Posts by Ozorvals

    The question is not the well-known teleportation issue - it's the least bad behavior in such cases - but the minimal free space around the chicken to avoid triggering that. This free space is usually defined by an invisible collision box: I hope for a smaller, more precise one.


    Other animals are probably affected too, but it's especially bad actually for small animals (hares & chickens).

    A straw nest where the hens prefer to lay their eggs would also be a good option; it would make player made nesting boxes functional.


    And let’s dream a little: giving the chickens a limited ability to fly (or "jump") to quickly flee from danger or reach a high perch, would make their behavior much more realistic.

    Small livestock like chickens and hares are often raised in small cages, but in game they can't stay inside because of their too big collision boxes. Instead, they teleport frequently to the upper level :/


    For example, on this unfinished chicken coop (image & blueprint below) I have created 10 nest boxes. I can place chickens on the upper level just under the roof, but not on the lower one, even though they look big enough.


    Rising world make constant and steady progress, but at a moderate rate because the dev team is very small. Most of your points have already been raised by others peoples:


    - Water things (fountains, piping sytem) are a much anticipated but problematic feature. Liquid physics in video games can lead to plenty of very bad issues :/ However, Red has clearly stated on several occasions that it is planned (but probably not for soon). More realistically, we can perhaps hope for more conventional solutions without waiting years, such as fake water jets, waterfalls, static water blocks...


    - Plants flowers & bushes. Its clearly on the list and very much expected too.


    - Movable construction (spin and maybe more ...). Its a big improvment that could be on the long term list. It would significantly improve the game, but we will have to wait, as it's probably almost as complex to implement as liquid physics.


    - Blueprints enhancement. First thing is that blueprints must have a resource cost. This point seems to be on the short-term list (few months???). Secondly, blueprints must be tradable between players directly in-game. This isn't currently the case. Finally, it will likely be up to the servers to implement their own trading systems, which already exist on some of them.

    Regarding this issue, if the blueprints are still present in the game's directory but disappear IG (only), that happened to me too. However, it wasn't really a problem: if you click the cross next to the search box, all your blueprints reappear. I assume this refreshes the list.

    Update 2 is here !


    Change list:

    - All beds are renamed, redesigned and optimized.

    - Double beds now offer two places.

    - Type I beds (news) are designed to be very basic.

    - Type II correspond to the enhanced v1 beds.

    - Type III & IV beds (news) are deseigned to be more or less sophisticated.

    Hmm... hard to tell what's causing this... I'm looking into this issue! But if it happens, you could try to enter refreshitems to see if the missing item shows up then :thinking:

    I tested it quickly (on Medieval Realms), since I know how to reproduce it. Unfortunately, that don't change anything.


    In detail:

    - I place a new wood log next to an older one. Everything is fine; I see both logs.

    - I restart the game, connect, and I only see the older one.

    - I type "refreshitems", the older log disappears and quickly reappears, but the new one remains invisible. The message "Received 15747 items from server" is displayed.

    - I stop there, but if I wait long enough, the new log will reappears.


    Edit: The number I gave is indeed the one I received. Perhaps there's something to investigate here?

    That's exactly what I like about it, that you don't have to dismantle the items. You can just pick them up. I go into the workshop and simply take the hammer. Why would I have to dismantle it?

    No, I don't want to be able to dismantle objects, but just to be sure that we don't accidentally pick up a carefully placed item. Holding the key simply confirms the player's intention without complexify this excessively.

    Thanks a lot for the new update, item placement is a gorgeous addition :) I really appreciate the creative opportunity it offers.


    Sorry for this list of bug, issues, or request, but I think that can help:

    - Placed item can't be stored in blueprints. I tried to create a naturalized tuna (screenshot) and the fish don't be in the blueprint.

    - That would be nice if the needle of a placed compass alway indicate the north, regardless of rotation.

    - The behavior of the personalized palette in the "Select a color" menu (right clic of paint roller...) has changed for the worse: When I try to select a color, it is now replaced. Its possible to restore the previous (normal) behavior ?

    - We can't take back in our inventory a placed butter churn if we hold use key, like for others workbenches.

    - Placed items are mainly used for decoration, and should not take back as easily than a dropped non-peristent item. It could be better if we should hold use key rather than to do a short push (same mechanism as for workbenches).

    - That would be nice if placed log have a rough (cylindrical) collision box. I want to use it as support for anvil, and its very strange without collision box.

    - I'm not sure about this yet, but some items placed online last night (wood log under anvil on Medieval Realm) have disappeared this morning.


    Frag mich jetzt nicht welcher Tisch das war, auf jeden Fall einer der großen. Aber die Textur der Tischplatte war in der Mitte gespiegelt. Vermutlich hattest du nur einen halben Tisch gebaut & die Blaupause dann gedreht. Hatte dann eine neue Platte für die ganze Fläche benutzt & Problem gelöst.

    Soll natürlich kein Vorwurf sein, ich liebe deine Sammlungen. Da du sie aber sowieso überarbeiten willst & es extra angekündigt hast, wollte ich es mal erwähnen :saint:

    Thank you for pointing out this issue, and sorry for replying in English - my German isn't good enough to discuss such details. I'm aware of it; it stems from my choice to avoid using any blocks with a dimension greater than 5 (like in survival mode), and from the tabletop texture in local mode (requiered for the right orientation of wood fibers, even if the table is rotated). I was wondering if anyone would notice it.


    I thought the problem was insurmountable, but your suggestion made me realize that mirroring the texture was actually a good way to solve it, as shown in the screenshot below. I'll also need to fix similar issues with the table legs.



    I might try to publish a small patch in a few days :)