Posts by ArcticuKitsu

A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.3 (2025-05-09)

    We may end up getting generic forms of beer & wine, something I don't mind having. Who knows if we'll have what I'm seeking of having the finer side of things to grow your wine, crushing it, putting it into barrels/kegs, to then have it there for novelty type thing. Just having it there in appearance from when I visited Europe (Modra, Slovakia) seeing vineyards everywhere. Knowing France has it, Ontario in Canada, and etc. Should be fun.


    Not sure if Red51 wants to play with structural integrity with how much of a chaos it would bring. Medieval Engineers takes takes that route though, and it's fun. Mines also collapsing would be a real hassle that I'm not sure what to think of them. I think I'd be against it.


    I also do hope Red51 adds actual realistic zombies (look at Dragon's Dogma) to very rare areas (dead islands that are hard to find) where it would be out of sight and mind, yet still there at random.


    ......... On a side note I want to know how wide the horses are, and how tall they are.....I'm doubting a 3 block wide entrance would do it.... Maybe 4......I don't even know how high I should even make my entrances. I'm waiting on horses & camels to start making stables the right way.

    From the looks of what's left over in creative mode of swamp trees we were originally supposed to get it, yet it seems it was left out because we forced Red51's hands. That's the impression I'm left with seeing as to how we're missing a swamp biome, yet have the swamp trees.


    I would also love to see a swamp biome in its many variations. Adding one would be adding many around the world.

    - Desert BIome:


    For when map generation is tackled the desert biome itself needs to be split into into many variations, with many takes on it. It's currently the weakest of all the biomes that it be neat if sand was more weighted, similar to gravel & sand in Minecraft. It needs to appear smoother.


    Utah Desert + Desert Flowers:
    https://twitter.com/ymstmra/status/922353121782726656
    https://twitter.com/ymstmra/status/922284172634349568
    https://www.boredpanda.com/uta…bloom-nature-photography/


    - Canadian Desert - Okanagan Desert:
    https://en.wikipedia.org/wiki/Okanagan_Desert


    Even various types of cactus types, cactus pears,... cactus flowers, among other sorts. Even the Arizona related deserts.


    For the fun of it we could even have antique vehicles as mini-ruins:
    http://www.gettyimages.ca/deta…urce=SEO_GIS_CDN_Redirect


    Mainly posting because of the Utah tweets I've seen that it shows the Rising World desert being something to be desired, even if in itself is neat. The little that it has, it's neat. The pyramids are indeed a great addition, yet waiting to see what else Red51 has planned for it as well.

    A handy rule to go by is that if you want to share something then take images during the day. It's much easier to see, and I enjoyed the build when I visited on Foxbox. Nice Wildwest area.

    Going to note another one, even though it's a client thing... No matter how far down you are undeground you can hear the rainy footsteps when it rains. It should be limited to a certain depth, then quit then on where the wet rainy step sound stops playing there.


    Also noticed some light glitches with torches in underground tunnels you dig to hastfully reach the deeper underground portions. It's either bright white, torch colour, or very weird voxel cavern of lights, and such. It's like some parts are in their own realm.

    - Fantasy Character Creation Additions:


    I'm not really expecting this to be in the main game, yet if it is then that be twice as awesome. If they can be found in the character creation system then that be awesome, yet if they're 'items' in the main game itself then that be sweet. Whatever works, works. I"m not looking for this to be a 'fetish' game, more for the creative side of things. I'm also not going to add this into the main posting above for how much of a side thing it is, yet it's part of the reason why I picked up Rising World for the whole modding, customization, and etc. That, and Rising World is an awesome game on its own. I'm also noting it here to keep it all in one thread.


    This posting is for the API side of things, as well as the vanilla side of things. A hybrid posting for whatever shall be supported in the end.


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    - Fox Spirits:


    Just a simple desire to see fox ears & fox tails in all colour variations being added into the game so I can customize the NPCs to my desire. Not the main character, but the NPCs for when they shall eventually become interactive with their environment.... If they ever do. This is based on the Japanese 'Inari' fox spirits being messengers of the gods that they're viewed quite highly.


