Posts by ArcticuKitsu

The next update will be available between Monday, April 28 and Tuesday, April 29

    For when we get NPCs how about having some with natural traits to herd your animals to one area every few intervals both with and without fences. Maybe even train an NPC by having them steadily/gradually learn from books to become more effective at herding, as well as anything else. Gradually introduce books for them to tear through, something NPC merchants could give you also. Maybe even sharing your learned experiences with them and vice-versa that you could have it locked in a book for whenever you die, or something horrid happens.



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    Yeah, I'm impatiently waiting for both the player model & Customization update, as well as anything containing horses so I can finally travel long distances with ease. Even a way to naturally make gravel by crushing stone via sledgehammer, or something. It's useless in Minecraft, yet both dirt & gravel is genuinely useful in Rising World. Dirt and gravel have higher value uses in Rising World, more so in early game, that I just love it <3


    And yes, with this & further updates you truly need to make medical outposts while also having a healthy supply of bandages & splints to tend to your injuries. I tend to be cautious, yet the way Zork behaved proves theres still those situations. I even managed to slip into what Minecraft would consider ravines. Just straight drop down I had to dig back up. We'll have to keep bandages & splints on person at all times, like with water. Might need a travel backpack, or even a 'waist pouch' for these medical supplies. Horses would definitely hold these medical supplies.


    Back to farming, I'd suggest that herding call again, as well as some 'harmless' herding stick. Red51 also made note of leads & roped collars to lead an animal to its farming area. I'm glad he even made note of NPCs scanning chunks to scan for various chunks for naturally spawning items, ores, and such. Not sure how he read it though, so we'll have to see when the time comes. Hope this leads into naturally partnered NPCs.


    So much to brainstorm.

    I do hope thieves are roamable because it would give us a reason to have swords, small firearms, crossbows, muskets and the like. Regardless of the age we should get NPCs to come at us because then it be more of skill. They would have to steal from us from our territory.


    The Racoon is something I remember Red51 bringing up that I love bringing up for how unique it is. Love how he mentioned Racoons going into chests, yet stealing something 'common' so we wouldn't whine & moan, throwing tantrums similar to when Enderman warped around with every single block. Even if justified on the Enderman part via nerfing, this would be different. I would see Racoons stealing food, something we can simply grow back easily.


    Expanding on this: Wolves should stalk you before deciding to attack you. You would have to put it in a kitchen or storage device for them to wander away so this could also balance out you hunting game, farming, and the like. There should also be a way for parent & baby animals to spawn on empty chunks to repopulate over time.


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    I also hate my last posting because it comes off as rude, wanting to apologies & say sorry. On the flip-side I'm once again pissed off because my posting came off as such that I feel horrid over it, yet still reading postings coming off as paranoid still by saying "no monsters! No zombies!" in simpleness while I"m also painfully trying to staying neutral, yet most likely in vain.


    I want you to tell me "no monsters" after brainstorming how the future (finished) version of Rising World would be when seriously making note of an endless ocean biome with island on it in the form of continents (North American + Euro-Asia & Africa), giant islands (Australia, Japan & New Zealand type), as well as various smaller islands. Keeping this in mind you need to populate the world, so what would you populate it? The stuff we have on our planet, yes. What about the odd 10-20% to keep things interesting? I'm hearing a "Screw that! My paranoia wins!" type comments. I don't want to shut anybody down, nor insult them, just that..........What do you do with a vast endless world where everything would be the same. Look at No Man's Sky with how people whined everything was the same constantly that adding variety where possible, as with the type of entities you could encounter the further you explore, something I believe Cubeworld tried implementing. The further you would explore the higher the level it would become, more exotic, and such. Rising World could try this both via biome wise, as well as the type of islands & entities you would find, both earthly & fantasy, maybe even alien.


    With people's whining on No Man's Sky I would suggest Red51 visit his fantasy biome strongly when the time comes to add in his own versions of "realistic" fantasy while also adding the odd 5% to 10% world spawning hostile entities to be your enemy. Also, my friend whined that building & staying in one place is boring with him always wanting to explore. Rising WOrld also allows such, which it should be open to various forms of entities, both earthly & realistic fantasy, even on the Subnautica & Anime level.


    Keep in mind that we're also given small firearms so we would also need to have it justified in dungeon raiding, as well as keeping safe when exploring the vast endless world we'll end up creating, thus having on those Japan-Australia-New Zealand type rare islands of hostile civilizations, maybe even triggering scouts being sent on already explored chunks for you to deal with until they could be considered completely eradicated. Cycle would then repeat the further you explore.....


