Posts by CursedXistence

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.3 (2025-05-09)

    or BBQ suace!

    granted I make a vegetarian version of this now instead of using real chicken, but I used to make a pizza with blue cheese for the sauce, grilled bbq chicken, green and red bell peppers, onions, and either jalapeno or banana peppers. Wasn't even on the menu at the pizzeria I worked at but someone saw me make it once for myself for my lunch and had so many people asking for it they added it to the menu.

    BBQ sauce on pizza is definitely underrated.

    Thanks for your feedback! :) :thumbup:


    We definitely had plans back then to add ways to extract salt from seawater ^^ Since we have finally saltwater, it definitely makes sense to take a closer look at that now... although probably we'll either add food spoilage or more food items first (so there will be a reason for the player to farm salt)^^

    WAHOO!!! eventual salt means one step closer to PIZZA!!!! lol

    We'd have use for all the veggies..

    no no wait no good....we don't have pineapple in the game yet...

    <RUNS AND HIDES>

    lol

    Thanks a lot for your feedback! :)


    Yes, we will add this with the upcoming hotfix ;) Actually all chunks which were ever modified before are now usually freshwater (depending on when the world was created)... due to flowing water, it could be a relatively large area.

    I was NOT looking forward to having to manually redo my stream and waterfall so glad it I got lucky and it defaulted to fresh water. lol

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    Don't kill me for asking this is more out of curiosity than anything, but now that the game has saltwater, is it eventually possible to add Sea Salt farming?

    If you're not familiar with it, it's a shallow area that's flooded with a couple of inches of saltwater and then as the water evaporates the salt is raked, bagged, and dried. You could add a small flood gate with a lever to fill the pond area aka turn on / off a water source block.

    That could have a lot of uses for cooking, food preservation, etc. in the future.

    Triggered the heavy thunderstorm, lasted not even two minutes before it had me almost falling asleep it sounds so nice.

    Grilled corn made me hungry for it irl.

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    Suggestion would be add an option for fresh / saltwater in the terrain editing tools so we can manually fix the water. Just as an example, luckily all of my ponds, lakes, river, wells, etc. all switched automatically to freshwater no problem, but all of the water around my island (and assuming it would be the case for any explored / modified islands) is freshwater and not saltwater.

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    Didn't try the fishing because no catch / breeding / model spawning yet.

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    Was hoping for more blocks shapes, but oh well maybe the next update.

    Is there a chance that we can have the option to be able to change the color of our clothes? The bright winter jacket is a little to much .

    I love the grappling hook , its bad ass!!


    Thanks for the update

    The answer to your question is literally written in the update notes:

    "Last but not least added 22 new clothes with this update! This includes various shirts, pants and shoes, but also two types of armor. We're still working on more clothes as well as various customization options (e.g. the ability to change the color or to attach custom icons to clothes), so stay tuned for the next updates!"

    There have also been numerous discussions on adding more crafting for things like, food, medicine, brewing, etc. not to mention expanding and adding more biomes to the world generation. And that's not even taking into consideration the expansion it would give for building and decoration.

    The addition of more plants, etc. is actually one of the easiest and more resource effective ways to add a lot of content to the game considering you can buy asset packs of literally dozens, even hundreds of plant models.

    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.