    - Kemono Friends - Red & Silver Fox:
    https://danbooru.donmai.us/posts/2891990
    (Make sure to be using 'uBlock Origin' to hide all ads on Chrome/Firefox.)


    - Kitsune Shrine Priestess:
    https://danbooru.donmai.us/posts/1478172
    (Second exaple + use 'uBlock Origin' on Chrome/Firefox to hide ads.)


    - Fox Ears Accessories:
    https://i.pinimg.com/originals…d9d8bfb23a250e6148ef2.jpg


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    - Elves & Dark Elves:


    Red51 showed a desire to add a fantasy biome into Rising World that I would love to see some form of that. With Elves being popular I'd love to see some Elf type in Rising World, yet not Skyrim style. Basically the Elves I've seen roaming about in Anime (GATE), as well as 'Dungeons & Dragons' roleplaying game that seems to be all the rage this decade. It'll just be the ears to be added so it shouldn't be much of an issue. Spawning NPCs in a unique setting + adding those ears to them.


    - Dungeons & Dragons - Elf:
    https://78.media.tumblr.com/96…hes8vuHi1sazby5o1_540.jpg

    - Dark Elf (Gate Anime):
    http://gate-thus-the-jsdf-foug…kia.com/wiki/Yao_Ro_Dushi


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    - Basic Magic:


    I doubt this will be a thing, yet there should be support via API, or similar, to allow for magic to be supporting. Just simple fire, water, ice, and wind type magic. Maybe even spawning light..... Just simple stuff. This would be most useful to actual NPCs that interact with their environment as companions to the player, to the hirables (mercenaries), among others. Whatever works is what I'll take for NPC fiddling.


    Treat this in a similar fashion as you would with the smoke effect, or similar. Just there for plugin API type support, or whichever, so people can make use of it.


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    This posting is simply for me to note that I want to dig into the NPC API side of things to allow me to spawn and customize NPCs into being so they can also interact. To eventually be the stepping stones into anime mods and modding, among others, yet being the basic of the basic. Just a simple posting to keep in one thread as I try to restrict myself from posting in other threads.

    Woosh goes the posting.... Right over Arakara's head. A shame you read it too literally. (I got the joke tho)


    Well, at least I can now say that I originally wanted to praise Red51 over the Ore Detector with how handy is is that I was able to find gold & Sulfur with its help. Nice rediscovering things that you wouldn't otherwise use. The small things. :thumbup: The Ore detector is my best friend again.

    *facepalms*....


    Alright, then he is but he did have the same complaint as we're all having.


    Quote

    Nascar241993-Yesterday at 1:02 PM



    Red needs to make it to where trees don't have a random fall direction
    it should fall towards where the player chopped it from
    Or fall towards the player, basically


    Seeing as how he's "shy" I'll post for him then :rolleyes: Seeing as how this is already awkward, and such.

    In place of my friend, Nas' (Nighthawk), I'm going to +1 this thread for him because he's not the type to really go here. He's more of a Steam user that I'll echo his thoughts in his place


    Nas goes +1 for this thread. :thumbup:


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    Well, I do hope we can gain finer control with tree felling/cutting that you can aim them, as in Medieval Engineers, so they can stay in a desired area without losing them. It's being said time and again that I do hope something is being looked into when tree cutting.... I mean, look at the frustration I have to deal with as I cut trees at my Kelna tree farm by having to jump fencing to get to the split logs & saplings......


    I have to say Medieval Engineers has the best tree system going on. Maybe even mining..... Rising World does everything else the best, yet Red51 needs to truly look into Medieval Engineers.

    I love how I keep trying out different free models yet keep struggling to get them working. I wish there was at least some minor confirmation that it can read the model, yet leave the textures untouched, similar to how the dog appears white at times. I'd love that kind of confirmation. When you remove the textures nothing pops up that I love some form of intel on what's going on. I'm now trying to get this properly running on a test singleplayer world while I wait for further plugin support from Red51. I'd love to be able to put in models without struggling.


