Posts by CursedXistence

    Outside of mining there's already little reason to bother with the caves, especially the caverns with the water in the bottom of them as they're too deep underground to be useful or even attached to the other cave networks. Adding another layer of difficulty to them in the form of gases would lessen the incentive to explore them even more.

    If anything is done with the caves, the whole cave spawning system should be reworked so they are more like actual cave networks instead of the current worm holes. Also having the larger caverns linked to them, including the larger caverns with the roof partially collapsed, and sections that are flooded passages leading to more open air caverns. Just overall more natural like.

    In addition to that I'd also say a goal should be to have waterfalls naturally spawn with some caves behind them, etc.

    Hello, I stumbled across the game by chance on YouTube and was immediately intrigued. Then I looked for information about a console release. The question was asked on Steam at the end of 2022. It was stated there that it was coming. Unfortunately, I haven't found anything more recent. What's the status more than two years after this statement? Is there an Xbox version, and if so, can you possibly narrow down when it will be released?


    The developer said in that steam thread that the PC version would have to be in beta before work on a console version.

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    The PC version is still a VERY VERY VERY long ways away from being anywhere near a beta version going by the roadmap.

    The last major content update was just in December, things take time. Some people seem to be under the impression that just because Red51 updated the Steam Store page to the Unity version that it means the updates should be faster now than before.

    The reality is Red51 has been taking an iterative approach to the Unity version development to get it to this point so that it could hopefully increase sales to continue the development. Most of the core mechanic aren't even fully implemented yet and it takes a lot of time to finish those, meld the iterations of them into a seamless mechanic, implement and test it before releasing it. That's not even to mention the near constant deluge of suggestions, fixes, etc. that people are tossing at him to sidetrack things along with his involvement with the community.

    We all, myself included, need to keep this in mind more and remember "Rising World" is a marathon, not a sprint. There's nothing wrong with being excited for what's to come next and hoping that at least one of the things we're waiting for is in the next update, but we all need to realize this is going to be a years to go yet process. In a way Red51 has to chase the money so to speak to keep the development going which means some features that might not excite all will take priority over others if it's something that might increase sales. That's just the way it goes with small / indie devs.

    He's been busting his ass for years on this game to give us all the best game possible, the least we can do is show some patience.

    I meant the number of products in one inventory slot 1 salad 1 slot is not serious because 8 or more than 1 chest one slot, but you can several

    Actually that part makes sense. You only use one lettuce / cabbage at a time typically when cooking. You use multiple tomatoes, peppers, beets, potatoes, etc. at a time when cooking so the stack sizes match real world usage.

    We're silent about it because there's no point in talking about it again. Too many people complained about the menu background in the java version being too old / outdated looking so Red51 decided to go with a more modern looking menu for the Unity version.

    Personally I liked the old paper / scroll looking background from the old menus so much better and do agree it was much easier to see on, but people got what they asked for.

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    The food spoilage system isn't implemented yet, so you really don't need to grow a huge amount of food at once / can leave crops that are ready to harvest without worry about it rotting.

    Stackable food crates and a hand cart would be a good addition though to make moving food from a farm to food storage a lot easier, especially once the spoilage system is implemented.

    From Red51 in another thread about issues with the map

    "It seems that there is a problem if a high map resolution is used - apparently there is a resolution of 4096 set for map tiles (in the server.properties). We will fix this issue with the next update :)


    Please try this: First, shut down the server. Then open the server.properties file and change Settings_MapTileResolution to 1024. Now go to the "Worlds" folder into the particular subfolder of the server world and delete the "Map" folder there (it contains the already generated map tiles, which are broken in this case). Restart the server - the map should work properly now ;)"

    It's on the roadmap as "Water collision with construction elements (TBD)".

    there should be another iteration (or two) of the world gen and water gen and then after that is probably when he'll start on the water collision.