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Posts by Nr1Dane
A small new update is available now!
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Happy New Year, best of luck & good health to all!
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Another fine masterpiece!


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Wish you and your wife all the strength you can get. Rising world seems to be almost therapeutic
So Very kind and so much appreciated. Wish you and every one here a very Happy New Year! Cheers to all!

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I'm a rookie on this one - just passed 500 hours - best game so far and absolutely love it - so relaxing and fits in with my late night gaming therapy I'm doing for myself.
Having my sweet dear wife of 36 years now in home Hospice under my care requires pretty much 24/7 attention and takes a big toll on me, so this gives me a breather between the twilight zone and 24 hours and the sleep I don't get.


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The default block steps (is what I think you have used here) is half a block in - half a block up -the perfect path for walking up/down stairs/steps. if that makes sense.
It appears that you have moved the step-block slightly inward under each level up. That can make a difference in the natural walk-path going up.
Die standardmäßigen Blockabstände (die Sie hier vermutlich verwendet haben) betragen einen halben Block nach innen und einen halben Block nach oben – der ideale Weg, um Treppen hinauf- oder hinunterzugehen. Ich hoffe, das ist verständlich.
Es scheint, als hätten Sie den Treppenblock bei jeder Stufe etwas nach innen verschoben. Das kann den natürlichen Gehweg beim Treppensteigen beeinflussen.
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Keeps getting better. GREAT work. 
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Thank You. And a very Merry Christmas and Happy New Year to you and yours too. Cheers!
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#1: One thing that bugs me in any game is the tools slot selections where you press i.e. "1" for whatever tool/weapon in that slot, but cannot put it away by pressing "1" again - (didn't this used to be so in this game or did I dream it? - ha ha).
Would be nice that if I, as an example, I look at my map and put it away and the last tool used does NOT pop up in my hand. There are work arounds, I know, but one of my pet peeves, The All Almighty Toggle.
#2: On manually spawned or edited human style NPC's I would really like to be able to put two tools/weapons/items, one in EACH hand - like a Torch in one and a Sword in another like the spawned enemy NPC's you can set to be visible at night - they spawn with such.
Why can we not set that? - (I've looked in the DB's and such, but so far no common denominator for my little pea brain to figure out yet, I feel like I am missing something).

Thanks again for a great game - this has become my favorite by far for my late night relaxing.
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Awesome update, Merry Christmas!



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There is a reason they're called "dummy" NPCs

No kidding. Ha ha

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That was me for the walk through the fence
The 2,5 blocks are the key for that and is made that way so the bandits and animals don't get stuck on little rocks and stuff.. So if that number means anything for the NPCs, than at least you have a starting point for the experiments 
LOL! How cool - How did I miss that.

What a lot of effort you put into that. 
I'm hoping Red can shine some more light.
Cheers!

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Yes, that is the issue and the game mechanics. If the npc gets stuck or unable to move around too much it'll jump/fall/teleport.
A player did some research about bandit npc's that jumped or walked through a fence (on Steam forum).
I am merely trying to find out if those deciding numbers are defined or related in the database..for me to tinker with, either as a plugin or just add to my SQLite fast-track scripts.
I really like the ability implemented to move the npc's, - saves me from quitting the game and run my silly SQL scripts. Ha ha.
Perhaps a future update would let you customize a npc's "teleport" ability. - Too much to ask really.
Thank you for replying SmileyNS.
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Not sure if I'm posting this here correctly and if someone knows - I'm sure Red does.
I have seen posts about spawned npc's to wander around and look "helpful" only for them to end up on a roof somewhere of a building they where in.
This happens in my (SP) game world where I have dummy npc's inside a building (the fantastic Lynnewood Hall by drakonas111) , and outside in the fenced-in perimeter of the "palace" and also my own chicken coop.
Sometimes the inside npc's will "jump" to the attic or roof, sometimes jump/teleport outside the building, - and then the outside npc's sometimes leave the perimeter by jumping the fence even though I have taken measures to prevent that from happening.
Only the "dummy" npc's displays this ability in this situation. Certain small animal npc's will exhibit a behavior of "falling" through the floor/ground/surface they are walking on, even on a double layered floor or "block" - even seems to get "stuck" sunken halfway into that once in a while. They do not fall into oblivion.
The chickens drop through floor to bottom once in a while in the coop that has a base floor and a house (coop) raised above that with an access ramp to the raised build.
So long story, I know - sorry.

My question is: Is there a setting in a database for the threshold that defines the jump/leap/fall-tru factor? In the definitions.db I see a "spatial" column in the "npcs_spacial" table - is that it or is it hard coded?

Tinkering with a plugin to keep the "crew" in control - but I need a little more (ok, A LOT) more Unity time coming from Unreal Engine.
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Oh, that's actually intended
This was meant was a preview of the new position (similar to hitting the move buttons in the menu)... but if you hit Cancel, the npc should go back to the original position.That is cool - but not being able to "pan around and looking" makes it a bit confusing. All good. Keep up the excellent work. Cheers!
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Another observation: Entering any coordinates/x,y,z positions in the "Editnpc", "Move npc" menu, relocates the npc immediately BEFORE applying the change.
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Hey yahgiggle... hope you're doing well; I haven't seen you on the forum for a while!
With the new RW update, all the transporters have suddenly become invisible... do you have any idea what could be causing this?

I was using the Autodoors plugin in SP - and they too was invisible and not working correctly. According to Red, the Unity Asset Bundles in plugins needs to be rebuild with the new Unity and RW updates.
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I can confirm that!
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Absolutely great work! Love this game.



Got an issue withe the "Autodoors" plugin not working correctly anymore in my "old" world and a newly created world (both SP), but that would probably be with the plugin vs. API itself. No biggie.
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Super duper work!