Added another variation of the Buoy with more ropes and oilskin sail material for the float.
Posts by CursedXistence
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Zaisu Chair
Chair has a seat embedded into it so it's fully functional.
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Chabudai Round Table
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BLUEPRINTS:
Japanese_Zaisu_Chair_1731807372.blueprint
Japanese_Round_Chabudai_Table_1731809033.blueprint
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USAGE: As always you're more than welcome to use my blueprints in any of your projects, etc. I just ask that you give a mention / credit for any that you use, please and thank you in advance. -
I'm not sure if this is the right topic for my proposal but I think it would be very cool if letters, numbers and punctuation marks were also available as scalable block shapes. It is best to use the respective fonts that are already available for sign labeling.
I would also find classic symbols as basic shapes such as hearts or stars interesting.
I also find curved or rounded end pieces for furniture construction to be very helpful in many cases.
And finally, I would like to be offered a broken, destroyed form of each block variant so that I can build real ruins.
Actually with the new shapes that Red51 added in the last min update most of what you posted is easily made with the new blocks, with the exception of the tight spiral scroll work.
As far as ruined blocks, the problem with that is you'd have to 3D model dozens if not hundreds of different block shapes to give enough variety so it looked realistic. That's something you're better off doing with block scale, placement, clipping, texture scale, etc. just because it gives more control and the ability to make the damage look more realistic. For rubble piles you could make a dirt, gravel, etc. mound (only possible in creative right now or with the rake in some cases in survival) and then have a bunch of blocks sticking out of it, etc.
Not saying they aren't great ideas, they're just something that are better off being handmade rather than 3D modeled. -
Speaking just from my own personal experience, unless Red51 outsources it or there's a few more things he can salvage from the java version then wouldn't surprise me if it was a couple more years yet. For all the advances in 3D modeling over the years, clothing is still one thing that is a major pain in the backside and takes a really long time to do and get right, especially when you're doing it for a male and female character. It also depends on how much customization we'll eventually get for the characters. If he keeps the limits within typical human norms then it's not as hard, but the more unrestricted the morphing is the harder it gets for clothing.
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Just giving this discussion a bit of a bump incase anyone thinks of anymore to add to the list and there's still a few left to be added yet.
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Interior trim is slightly thicker than exterior so you can do thin blocks of plaster behind the interior trim which was another popular variant of this style.
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USAGE: As always you're more than welcome to use my blueprints in any of your projects, etc. I just ask that you give a mention / credit for any that you use, please and thank you in advance. -
Basically we could "easily" add a paint brush which replaces block textures. The necessary game mechanics are already there (accessible in the creative mode F8 tools)
I'm only struggling with finding a reasonable way to change the material in survival mode... it feels a bit weird if a wooden block could be turned into a metal block just by using a paint brush, for example
I think we need another way or another tool for that... maybe a hammer & chisel? It could be a dedicated tool then to replace existing blocks in the world with another block (you just need the new block in your inventory). What do you think about that?
Why not just restrict it to only being able to change material for same material, that way it prevents people from exploiting it. Depending on how you have things set up you might have to create a couple of tools for survival like "wood chisel", "Stone Chisel", etc. so you can restrict the materials, but hey you don't use wood chisels to carve stone in real life so no big having to have a couple of them in game for the right job.
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No... It wasn't any plugins......... the server would crash even with no plugins installed..... something in the new update end of August that Ping Perfect did not like...
If there was an incompatibility with one of the plugins you had been using and the new update that could have corrupted your server world files and it would crash it even with the plugins disabled / removed. It was mentioned that you started a new server on a new provider and then had to restart another new one on the new server, so sounded like more than just a server service provider issue.
Either way the advice of telling your users to frequently create and update blueprints still holds because of the game being early access in the alpha stage and there's still a lot that Red has to implement / modify that will potentially cause issues with servers, plug-ins, etc. as he develops. -
For over a month we were having issues with the Pingperfect servers after the new update came out.
Then there were issues with the Drums of Africa server and it needed a server rest...........
The server is now stable and is called Rise of the Nightwalkers and will not have a reset.
To this day I have no idea why the server I had been running since March did not like the new update Red put out end of August.
Assuming you were using plugins with your server, chances are one or more of them were conflicting with code changes / additions that were in the August update. If that's the case and based on the roadmap for Rising World - Unity, that's going to be an ongoing issue as it's only about half way through the alpha stage.
