Posts by ArcticuKitsu

    You have collision disabled. You need to enable collision.


    Alternatively, press Ctrl for manual positoning then use PageUp to move the item to the height you want it

    Thankfully I learned of the ctrl + page up/down trick. I've been using it only just now getting the chance to post those images on the forum. I guess as Red51 said below I gotta use the 'C' menu for that.


    Thank you both :)

    This happens when collisions are disabled, as mentioned by Desmagu ... this can be changed in the building menu (hold C).

    We have been thinking about removing this feature (or at least remove it from the building menu), as this is causing more harm than good lately :D

    Thanks again. I've been using the ctrl + page up/down for awhile only now sharing. Thanks for telling me it's in the C menu. I'm trying to learn how to build with everything being a bit too complex and different. I'm also trying to figure out how to get planks. I can get things to half-slabs, but even that's a tedious process. I genuinely miss PNB system. I genuinely want planks back, even logs, even if I can get logs out of cylinder shapes. If you can add another menu type (object size and presets) that be much helpful. For example: Long, short, skinny, half-slab, etc.


    I'm thankful I can use the 'ins' key to copy already placed objects in a new project. Saves some time.

    Unlike the other animals, we want wolves to always work in packs, so that requires some special AI handling ;)

    Sweet.


    They're still on our to-do list, but unfortunately we have no ETA for them yet :/

    Excellent. At least it's still on your list :)


    Yes, this will probably work in the same way ^^ About pirate ships, is was indeed planned for the Java version back then, but now it certainly makes more sense to have something like that (considering we have huge ocean now, so it would be nice if you could randomly encounter enemies there) :D

    True (on it makes more sense). Shall be interesting to encounter various entities, not just pirate boats but I'll let you surprise me. Show me when you're ready :monocle:

    Woooosh. So much for the Studio Mode for Rising World. Then people wonder why nobody wants to cover Rising World, why Vortac & Weem both bailed on Rising World. It's that sort of attitude. But hey, keep brainstorming. :wacko:


    Just don't wonder why certain things don't happen.

    Yeah, I tried it with a peckaxe as well, but as I said the gap still the same (too big)... and the smooth angle still the same... you can try to smooth it here and there to don't turn it too obvious/visible, but meh... still not great thing...

    In general I was flattening the terrain to have place to build. If you mean merging the builds with the terrain's slope, I understand. There is a way to use the 'c' key to merge your builds with the terrain. Give it a whirl.


    Don't pay too much attention to those guys that are not respectful, they don't deserves your attention then ;)

    Thanks. I know I shouldn't. I'm actually having fun building my builds for future preparations of upcoming updates.


    Not sure about pirates to this game though... (that will not fits very well IMO, that will make me think of something more "vikingish" game"...), but maybe some underwater immerse wrecks... why not ^^

    Red51 desired roaming pirates, bandits, and thieves in this game. We shall have bandits soon (again).


    As for Viking, I already have Viking vibes.



    I'm sure we'll obtain underwater wrecks. Need Scuba gear for that though. Functioning scuba gear.

    Iron sheets. Nice.



    I can't really blame Red51 for this, but I spotted sand on a coastal area.


    Sand, though nothing can be picked up upon mining.


    I'm loving this update, and I know this is a foundation update. I'm just simply noting it. Would have been nice to have stone, or at least actual dirt/sand. We'll get there when we get there. I'm not feeling well so I'm just a tad bit crankier than I should be. Good luck with your updates and hotfixes Red51, I'm genuinely having fun trying to settle back in :monocle:

    -Maybe in future adjustment terrain generation, have something more smooth/flat to construct and hills not that so abrupt/verticalish... the height is ok, with all the snow etc... but sometimes you have that impression that the hill in front of you is like a wall... too much vertical sometimes

    I know not everybody wants to do this, I had to for my side. I tried to find a 'median' (middle ground) then tried to level it off using the iron pickaxe. It be nice to have more flat ground, and this was the flattest around. I had to painstakingly (for hours) dig away, and I still do. I'm planning to build a towering castle wall, or something to connect the the lower half with the upper half. Something "scenic".


    Once we get more biomes I'm willing to expand to more urban-willing landscapes for various builds. Thank Red51 we have rakes and sledgehammers. If not, I'd be raging.