    Yeah, Miiware is also half correct that we also don't know if this game is suitable for hostiles or not, yet I strongly feel (from high gaming experience) that Rising World would be suitable to contain hostile realistic fantasy monsters. Lore would come when you explore their settlement, as well as the various forms of recording devices they would drop.

    I'm just staring at this part of the quote going "what the f***"..........What?! How......


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    Rising World and Monster just do not mix


    To me that's like saying Earth doesn't look right with Alaska in it. Alaska mustn't be in the game because it's constantly a winter hellhole. The game must be peaceful 24/7, and etc........Common, Alaska is a pretty cool state with a hybrid of winter madness, having Canadian stereotypes, extreme hunting, extreme living, as well as providing various Russian & American elements. Might not be the same, just that imagine the world without Alaska, then monsters not given a 'hostile' chance in Rising World. That, and we don't even know yet if that's even true because Rising World is still maturing. Even mod wise we have yet to experience.


    Yeah, we truly are in different camps with different points of views of how Rising World should behave. Just keep in mind that the whole world seed would generate as ONE ocean with various continents and islands that there would be a chance for Red51's playful take on a fantasy biome on one continent, maybe some "monster-filled" biome on another, some scouts spawning on another, and then the other 80% being all serious & realistic. There would be a chance to encounter hostile "Monsters", but a slim chance to encounter the 'scouts'. Maybe as frequently as you see drones in Empyrion (rehashed thought, but yeah). Again, I'm also open to the thoughts of other real world entities, as with others.


    To me, because of how big & endless the world would be, allows for co-existing and conflicts among various hostiles. Even the further you go out from spawn the more weirdness/uniqueness you would encounter. More structures, more entities, more treasures, oddities. That's the case in Minecraft, and would make sense here also. You have to travel to find the good stuff. Even stuff underground, as well as Zork's lava tubes & volcanoes. Even at spawn, I guess, with biome generation & scenery, but yeah.


    God damn.....I'm just frustrated because "Rising World & monsters don't mix" and people blindly posting "I DON"T WANT ZOMBIES" on steam forums. I'm trying to be neutral here, but I guess I'm doing a poor job of that. My delivery of the post, and such which was complained about.

    Finally gotten around to recording my thoughts to the update, as well as trying to speak with a cold. Sorry about the monotone voice, if an issue at all. Loving this update!


    Rising World: [0.7.2.5] & [0.7.2.6]:



    No issues mentioned on forum appeared, yet the falling of blocks through ground & the re-editing of signs is what I made note of. Other then that, enjoy! It's all awesome :)

    Agreed. It allows you to fix your mistakes properly, yet having some issues with it again with items falling through the world. Was making a video that items simply fell through the world. Not getting the Saloon door issue so it might have been an object activation thing, or something. A crowbar would sound awesome though. I'd love to have a crowbar pry things apart.


    Forgot to do the sound-effect part, even though I had this forum up for reference. It's an awesome update.


    Also, I have my video now recorded, and waiting to piece it together for youtube viewing. Think I'll add some text to it & upload it tonight after my quick "work" moment. Yet, it's a shame my my cold had to make me sound all mono-tone so I do apologise, yet it's a time thing I felt "pressured" to record it. Either way, a video coming tonight, maybe by 1 am EST. There's also a sign feedback I want to let Red51 aware of also that frustrates me still.

    Yup, we all fall into different camps indeed.


    Yeah, again, I would "welcome" spiders just that I would "NOPE!" the right out of the cave so fast that they wouldn't get me.


    Also, the same thing I said on Steam forum is what I"ll say here is that when we do have zombies that they should stay "REGIONAL", and locked in rare abandoned/infected settlements. Not roaming about, but in settlements. People pissed me off by not reading this by throwing tantrums that I threw one in frustration for them not reading that I would welcome zombies, but to please picky people that they should be stuck in similar types of situations as Pyramids, jungle temples, and such in Minecraft. Rare. They won't come hunt you down, unless you harass them. Just like sharks, they would only attack you out of instinct for food. Again, zombies would only be added in a 'regional' sense in an abandoned settlement with maybe lore added to them as to why they turned that way. Polluted water, or something.


