me on a gtx 1050 2 gb
Awwwww it's so cute and tiny.... lol
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.
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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.
Display MoreThanks 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.
That doesn't help. This is a bug, I can't place my buildings on the ground either since this update even with a smaller grid.
That's weird, I'm not having any issues with it.
I try it, but no works in my case.
I think my world it's big and the game usually lag and I think that's the reason of this type of bugs.
If you have a num pad on your keyboard the default keybinds are numpad - and numpad +
Sorry, I've been having trouble with this for a while. When I try to put a terraprint this usually happens
I can't move it to the level I wish (the ground), it moves a long distance, moving 3 or more blocks (squares) in the grid.
You can use - and + to change the grid size.
Adding custom music tracks is problematic... in multiplayer, this requires us to sync it with other players, but this would cause a lot of trouble in terms of copyright (because most likey 99.99% of the music that is played would be copyright-protected music). I'd prefer to have a plugin for that instead.
But when it comes to sound effects, it's our intention to have a creative mode tool to place sound effects in the world. It wouldn't be custom sound effects though, but we will offer a lot of different sounds (nature sounds, city sounds, interior sounds, engines, machines etc)
I can't speak for anyone else, but personally I'd love to be able to add custom music even if it was restricted to single player usage only. Don't get me wrong it's nothing against the music you have in the game, would just be nice to be able to fit the theme of my world.
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Unrelated question, is it possible for you to eventually change the blueprints so it saves custom images used for posters, etc. in the actual blueprint instead of having to upload them separately?
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Hope you had a good holiday if you celebrate or just a good day if you don't
A pot is a great idea, but probably something we wouldn't see until the water bucket / rest of the water mechanics are implemented.
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Personally what I'd love to eventually see is each protein, fruit, veg, etc. having it's own base stats. Then like with your suggestion of a pot we could pick what veg, meat, etc. we want to cook together and it would combine those stats for the full meal. This way instead of having set recipes we could just create our own. Same thing could be done for cooking a lot of other things like pizza, etc. as well, but then there could still be set recipes for things like bread, pizza dough, cookies, etc.
The same mechanics could also be used for brewing medicine making, etc. and really open it up to a lot of fun experimentation , sharing of info, etc. Most games just go with a limited selection of predefined recipes.
wunderschön
Thanks, glad you like it.
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NOTES:
1. Because signs, etc. don't keep the text in blueprints and because a large part of the overall build requires special terrain I'm including the full world save along with just the blueprint.
2. The default spawn is set directly in front of the main park plaza. The world is also set as creative, and to start at day 99 of winter.
3. This could be reconfigured for other holidays / festivals as well.
4. I tried to keep it as non time period specific as possible.
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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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Chopped down a sapling birch tree and got a branch in my inventory but it's showing "Missing Image" for it's icon.
Is the middle mouse button maybe also used somewhere else (e.g. for interaction)? This prevents the "copy block" from being executed unfortunately...
Nope, it's not assigned to anything else, I just checked it again before replying to make sure I didn't miss anything the last time. It was working fine before the seasons update, hasn't worked since. I tried it again earlier when I was playing and middle mouse button still isn't working for it, but a key bind on the keyboard works fine. And yes, I'm sure my middle mouse button is still functioning.