    And this is why I always ask for help (I get ignored, and insulted), or even continuously request NPC help recalling the lovely Minecraft modded 'Turtle' gadget. Not to pressure Red51, just that NPCs who help you and join you would be a blessing. The amount of times I got insulted and raged at by people for needing help building roads in Minecraft and Rising World. People don't have patience that they need in these games, Flight Sim, etc. Once I'm done with my projects I'm proud of what I've built. It's why I'm in bad terms with various people, or one of the reasons why. People don't like building in a building game. NPCs don't insult you back, unless programmed to do so. :nerd:


    Hehe, wolfs were indeed planned for the Java version back then, but they never made it into the game unfortunately... but it's our intention to add them to the new version ;)

    That's awesome. I hope they're coded in a way to stalk you before attacking in numbers. Rally others nearby to then attack you in a swarm. Like bees. Bears need to be more neutral, though am aware they attack when feeling threatened. Attracted when smelling food.


    I'm still curious if curious chest-hunting Raccoons are a thing. I hope it is. I'll even donate, if necessary, to make it happen. How much to make it happen? I'll give money.


    Bandit camps are on our to-do list :) The idea was that new bandits will keep spawning there over time (if bandit population in that area gets too low) unless you wipe out the camp ^^

    This will be an optional feature though, so people could disable bandit camps if they don't want to deal with them^^

    That's excellent. I'm happy.


    I'm assuming pirate camps on beaches are the same way? What about pirate ships on water, that also a thing or was that part of my imagination? Granted, you're overworked so I won't pressure you on that front. Whatever finds its way into Rising World I'm happy with.


    Happy with the new tidbits in this posting. :monocle:

    - Port Vilipic - (Now named Port Vilipic & Vathunver, Main & upper).


    (As viewed from the now named 'Vathunver' area of the 'bay', or whatever it's called. View main drawn map for orientation.)


    The tentative name 'Harbour City' shall now be known as 'Port Vilipic', as picked from a name generator. Port Vilipic for mainland goods, and 'Vathunver' for the northern portion to contain a lighthouse, and bigger needs (bigger ships, etc). I'm not going to update this thread with eveyr little thing, only noting what I need to note. Certain things I need to notepad, certain things I need to hype. Shall now be awhile until I complete a build, or a few.


    - Port Vilipec's farm is now up and running. Still have a lot of terraforming to do, it's a small portion of what I desire to plant. Needs farming building, storage, etc.

    (Sledge hammer has been a blessing to me. Thanks! I need a better rake though. I need grass to beautify the land, and of course I can wait. Hotfixes are mandatory.)


    - New achievement unlocked! Row boat get!



    - It even has storage, and does it much better than Minecraft! (Sadly, because of work, I can't go on an adventure just yet).


    Rowbow get! Farm is progressing, and now working on the "upper" (main) part of Port Vilipic now. I need a sign to cement the name in place, however need to wait for appropriate update. I'll have to force myself to remember, hence this posting. Still trying to work on my house, trying to plot land for a park, a warehouse/workshop, and even continue to expand my farm. I even have 'town' boundaries I'm trying to mark out.


    Planning a bridge to connect Port Vilipec and Vathunver at the mouth while making sure it'll be elevated enough for potential future boats. If not, my original plan still stays allowing larger vessels to park on Vathunver's outter edge, even next to a planned lighthouse.


    Now that I have more plans to implement this shall be fun. Red51, thanks for awesome stuff. Thanks for the recent apple tree sapling fix, I could only get 0. Now I can get 1, or have gotten only one. I'll seek out more later. I however can't wait for for grass to beautify the dirt. When it rains it looks like a nasty mining town from the 1800's. I also wish for a lower tech measuring tape I need to keep my roads at a certain diameter. I'm probably going to be forced to upgrade, something I don't wan to do right now. I need to settle in first. I need to flesh out my harbour with blue walls, have boat shelter, etc.


    Onwards to adventure! WOOOOOOOOO!


    My plans:


    (The next posting shall only contain finished buildings. I won't spam on a daily basis, only adding additional thoughts to notepad.)

    "The Beginnings". I'll be splitting this off into many parts, this first part can be considered a prologue of what I went through, what I plan to do, etc. It may not be "photogenic", I will however TRY to put appealing pictures for viewing pleasure. I love Rising World, I want to share the fun. Even if people may dislike me (for whatever reasons), I still want to share my fun and enjoyment with Rising World.


