Posts by CursedXistence













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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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    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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    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.