It could even be something as simple as an open faced box that you can change the material on and when you point the cursor at the open face the interact command can be used just like opening a chest. Make it so it can be scaled height, width, depth, and maybe with some other variations where it has some shelves, etc. it in. Then the only thing we'd really need are some smaller sized doors which could also be useable as trapdoors so they'd be multipurpose.
Posts by CursedXistence
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The problem with custom block materials is the same problem now with posters, decals, etc. in multiplayer and blueprints.
but yeah it has been mentioned before along with the severe need for new / more / better textures overall. -
Hey, sorry for my late response! Originally there were indeed plans to add a shovel, and actually we even had a shovel in very early versions of the game (before it was released, so the shovel was never publicly available). It's actually a low-poly version of the one from the loading screen
It was intended to be used to dig up soil (while the pickaxe would be used for stone). But it was quite clunky to work with it due to the way how the terrain is smoothed... there are smooth transitions between stone and soil, which made it difficult to have separate items for the terrain materials. At the end of the day, we decided to just have a single tool for digging (the pickaxe)
There had been considerations over time to use the shovel for different things though, e.g. as a special smoothing tool etc. But I'm a bit afraid that this could be confusing (at first glance, people would think that the shovel would be used for digging soil while the pickaxe would be used for digging stone), so the shovel never made it into the game unfortunately...
I personally still think the shovel would be great for digging up worms without it actually changing the terrain like the rake does. maybe give it a secondary function of turning compost, filling bags of compost.
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Sorry, I meant the Unity version.
No worries. Might want to redo this thread in the plug-ins section specifically for Unity version then. You'll have better luck getting someone's attention that way.
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Don't know that you'll find anyone still making plugins for the old Java version. I think everyone has switched over to the new Unity version.
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Do I need to go beyond the map on the Artic side? I have walked the whole island and haven't really seen any glittering rocks.
The arctic region is a completely different set of islands that are north above the edge of the map you made. Likewise the arid regions will be a set of islands to the south completely off of the edge of the map you made.
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Well, that is a logical thing. It depends on how your character stands. He's point of view.
But you can change this behavior with the rotation mode. Just fiddle around with it some.
The ramp works fine. I'm not sure what his or her problem is there. I didn't understand it from the post here
I'm assuming what's happening is when he's rotating it and changing pivot points that it's changing the X,Y,Z, so one time pressing an arrow key rotates the block in one direction but then pressing the same arrow key will rotate it in a different direction. There's a few blocks that it can happen with because the shape has similar sides. It's just one of those things that takes a couple of different circumstances happening at the same time to cause it, easily fixed with either backspace and or a double press of enter key.
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Good afternoon! By my dissatisfaction, I mean more the arbitrary reassignment of the movement and rotation buttons during construction. That is, you rotate or move one button in one direction, and after a minute this button works in the other direction. It doesn't happen often, but it does happen, and it's very confusing. Also, what Victor was obviously talking about is the rotation of the ramp block. But there are more problems with fitting the texture to the main array.
Pressing backspace or double pressing enter to turn off and back on pivot mode usually fixes that for block rotation. I definitely do agree thou that we need some way of manually rotating the texture on a placed block.
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I don't build, I don't have time, the administrator does this and she teaches people. I also have a problem with the ramp turning, it constantly turns itself. I can't explain, the translator distorts the translation. I wanted to help the administrator while she was sick and after several hours of suffering I broke down, which I now regret. My sister is injured and my nerves are tense.
Did you change the default keybindings? It sounds like you have the same keys set for movement and rotation.
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I didn't complain or ask for help, I just snapped after hours of work. We found the reason. I know everything that was explained to Victoria.She's not playing right now. The new administrator is sick. We have found a way out of this situation.
There have been several times were you've made it sound like two people are using the same Forum login. This leads to a lot of misunderstandings, etc. More than one person should NOT be using the same forum account, create separate accounts...it's not like it costs money to create separate accounts.
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grid mode turned on?
Press G -
I suffered through 8 hours of downtime building a house.The blocks fall through and lie down unevenly.the triangles rotate as they please. Our administrator is sick.Only he could build simple things. And my friends and I just don't have time to build cool dead cities. We come to play and relax after work.
Press enter when holding a block to turn on snap mode.
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The building system in the Unity is as simple or as complex as you want it to be. Want to build minecraft style will full / half blocks, etc. you can do that. Want to build with planks, etc. you can do that by simple resizing a block. Want to build something as realistic as possible, you can do that too. That's the beauty of the system, it gives you as much freedom as possible to build any way you want to.
Now does that freedom mean that it might take a bit of time to get used to the controls, etc. yes...but as the old saying goes, it's not exactly rocket science. -
Red51 would be crazy not to reach out and get permission to use these for an official in-game POI
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The game needs more advertisement imho.
As Nord says, it's an amazing game, but so few know it even exists.
Advertising can only do so much, as much as I love the game, it has no hook yet.
Minecraft added villagers to bait the hook, then villages to cast the hook, and finally mineshafts to set the hook. Then finally added more biomes and then region specific points of interests to reel in the fish, err players.
Rising World is still at the getting ready to bait the hook stage. The building system will definitely help it stand out in an overly saturated market segment for sure. It just needs the rest of the recipe to make it a full course meal and I still firmly believe it'll get there in time. -
ummm because whoever created it wanted it that way apparently. lol
It's an unofficial thing anyways so not like you'll get any official help, etc. on there from the devs. -
ahhh, sorry there was no blueprint attached to your original post, the title says advice, and it's in the blueprints section so thought you were asking for help coming up with something for the ladder.
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Back face culling, yes
Occlusion culling, doubtful because of transparent / semi-transparent blocks, etc. -
Red51 has said before that particle generation blocks (smoke, steam, water, etc.) are planned.
I definitely agree about needing more textures, there's only so much you can do with recoloring, scaling texture size, etc. to make them look different. Hopefully when more regions / biomes finally get added we'll get a good bump in textures from the new materials. We still need translucent fabric panes as well.
I love the seasons in the game, but we really need separation for indoor and outdoor plants. a potted plant indoors shouldn't be turning with the seasons / getting snow on it, etc.
The big QOL change that needs to be made is we need the ability to scale everything in survival. There's no reason why we should have to switch to creative mode just to scale something. I'd also say that needs to extend to scaling blueprints as well, there should be an option to lock / unlock the x,y,z axis when scaling.
Dynamic fabrics, ropes, etc. would be amazing. I know it can be done in Unity and it would have so many different uses in Rising World.
Streams, waterfalls, etc. and the rest of the regions / biomes and the bio diversity really should be the priority before anything else though since that is the foundation for POIs, etc. and one of the last main mechanics that'll cause people to wait to start a new world.