    With the biomes update finally having been released it's time to have fun. Time to get cracking for real.


    ---------------------

    Prologue of - "Harbour City" (To be named later; Founded on November 2nd, 2022)


    - A crude picture of where my main settlement shall be. I forgot name of this enclosed body of water. (I tried searching up water terms; Cove, bay, gulf, etc).


    Legend:
    - Red = Red forest

    - Black arrow = points to spawn 1 minute away

    - Outter North-south arrow = Planned outter harbour (bigger boats)

    - Inner east-west arrow = Inner harbour (Smaller boats)

    - Orange/Red Pin = My home.


    (World Seed: 4520548379456497)


    ---------------


    - "Spawn" (Humble beginnings):



    This second image reminds me of my time in British Columbia. Just a 2 minute walk leads you to my WIP harbour settlement. My humble beginnings, my actual start in this new Unity world. Onwards to adventure!

    -----------


    - "Harbour City" (To be named later):


    Found a lovely "inlet" allowing for proper protection of boats. Good place to shelter up, build up, and to set up a trading area. As noted, took me a few hours and days to start construction, finally founding my 'Harbour City' (TBD) to allow for smaller and bigger boat traffic. Started off with a main road, a harbour lining, and even placing my home first. My home may be "simple and boring", it however is functional, or should be. Gotta start somewhere. I scouted out the terrain to find the 'medium' height range between high and low, painstakingly flattening the area. Doing this, I even fiddled with blocks finding out (through a guide on Steam) that 'C' gives me more building controls. I still decided to stick to the default grid giving it a more "European" built vibe.


    Painstakingly digging out stone and dirt, flattening areas, planning to curve the terrain to the mountain later.


    - My WIP Home next to the roadway.


    I'm well aware this isn't much, I however gotta start somewhere. This is my "somewhere". I now need to name my settlement. I need to finish building my home, my workshop, my pub, storage building, fishing warehouse, etc. I have lots to build and rebuild. I even need to place a simple shelter of a structure at spawn. I may not expect visitors, for when I do it needs to shelter people. Needs to have basic supplies, etc. For now, I'll be working on my harbour settlement, picking out a name for it, and just settling in.


    - My home with a "garage". To gain an upper floor later.


    - Painstakingly figuring out how to build steps down to create lower levels of the harbour for rowboat, rib, etc.


    - View of the inner body of water, the WIP roadway, the my WIP home. The dirt I'm clearing.


    It's a start. Now to continue the process by working on my farm. Now I simply need more time to actually do what I need to do; To build fancy stuff. I wanted to build a rowboat for the past few days now, I however need a farm, a farm I need to make by clearing out dirt. Dirt is slowing me down so much.


    -------------------


    My concerns:


    - I wish we could pick up dirt from dirt voxels.

    - I wish I can place dirt (I have to use rakes).

    - I wish the pickup sound wasn't destruction, more of a peaceful JAVA pickup sound.

    - I love how the water adapts to the terrain (no concern there).

    - Having to painstakingly clear out dirt with everything getting in the way.

    - Cycle spawning dirt from grass blades (to be fixed by Red51 later).

    - Can't place raw stone in terrain.

    Hehe, well, this is actually a separate tree type :D We wanted to have such a tree in the game (because this also spawns IRL sometimes), but it looks a bit odd though when cutting down the tree^^

    I see it's intentional, and I hope it stays that way. I'm now fond of it now that I know what's up.



    I know you said you'd wait on the Steam Deck stuff, I however wish I could switch over to my Steam Deck at times. I believe (from my perspective) that it simply requires cloud saving to transfer over onto the Steam Deck (or between computers). I think I'm gonna have to host a Nitrado server even if it's just for myself. Otherwise, I'm loving this update so much. Good work, I'm loving this update though. I'm trying to settle in.


    Thanks for letting me know in the other thread you'll balance out the iron ore spawning. It's just the surface one that matters the most.


    -------


    When hitting 'max' button in crafting I wish it would go to what is available in your inventory. The max should be the max you're able to craft.