    Currently trying to experiment with this one, yet it's just a pain in the rear


    https://free3d.com/3d-model/puo-4043-16489.html


    I timed out that I'd have to wait to give it another go (test) again. ||

    It's amazing how much you forget when you don't play with certain features in the game for a lengthy period of time that I had to go digging through both Google & Wiki to relearn what I've once knew. Had to re-learn where to find both gold & sulfur so I could stockpile on them while digging for stone for a certain project...... While working on that certain project I'm now re-desiring the likes of mining helmets again. Something as simple as mining helmets that's in the next update would go a massive way to tend to simplistic things heh.


    I hope whatever small animation issues Red51 may be picky about can be overlooked.


    I love the tranquil vibe Rising World gives off that I'm hoping Red51 is finally pleased with what's in front of him. Really need that mining helmet now that I'm mining hard underground :whistling:
    (Not saying he should force the update out in a buggy mess, but to just be 'slightly' lax)

    Yes, we truly need more of these scenery types in Rising World that I tried nudging Red51 towards these. Various coves, inlets, and all those variations. The sorts with cliffs, and etc.


    I truly hope Red51 sees this, considers this, adding it whenever he may find it possible to find it because the ocean we have now is just an awkward ring.... Granted, we may see this in its actual form in that 1 world ocean map when Rising World exits beta and into a full version, or similar.


    +1

    Well, it's interesting to note stuff during each weekly session of Rising World. This time it's about re-desiring wider maps, externally viewing them, as well as adding NPCs having EXP & leveling support on the custom NPC side of things. Things I'd expect via the Character plugin API, and such for the likes of having a chance to have a Pokemon & KanColle mod.


    [Modding\Vanilla] RPG NPC Elements


    I noted the RPG NPC element above. I'm sure I"ll be adding more to be desired the more I play Rising World with something new coming to mind.

    The keyword Migdyn was seeking is "more".... More dungeons and dungeon types, something that shall be awesome once we stumble across them. Red51 has 'more' dungeon types, yet saving any map related features for later with how destructive adding world generation stuff would be. Other features first, then maps.


    I love everything on your list, Blue. It's an expansion, even a clarification, on things I made note of that I approve of them that I really do hope sleep factor is added in where you need to sleep. I'm used to it in ETS2 & ATS (trucking games) where you need to sleep every 15 hours that it would make sense to do so in Rising World to tie yourself into a bed. Skyrim had a loose factor to this, yet wasn't really nudging you to bed.



    Local weather is something I've also been pushing for when looking at 'Astroneers' where sandstorms would come and go. You could even see them roaming about nearby as you looked at them in fear. You fear weather in that game. I wish for more of that certain areas are effected, not all at once. Seeing a storm front forming off in the distance to gradually enter your chunk, or pass by, would be a beauty to experience. Something I experienced in Astroneer.; Have storm fronts spawn in chunks to then pass through them to despawn again.


    Block recycling is something I suggested on steam, yet nobody bit onto that. I wish for a way to recycle, or crush blocks into their basic components.... Even gravel works for stone, and wood bits for wood blocks.


    Some light fire system would be interesting, yet easily abused by griefers that it needs to be able to be controlled in some fashion. It needs to be natural, yet still hard to 'produce' that griefers won't get their hands on it. Having fire is something that needs to be done though. A side thought being of having a ritualistic style 'strawman' (The Wicker Man) to burn from ancient & medieval european times. Even Japanese side with those school yard fire stacks they have going on. The word I'm looking for is a 'bonfire'. [Note: Also amazing how I'm having a hard time finding a certain image that it has to be an anime bonfire image]


    Emoting is something I would love seeing our characters being able to do also. It's fun and interactive when you can either press a button or from a scroll wheel to emote to people, something done in 'Conan Exiles', and others. Wurm Unlimited had a clunkier way to emote, yet it was awesome.


    Rain indeed needs to be wet that you need to see it in the environment. Same with how rain needs to be taken out of the underground and kept above ground.