    Also, I'm all up for Dwarves, Elves, Dark Elves, and such, just not in that 'World of Warcraft' style. It be neat seeing Red51's unique spin on it. Again, bringing up the anime 'GATE' for ideas on this could also be done. I'd welcome sharks, whales, among other entities. More so when you can interact with them, trade, gain specific things after doing things, and etc. Look at Mystcraft mod (Minecraft), and such. Not sure what Red51 could get done, or even modding, just that I'd welcome having the option to also befriend entities from that side, even importing characters to be both friendly & hostile to spawn.


    So much you can do on both vanilla & modding side. Also, there's been desire for flying mounts (other than Zeppelins) that makes me wonder how people would enjoy having flying on giant fantasy flying creatures from a (rare continental) fantasy biome, or similar. SOmething like a dragon you'd have to tame for a real-time week, or so by either egg-hatching or just having it getting attached to you. To trust you by feeding it, keeping it sparkly clean, and such.



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    For caves, I'd go with what OP said about real world entities, as well as curious pirates & bandits roaming about. Even the odd hostile thief, and such. Even those which would spawn in and out of chunks for immersive sake. Maybe even the odd "mini-boss" to lure you towards dungeons with special drops and such. Something to spark your curiousity, like drones in Empyrion.

    I would support this, yet I'm one of those people whom fear spiders at a certain size and style. If they're the size of the ones in Skyrim then they're being disabled. Them, and Centipedes. Screw them both for giving me horrid moments. Scaring me to shit. I'd prefer zombies & even Creepers, even with many people protesting stupidly in paranoia.


    Yeah, go for it but they damn well better keep their distance from me once I get pissed off in being scared off. That, and I'd rather have basic zombies (first 7 days in 7 Days to Die) in very regional areas of the map that they'd be rare to encounter. Sorry if the wording comes off as rude, just that it's making me jumpy imagining a "what if".


    Keep in mind that there might be others with the same (or similar) fears, and that I'm open to the thought, just that I'd "NOPE" the right out of the cave. I would either "NOPE", or blast the thing to bits if it came closer to me.

    @Miwarre: About the growth of plants and trees, actually I was even thinking about reducing the growth time :D Some people even get confused about the "long" duration^^ But about "animals eating food", that was originally planned, but probably it will still take some time until something like that is implemented

    I guess I lost this one. I guess in the end it just doesn't even matter because there's tons of trees nearby and such that it might as well just grow. Your game Red51, just wanted to help make it a tiny bit 'nitty gritty' for the survivalists. I guess it's all the same when you consider Starbound's near instant spawning trees & how easy it is to get wood in '7 Days to Die' that you might as well reduce the time. When you're on servers the trees simply grow back "instantly" because of you sleeping overnight. People doing the work for you keeping chunks loaded.


    The original intention was because my chests ended up being flooded with food that I was seeking a balance. I guess there's another way to balance it through spoilage and such.

    Pardon the belated response, yet thanks for your kind response :) It's a shame I caught another cold, yet loving where this update is going. Glad Red51 gave us a nice update with a quick fix to them for 0.7.2.5 & 0.7.2.6 for fixing both the ores & actually activating both hemp & cotton in biome spawning. I was worried the API was going to stall everything, yet this is a nice kind gesture for us seeking more features. Red51 won more respect points here by sidelining the API for a moment so he can now get back to it without worries for a bit longer.


    I'm really wanting to get a video out, yet having to wait till tomorrow for recording because of this stupid cold of mine, distractions, and just being frustrated I just can't make a video on a whim. But here, some images of the update.........


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    [0.7.2.5] & [0.7.2.6] Update Thoughts:


    Something I'll mention in my video also shall be about how spooky the moon is.


    1) Splints & Bandages: I managed to fix my broken bone I had using the new splints while forced to really CRAWL to my upper floor. I'm lucky I logged off at my home and not any outposts for it would've taken DAYS to get anywhere. Just need cloth, sticks, & to then attach the splint to your leg. You'll now need to keep both bandages & sticks on hand, even making medical clinics/outposts in various areas. No joke. With further survival updates you'll really need to make medical outposts. Making these medical outposts shall become more & more of a priority. I made tons of bandages, yet haven't had to use them yet, even when attacked by a few tigers.


    2) Moon: The new moon looks awesome. You really notice it, yet it looks a bit "too spooky" with the face it has going on. It looks like a type of moon you'd add in for Halloween, yet it's neat it's there. It's a large moon, and you notice it as you see it swiftly head up into the night sky going from grey to golden & back to grey. Had to show it in the three images that it truly adds some sort of experience to the game. It be sweet when it has phases, as well as appearing somewhere along the horizon at other parts of the night sky, as a real moon would. I love how the clouds interact with the moon, something I see personally also which makes me hyped. Imagine with the weather also. That be glorious.


