Hop in boat point north and keep rowing, motoring, sailing and you'll come across an arctic island eventually.
Posts by CursedXistence
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Not sure if this is something that was looked at for any of the hotfixes that have been released but middle mouse button still doesn't work for the copy block function.
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The Long sword, Demonic Sword, and Katana all display the hand holding animation when the swords are sheathed.
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RESERVED FOR FUTURE ADDITIONS
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Hopefully the rest of the block shapes we've listed will be in the next content update. Hard edged ropes are driving me up the wall. lol
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Yup, no problem. And just to add to what I said either, there are plenty of people that have been working on their Java version worlds for ten years and either though the Unity version is going to be replacing the Java version as the "default" one, I'm sure many of those people will continue to play the Java version as well and would appreciate continued plug-in development for it.
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Both the Java version and the Unity version are Rising World. Playing, creating plug-ins, etc. for either version is still supporting Rising World and Red51's hard work.
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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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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? -
CHISEL:
Minecraft has a mod called "Chisel and Bits" would be so cool to be able to chisel out chunks from building blocks in Rising World!
Just imagine what players can create from blocks without having to resize all the time!
Those who love wood whittling would definitely love carving a masterpiece from wood blocks in-game!
[ADVANCED PAINTING]
Also there could be a new option with the paint brush that would allow players to paint as they move the cursor with the paintbrush selected within the player's hot-bar. This would be handy for painting carvings. Some may have motion sickness so there could also be an option to freeze the player camera in place and allow players to paint just by moving the cursor. Instead of having to sway the camera to paint.
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. -
Reserved for future additions
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Just a follow up after testing the hotfix. You were right it wasn't input lag it was just the movement issue mimicking input lag. I tried the same blueprint I was having a huge amount of trouble with and it's back to moving buttery smooth on all grid scales.
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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
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This was reported in the main update thread earlier and Red said the fix for sharpening the axe will be in the hotfix.
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just looks like normal texture variance to me.
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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
Ahhh ok, probably not input lag then just acting like it when it fails to move.