    For Crop Care I do hope it's kept basic, yet 'complex' enough where you can still forget about it, yet come back to water it when you're able. On servers not everybody has free time that you'll have crops expiring when you're not there. Granted, that's the fun, yet it's a buzzkill to people. I wouldn't mind hopping on briefly to water the crops, regionalizing it to one specific spot to then be preserved, smoked, and such to then be shipped out. Having NPCs take care of your crops would be an interesting route to explore as well. I would love watering the crops, something I wish we could do. Even add in fertilizer from animal droppings, and such. It's just the time factor though.......


    I honestly can't wait for a major 'Plant & Trees' update adding in numerous plant life, plants, decorative garden related stuff, simple home plants, among others. I want various forms of hedges to hide, divide, and compliment my builds. Hanging plants, among others.


    [Sorry for the 'out of order' & rambly bit, just that I took your posting apart bit by bit with what was interesting to me.]

    I know I keep asking a lot out of Red51 & this game, yet it's just the type of game this is that I'm constantly asking so much out of it. I"m sorry, Red51, just that RW is an awesome game. Rising World is a game that's showing promise & potential to 1-up & out do Minecraft in many areas that it goes without saying that we also become 'needy' & 'demanding' for certain features because of how capable Rising World is.


    - The Suggestion:


    Will it be possible, in any capacity, to have NPCs (vanilla, plugin, & modded) to be able to harness the EXP & leveling system found in traditional (J)RPG games, or is that too much to ask. Basically having NPCs spawned in with a leveling system (Levle 1 to 150, and beyond), or if it'll be level-less where everything is simplistic.


    - Expanded Thought:


    I ask this as a suggestion because it would open up a way for NPCs to level up the Pokemon, KanColle, and any other game with leveling systems into the Rising World universe to have fun with. If we're allowed to use Pokemon in Rising World we would be able to level them up, and similar with my Japanese ship game called 'Kantai Collection'. I would love for there to be a way to craft NPCs into existence with custom recipes, spawn them into existence, to level them up to fight custom enemies, to then unlock certain abilities having leveled up.


    So basically, I'm asking if we can implement a leveling & EXP system to the (custom) NPCs to unlock certain abilities & such to make use of in Rising World's environment. Basically something similar to RPG Maker, but in Rising World where you can set up the world however you want them to.


    [Note: I'm not asking of this now; For when Rising World is genuinely ready to add in NPC via an NPC API thing where we can fiddle with the settings then.]

    I'm honestly surprised that you went out and did your research on train width, something Red51 can actually make use of in Rising World...If he hasn't already. Impressive. I wouldn't have thought of checking the sizes having accepted whatever we would have gained over being accurate.


    Well,.... I'm horrible at math that I need a calculator to help me out so I guess I'll just nod & agree that this works nicely.


    There's more listings here, do what you want with them.


    https://en.wikipedia.org/wiki/List_of_track_gauges

    Yeah, the spoiling of food shall be after this Player Foundation, whenever Red51 desires to release it. I feel he should just release the update to then patch it with missing animations after in a quick secondary update..... The stuff implied in the news feed.


    Yeah, it is indeed much "too soon" that it should last quite a while in Rising World in a natural state, yet even longer in a preserved & frozen state. We'll have to see.


    Well, guess we're waiting :whistling:

    Just get the whole you're/your' & 'there/their' right then everything else can be dandy. Everything else can be misspelled, just not those 4 words.


    When playing Rising World on & off I still have to wonder though what shall spoil, what won't, and how we'll preserve them. I do hope it's far more forgiving than both Starbound, and FAR more forgiving than Conan Exiles where the food shall spoil, yet not to the point where you'll be running around like a headless chicken to catch it before it spoils. Being able to stockpile food underground should be a thing during Medieval area + outdoors in winter biomes.


    I want to have a fishing village that's making me wonder if I'll be able to preserve seafood for a long while, or if it'll rot instantly when both raw & preserved/smoked. Food stockpiles need to last quite a bit.

    Well, then that simply implies Red51 is going to do what Mojang has done with the wood by tying them in with their wood types. He wants to put marble in marble quarries so we can gather them from that, and he gave sandstone their own spot in the desert.