    So, what's the verdict? Will there be a hotfix to address this causing us to restart our worlds one more time (as rumours stated) or do we keep our worlds? I was planning to do one restart, just waiting on the word on Red51 if we keep our world or create a new one.


    Ores were indeed hard to find, I had to go so far to the point I got lost. I even streamed my experience (if a bit rushed and scuffed) to the point I was surprised to find it painfully far away.

    So, I finally playtested the biomes update while streaming it on Twitch. It was a bit weird, but I did. I couldn't stream on Youtube for whatever reason.


    A few issues:

    - Ores are few and far

    - Picking up stone makes the breaking sound effect. Needs to be changed to 'pickup' sound.

    - A tree spawned as a duplicate (once). Never happened again.


    - Double Tree


    - Found my harbour area.


    - Love the nightly vibes. Reminds me of those Viking show vibes of how dark it gets.


    - Space! I saw others share images, this is now awesome. I wish we could naturally go into space with objects able to be held in place up here. This is insanely awesome.


    I genuinely love this. I forgot to get rid of my axe in excitement, I however love this.


    Forgot to share this amusement. Not many people caught this Halloween fun.

    Then yeah, the Studio mode is the best option then with the whole "no thanks" and "exclusive" fears. Because of how people also want free stuff you can't really get people's true thoughts.

    As I've told Red51 I'm fine if he releases the Rising World soundtrack. Take your time, make it good. If needed. I'm all up for it. Also, TL:DR: I'm in the 'Yes' camp for DLC, ONLY if we focus on 'Rising World Soundtrack' and 'Rising World Studio Mode'


    -----------


    Rising World - Studio Mode (External DLC):


    What I told Red51 is that if push comes to shove he should look into how other games are doing things by releasing a separate game mode for an additional fee. For Illusion Games Studio games (Koikatsu, Artificial Academy, Honey Select, etc) he could have a 'Studio Mode' allowing us to preview models, animations, inject our own models & animations, and even object related things. Even do various scans of models without corrupting our "test worlds" or "main worlds" by using this external program to do various checks.


    Other indie developers have either become "too bored" or "too frustrated" they started working on side projects to keep them sane (and as a support item), something Illusion Games Studio had done from the get-go. Studio modes tend to be overly popular, and would be handy in Rising World's case when dealing with modded entities (humans, objects, vehicles, blueprints, etc).


    - Characters being set up in a pose, and various animations (pre-determined scenery).


    - Showing animations, poses, custom characters, settings for character expressions, what to pose, etc.


    - Setting up a scene with furniture, characters, various animations. Camera controls.


    This could also help if it's tied in with Blueprints, external models desiring to be imported into Rising World, and etc. This would be handy to view things "on the go" using Rising World checks, to view things, or to do dependency checks. Far more useful if one has a laptop or a Steam Deck to view things "on the go". Or maybe just something "more casual" to pass the time. Nothing lewd (as Illusion games tend to be, they they can also be kept tame), just something to view making sure you're having a good day or it checks out in Rising World's dependencies. If Red51 can make it so we can view the default, view models being imported into Rising World, or even use it to set up a scene (selecting biomes) in an 30mx30m radius, for example, then that would make it a worthwhile DLC. An overly helpful one. It would be something people would genuinely go for, more so for those who blueprint and mod. Maybe even the casual players also in curiousity.


    Might as well take note from the Japanese to have fun externally in Rising World. This would be an external asset. You have Rising World (Java/Unity), then you have RW-Studio.exe as a secondary thing. That's how Illusion Game stuff works. I'm even seeing the same for other indie games on Steam doing the same so it's not a road not untraveled. It's a fairly traveled road, even if it may be low-grade gravel road or an upkept gravel road. It's worth traveling. It would be wise for Rising World to do the same, more so when seeing the whole Plugin API/Modding API in its future. If Red51 desires to support external models, such as VRoid/VRM then this could be far more helpful than expected. :monocle:


    Everything is up to Red51, I'm just trying to help him with lessons already learned in the indie circle. If Studio Mode is something he is capable of doing then I'll wish him the best. If not, then that's a shame. It is what it is, I'm only trying to help. I feel this would be the most worthwhile thing to have, especially when it comes to the Plugin/Modding API later to use this as a quality software to check if something works (externally), or if more tweaking should be needed without booting up Rising World 50,024 times over. :nerd:


    (If you need me to reclarify something I'll be more than happy to do so.)

