tool (or e.g having nothing on your hands), it should toggle your fists and you should be able to punch...

    for now it's ok, but when you will have durability on your tools/weapons and you will be fighting with bandits or fauna (or whatever purpose) and your weapon breaks, you should be able to defend yourself without weapon/tool... ;)