I'd suggest making sure all of your members have blueprints permissions and informing them to create / update blueprints of their builds on a regular basis. -
Oh, I forgot one thing. I have implemented the lamp in this public version, which is attached to a hook . The hook was made (as its blueprint states) by CursedXistence . The lamp is mine. If the hook-thing is a problem, I'm taking this down to get rid of the lamp first (because I won't be able to get to the hook otherwise, I assume). If CursedXistence is reading this , please get back to me, if you like .
Replied on my hook blueprint page but just reposting it here to make sure you see it:
Sorry it's taking me so long to reply, I just now saw your message.
I have absolutely no problem if you want to use the hook or any of my other blueprints for that matter in your projects and include them in your blueprints. That goes for anyone else that sees this, all I ask is that like Käptn Baubär mentioned, that you give credit for whatever of my elements you use in your blueprints. -
Hello CursedXistence!
When I uploaded my chicken-coop, I forgot that the blueprint includes a lamp made by me, which is attached to your hanging hook (which I repurposed as a wall hook to make a wall lamp). I should have taken out the hook first, or ask for permission earlier, but I didn't think of the hook, when I uploaded the project. Actually, I wanted to use the lamp for personal purposes only, but since it's so practical, I always used it on all of my buildings, after I created it and didn't think of the fact, that it includes your hook. So, I ask for forgiveness, and please, tell me, if it is a problem for you, then I will take the version down and get rid of the lamp with the hook first. I have mentioned you and the hook in my upload page. If you'd like to give permission for all my projects to include the hook (of course, you'll be mentioned every time), please let me know! It will make things easier for future projects. Thanks a lot for sharing your beautiful works with us!Sorry it's taking me so long to reply, I just now saw your message.
I have absolutely no problem if you want to use the hook or any of my other blueprints for that matter in your projects and include them in your blueprints. That goes for anyone else that sees this, all I ask is that like Käptn Baubär mentioned, that you give credit for whatever of my elements you use in your blueprints. -
Thank you. I tried that, but you can only condense the blocks down so far, and it's sadly too thick. Also, it's super hard to get the two meeting pieces to meet in a way that allows for the sharply pointed bottom of that piece to look nice there. I was hoping to do exactly that, but sadly it doesn't work.
if you switch to creative mode you can then scale blocks even smaller than what's possible in survival mode.
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Actually your idea for the corner was right, you just need to change the way you're doing it a bit. Use a thin square the same thickness as the 1/4 round piece placed on the ceiling, then you place that corner piece you tried using on that. Then you'll just need to extend one of the trim peices a bit to fill the gap and you should be good.
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Graphics drivers not up to date, although if your CPU has integrated graphics you'll have to update the drivers for that as well.
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Right now the Java version is still the official version. Once Red51 gets the Unity version caught up to the Java version and that replaces the Java version on the store page then the Java version will just move to the beta branch like the Unity version is now. Then you could just remove yourself from the beta branch testing and it would only load the Unity version.
So nothing you can do about it right this second, but soon-ish. -
Oh hell we could do a whole separate thread on just the different door styles we'd all love to see. lol
When Toolman said bullet shape in their post that's what instantly gave it away to me that they were referring to Gothic style....yup I'm that much of an archi nerd. lol -
Sorry for responding so late to this topic Unfortunately I can't say for sure when the new block shapes will be ready, but most likely this will happen with the store page update (or the update right after the store page update).
Could you maybe provide an example image of the door shape you're looking for? There are a few arched doors, but it sounds like you're referring to a different door shape?^^
From the sounds of it I'm guessing they're referring to a gothic style arched door like this
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Having to do physical wiring for electrical would be a huge hit to performance, especially on servers. Being able to set up signals to control lights , machinery, etc. and then having the typical area of effect for power generation machinery is still the best option.
That said and something I haven't seen other games do is allow you to select with power generator within an area is used for each machinery, etc. For example, say you have solar, hydro, and fuel burning power generators all within the same radius. Being able to select using the solar for just the lights of a building, hydro / windmill / watermill for smaller machinery, and fuel burning for high output machinery is something you can't really do in games and would be a great way to add more complexity to power without causing a huge hit to game performance. -
There's also a UK set of series "Tales From The Green Valley", "Tudor Monastery Farm", "Edwardian Farm", "Victorian Farm", and "Secrets Of The Castle" that also show how a lot of the older buildings were built, how farms were laid out, etc. and can be great reference.
They're all old enough series that it shouldn't be hard to find them posted on the net somewhere.