Posts by CursedXistence

A small new update is available now!





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    BLUEPRINTS:

    Kitchen_Prep_Table_-_Large_1734827207.blueprint

    Kitchen_Prep_Table_-_Small_1734827579.blueprint

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    NOTE:

    I'll fully admit I'm not happy with the way the baskets look, but it's about the best we can do right now without having access to torus pieces which will hopefully eventually be added to the game. When / If torus pieces get added then I'll be redoing them and updating this post with the revised blueprints.













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    USAGE: As always you're more than welcome to use any of my blueprints in your projects, I just ask you give credit / a mention.

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    Separate option setting for survival and creative modes

    Just a long term quality of life suggestion, having separate option settings for creative and survival modes.

    A lot of them apply just fine for both survival and creative modes, but there's some settings that you want different for the two modes.

    Custom Texture Scale slots in the radial menu

    We have a lot of options for texture scale in the radial menu which is great, but there's also times when we need to do a lot of building with custom texture scaling, especially for the wood textures. Currently the most effective method I've found is using the F8 tool in creative mode. It would be great if we could get one or two custom scaling sections in the radial menu both to speed up the process and to make it easier in survival mode.

    Ability to name and save custom texture / color palettes

    Right now we have the frequently used colors in the color picker which is great, if you can remember what the different shades are used for and what texture they apply to. For example wood 111 and color #4f3f12 would look completely different than say wood 138 and color #4f3f12. Currently the only way to efficiently keep track is to write it all down outside of the game.

    Maybe either a book or even a paint palette for an interface that we can select the texture and color, name the entry and save it?

    The whole chisel thing aka subtractive building has been discussed several times before.

    Long story short, while it's technically possible it could quickly create a situation where a single block ends up being the equivalent of thousands or even hundreds of thousands. That could tank performance and even create situations where worlds would be unplayable.

    When building with single blocks there's a method called back face culling for the engine to ignore the sides of blocks that are connected together. So you might have something build from 100 blocks, but performance wise it's only 20-30.

    The hotfix is now available (0.8.0.1) :) Item durability is now configurable in the settings menu (and optionally it can also be disabled). In addition to that, we've adjusted some crafting recipes and also fixed various bugs. Multiplayer servers need to be updated.


    Hotfix 0.8.0.1 (2024-12-20):

    • [New] Item durability is now fully configurable and can optionally also be disabled (see settings -> miscellaneous)
    • [Change] In order to craft certain tools, an anvil is now required
    • [Change] Changed crafting recipe of rowboat (no longer requiring ropes)
    • [Bugfix] Fixed saloon doors not working correctly if they were resized
    • [Bugfix] Fixed text being invisible on ore detector
    • [Bugfix] Fixed wrong sparks direction when using the grindstone
    • [Bugfix] Fixed ingame music no longer playing
    • [Bugfix] Fixed axe (and some other tools) not being sharpenable at the grindstone
    • [Bugfix] Fixed certain tools not being repairable at the grindstone
    • [Bugfix] Fixed broken collision detection for npcs
    • [Bugfix] Fixed rendering issues on some transparent materials
    • [Bugfix] Fixed issues when moving blueprints while manual placement is active
    • [Bugfix] Fixed error when duplicating an item (in creative mode) that was in the last slot of the hotbar
    • [Bugfix] Fixed dead player body clothes turning pink (missing material) after changing clothes

    How many gallons of coffee did you just drink?!?!!?!? LOL

    Thanks for the reports! :)


    When it comes to the blueprint movement, this is only happening if manual placement is active, right? I couldn't reproduce any input lag, but there is a weird issue right now which moves the blueprint to weird locations sometimes (and sometimes this even causes the blueprint to remain at the same position, as least if the grid was active - maybe this is what you experienced as input lag?). This should be fixed with the upcoming hotfix ^^


    When it comes to the grid, it's a bit more difficult unfortunately... trying to fix it introduces other grid issues if the blocks are at a different angle... I will need more time for this, so unfortunately I cannot say for sure when this will be fixed :silenced:

    Ahhh ok, probably not input lag then just acting like it when it fails to move.

    Bug Report

    Version - Unity 0.80

    Issues - weird manual position movement

    This just started with the 0.80 update but I'm having weird movement issues with the manual positioning when the grid is scaled down, especially to it's smallest size. It's especially bad when trying to manually position blueprints. There's two parts to this issue I've noticed.

    1. input lag / not always registering

    2. sometimes when trying to move down for example it'll properly move down a bit but then it'll stop, skip grids, move in a different direction instead of down, etc. things like that.

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    Bug Report

    Version - Unity 0.80

    Issue - weird grid display when scaled

    When scaled down the grid is no longer properly displaying, possibly related to the movement issue at the beginning of this post. Some surfaces aren't displaying the grid at all, some are, and some are only displaying the vertical grid lines and not the horizontal lines.

    Do you mean the brightness of the actual light that's emitted from the candle (which has an extremely low range anyway), or the brightness of the flame (i.e. make it "glow" more intensely)?

    Sorry I should have specified better, it was a braindead moment. lol

    I mean the light emitted brightness, but honestly if it's not too much trouble being able to adjust the flame glow brightness as well could be really useful.

    Like I said before, I know it's not exactly realistic being able to adjust the brightness of a candle like you do an electrical light, but it would be an in-game way to amplify light like the glass of a lantern does, or light reflecting off of a polished metal reflector, or the light of a candle being amplified by a glass container filled with water, etc.

    I've had a few people ask me now about gold and not being able to find it anymore.


    Can we get some more information on where to find this resource? :)

    Gold and Aluminum were both moved to the arid / arctic islands and there are now gold ore boulders that spawn on the surface like the iron ones.

    Red in the previous version, in the F8 tool we could use a base texture and when it finished building it changed to the corresponding textures, in F8 it looked for the texture, clicked on it and left for the changes.
    With the F5 water blocks in previous versions, the water could be raised to the height you wanted, now it spills out leaving only one block, even if I set it to 8 blocks, if I have a pool at a height that is not above the ground it will falls.

    There are two different types for the water tool, there's "Water" and "Water Static". The "Water" one works like water does in real life, it'll fill and find it's own level of whatever you're trying to put it in. The "Water Static" one works like a solid block.