There was a cost, but you cheated it. lol
If it had all been made in survival than you would have had to pay for the making of the empty blueprint, but because you did it in creative mode that was negated. Blueprints themselves are currently don't calculate what type and how many of the blocks you use and charge to place it in survival, so what I do in survival is figure that all out on my own and then destroy the appropriate type and amount of blocks to make up for it.
I do hope eventually the game will do all of that itself, but for now that seems to be the best workaround we can do.
Posts by CursedXistence
-
-
Bug reports go in the help subforum.
-
Drill will not repair, nothing does in multiplayer. Assuming this is a multiplayer only bug.
Unless Red51 tossed something in one of the hotfixes, you currently can not repair the mining drill. He's stated he wants a more interactive method for repairing the advanced tools.
-
anything I missed adding from other threads? I think I've gotten them all, but if not let me know.
-
Looks like a unicorn puked all over an albino cow..... lol
-
Since there's no default smartassery for New Years like there is with "Bah Humbug!" for Christmas...
I hope your fireworks get soaked with the tears of 2024 lamenting over you celebrating it's death!!! lol
j/k
Happy New Year to you all as well -
I have a few things in my mind :
- Will there be a recycling system for unused tool, clothes etc. in the new version?
- Do you plan on putting a story or an optional aim for the game?
- Do resources respawn? Rocks, sticks etc. in new version?
- Is there a TPS percpective option in game or is it planned for java/unity versions?
- Will unity version be the default for this game in the future?
Thanks
1. A composting / recycling system would be cool, but don't remember Red51 (the developer) ever mentioning about that being something on the to-do list. should suggest it.
2. Hope he doesn't, part of the appeal is it being a sandbox where we can have "create your own story, lore, etc." possibilities.
3. No
4. Not currently in the Unity Version, don't know if it's planned.
5. The Unity version is the main / default version moving on and the only version still being developed. There's going to be a store page update and the Unity version will be moved to the main branch while the java version will be moved to the beta branch in the next few weeks. Both versions of the game will still be playable. -
I have mine set to U since the middle mouse button isn't working for that function since the update.
-
If you add an attachment to a post, the forum will show how often it had been downloaded. But if you insert the attachment into the post by clicking on "Insert into message", there is AFAIK no way to see how often it had been downloaded. Not sure if there is a way to expose this stat
So to keep track of downloads, just upload the attachments, but don't insert them into the post (they will then be displayed at the bottom of your post)
Well shoot, I've always been doing the insert into message thinking we needed to. Anyways thanks for the reply.
-
me on a gtx 1050 2 gb
Awwwww it's so cute and tiny.... lol
-
There is only one biome per island, it can take several minutes of traveling by boat north or south to find the arctic / arid biome islands.
-
The only biomes I am getting on any new map/seed I try is forest, only once did I get other biomes such as Artic or Desert sectors. I have tried created several new maps from new seeds but so far still only forests even after searching all areas of each map (but I bet next time I try I will get them lol!) any suggestions as to the problem?
Actually I just noticed that regardless of the seed used the map is the same layout, it never changes. I'm using a standalone version although I also have a Steam version could that be the issue?
You will always start at the equator in a temperate region. All of the islands to the east / west will be temperate biomes. Arctic biomes are far north islands and arid biomes are far south islands.
-
Thanks a lot for your feedback!
Happy New Year to everyone!
That would be a good addition, I'll put this on our list
In the meantime, there is a pinned topic in the Steam forums containing all changelogs of the latest update including the hotfixes (maybe it wouldn't be a bad idea to have a similar topic here in our forums^^): https://steamcommunity.com/app…ons/0/620700960407155814/
I personally love the idea of the changelogs being posted here as well as on steam, steam can be cranky at times.
---------------
Semi unrelated question, is there a way to see how many times our blueprints have been downloaded on here that I'm just missing?? If I look at someone else's blueprints it'll show how many times it's been downloaded, but doesn't for if I do the same from my own and I know some have definitely been downloaded. If there isn't, is that something that could possibly be added? It would be really helpful info to know. -
We have an option in the game to be able to make a seat which can then be embedded into custom made chairs, sofas, etc. My suggestion is something very much along those lines except for building custom primitive workbenches, workbenches, and modern workbenches. This way we could build workbenches that align to the theme of our worlds without having to sacrifice functionality of unlocking all block textures, etc.
Right now the only somewhat doable workaround is to take the workbenches and scale them to 0.01 x 0.01 x 0.01 and try to put them on our custom furniture somewhere no so obvious. The problem with that is that by scaling them down it reducing their area of effect and they still have to be in a visible location. -
BLUEPRINTS:
-
-
It is possible, but there is quite some work involved to implement that... unfortunately I can't say much about whether or when this will be implemented
Hey thanks for the reply, yeah figured if it was possible with the newer versions of Unity that it'd be one of those things Unity would want to be overly complex on.
-
Thanks red for your hard work on this game
I have two bugs to report after few days playing this version:
- Grid is not applied correctly on some surfaces (see the screenshot below)
- Placing grass now use 3 grass object each time. It can be fine if its balanced. But in practice, if we collect grass on a determined surface we cannot cover it back with the grass collected. Maybe just increase the collect rate to fix this ? This issue exist in the previous version too, but now its very unbalanced.
Grid bug has been reported already. It's better to put bug reports in the "Help" subforum, that way you can see what bugs are already reported and puts them all in one place so it's easier for red51 to see / keep track of them.
-
posting these here more of a so I don't lose the links accidently type thing, keep going back and forth trying to decide to get them or not to use with the model loader plug-in, though I really don't want to resort to using plug-ins.
https://assetstore.unity.com/p…ape-nature-package-241315
https://assetstore.unity.com/p…n/grass-field-pack-210111 -
The distance of the candle's light could be more far I guess
My suggestions are more of an engine cheat to get the candles to interact with other materials in a more natural way without the performance hit. PBR texture materials and raytracing can do that so you get a more realistic like reflection, etc., but it's a lot of work to implement PBR and does effect performance. This way we could adjust the light source itself to mimic the effect.
Actually when used by themselves I don't think the light distance of the candles is bad personally.