    Found a better app thanks to the Japanese community I'm in.


    -------------


    WIDAR:



    Scan your items and objects into a 3D form, touch it up, register for WIDAR, download the necessary files, and import it into a game that supports it. I intended it for VRChat, it can also be used in Rising World Java (eventually Unity version, hopefully). If Red51 can make things seemless, and if people would support this method, it would make Rising World that much better.


    Scanning my 'Shinki Renge', a proud figure I have taken pictures of since 2010. I've single-handedly made this figure overly popular, but that's beside the point.



    You have to actually walk around the figure, not do as I did by trying to 'lazy susan' your way in place. The app needs to know references to scan around it. Use a white background, maybe a dark base (contrast is key), and carefully walk around your object to make it into a proper 3D model.



    For the fun of it I even scanned a bike I was lent to be used later in both VRChat & Rising World. I'm still planning to heavily use this app for both game's purposes.






    I'm thankful to the Japanese community for showing how to push things further. How to be true to one's self and one's hobby. I'm trying to learn from them, even trying to do the same myself, I'm however purposely stalled out, ghosted, or just not allowed to do things for whatever reason. I'll keep trying to make use of WIDAR by making sense of it VRChat side until time is right for when Rising World is ready for it. It's possible in Java, just not in Unity. When people are ready to have their own proud possessions and materials scanned into and added into Rising World I can't wait to see them boast about it in the screenshots section. People seem needlessly reserved at times, even to a fault. I'd be happy possibly even seeing people uploading their WIDAR as blueprints in the blueprints section?


    The choice is in people's hands, I'm just here trying to make everything "better" with more options. People love showing their 'Creative mode' builds, I'm here giving you more options. :)

    Having said that, it will be possible to load custom vehicles through the Plugin API. Since blueprints could be exported to .obj format, you could basically create a vehicle ingame from blocks, then blueprint it and export the blueprint - that model could then be loaded through the API (although it would require a few additional steps, like setting up textures etc) ;)

    This is the answer I've been looking for without knowing it. There is always an answer and solution to everything, now happy knowing there shall be a nice workaround in making it happen. Makes me curious to see how well that shall be handled.


    I honestly can't wait for when the Plugin API comes around to allow me to make use of that HMCS Haida model. The other developers frustrate the hell out of me so I hope there is an actual logical and rational way of having it implemented again. I need to look into that again just to see what to expect later, it was noted. I need to re-read it over. There has to be a way, I just need to stop spacing out too much and forgetting things.

    Well, I'm admiring what we're seeing in the Unity version. Looking much better (more polished) than the Java version.


    https://steamcommunity.com/lin…evelopment/member/red5111


    - Underwater Sealife (plants)


    - Volcanic Biome:


    - Desert Biome:


    - Crafting Stations:


    - Underground Ores:


    - Cave (ice):


    - Cave (Hell):


    We have some very nice biomes to look forward to. I'm impressed, especially with the ice cave. The volcanic biome reminds me of the Lego World game, Rising World having a nicer realistic touch to it. The hell cave is interesting as well, too lit. Too hot.


    Crafting stations & ores making their return. Nice stuff. Shall be nice seeing them, with boats, making our way around the world. I'm hoping the worlds are actually oddly shaped as to be unpredictable. Every discovery being a mystery.


    I'm figuring I'd be lingering more in the underwater, volcanic, and ice-cave biome area. I hope you can actually build in the ice cave without anything melting. Underground igloo type deal. 8) I was confused as to why the Ice biome was the way it was, it's ice. I assumed it was something else making wonder why it was so "trippy". I'm too tired, my neck hurts....... I'm more oblivious to things as time goes on. I'm however happy I can soon colonize Rising World's biomes.


    This is a very nice update for the foundation of the Unity version, sets high expectations for future releases.

    Unfortunately the only way would be to create a screenshot of the map, then upload it as poster :/ For the new version, we may add a feature to use map data directly for posters, but unfortunately I can't say whether or when such a feature would be implemented... first we have to get the new version a bit more fleshed out in general :saint:

    This needs to be done when the time is right. Would be fun posting your map up as a poster, hopefully with better resolution. Hope we can also get various sorts of map styles to chart with.