    3) Cotton & Hemp: These were a pain to find taking me ages. I had to go to new chunks to find them making me a bit frustrated & depressed that I'll have to keep wandering out further & further just to obtain these new world spawning plants. Red51 forgot to add them into the main update that he had to enable them in a fix. They're quite easy to spot also, like tomatoes, and just as common as tomato plants. You'll find them in the Mediterranean type biome (think Italy & Croatia with the tall trees near the ocean and Savannah). You can also find them near the maple and pine biomes. Still going to experiment, yet wanting to do more. I hate how I had to travel for 20 minutes in one direction to pick up hemp, then back in 10 minutes to store my findings in the chest. I'm worried about dungeons not spawning in explored & unclaimed chunks. I need horses..... :( . Well, we'll soon be preparing to make clothing for when player characters & customization comes in. That's what these cotton & hemp plants are for, so we can make various clothing & other goodies Red51 has hidden.


    4) Crates: Lovign the small, medium, and large crates. Loving how they'll add the decorative and function side of things. You can put them at your shipyard, trainyard, or warehouse to store all your goodies. Small one contains half a storage space, medium being 2 pages, and large being 4 pages of goodies (warning: I've been warned the big one loses items on 4th page so place dirt or stone. Unwanted items). Also, the medium crate is unlabled in the listing, yet it is craftable. It's just blank named. People shall be swapping out their chests by going straight for the big 4 paged crates now to store all their various junks. Ores, and such.


    5) Sledgehammer: Loving how you can retrieve blocks now, yet I'm slightly on the side with Zork that some blocks should revert to their raw essentials, as a broken boat would in Minecraft through 2 sticks & 2 wood planks. It's up to Red51, yet "might" prolong coding.


    6) Saloon Doors: Something that's in the last image being one of the saloon doors replacing one of the doors into my room. I had trouble with them that they would just stiffen their animation that I couldn't walk through them, yet when you can they're awesome. I'm now planning to use some smaller saloon doors for my backyard, yet having to adjust a few things. There's your smaller movie type (as also seen in one or a few Star Trek Generation episodes & classic movies/shows), as well as a medium type, and a large type. You can choose to use whatever.


    7) Item Pickup Notifcation: So glad Red51 listened to the item pickup notifications for when I was seeking out gold for the first time. I didn't know what I was mining that it would have been useful for when I saw the notification. Now you'll know what you picked up that it makes things far easier. Even love the aura/feeling it gives off when it chimes in & out. Red51 gets high praise on this one from me for making note if this. Many thanks! You can even observe what ores or items you're picking up when you're mining an ore vein. You'll see +2 ore & +1 stone, or variations of it that it's neat allowing you to 'fully' clear it out. This sort of feedback is necessary, and love it!


    8) Ore/stone sound: Mining stone/ore gives off a new interesting 'higher ptiched' sound which is interesting. A tiny bit 'buggy', yet neat when you hear it. A light 'clink'.


    Anything missing? I think I covered them all. Also, be cautious of various bugs. There's lots of crazy stuff happening.


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    Plan for my video is to mention & show all this, as well as trying to now build a medical center (start one) if I don't ramble on too much. I'll probably record this tomorrow (Wednesday), if anybody is curious. I left my videos hanging too much which pains me. Trying to find time to record is a pain......

    Crap.......I guess I'm the only one with the saloon door issue that I can't get through them. You simply walk through them, right? No matter where I place them they won't budge. I can't go through them, I can't get the doors to move. It's just....I'm puzzled over something so simple. I tried all variants & I see I missed out on the storage crates. Small one is nice, medium sized is missing its name in the crafting, and third (big one) has a nice four-page storage. I love the big crate. I'll be using that more often now.


    Edit: It might appear to be a "first time use" thing, or something, that it just solidifies the saloon door until you reboot the game. I know got it to work that I can happily go through them, yet worried they might lock up again refusing to open. I'm now using one of the bigger ones in standard wood colour in my home. Nice doors.

    Many thanks! I can now mine up ore, even if I failed to have tested it. I'm loving the new mining sound on ores. The moon is still awesome, yet still creepy for my liking. Also found my first cotton, yet it was in a unexplored chunk. I now have to find hemp then I'll try recording an ep, or something.....

    I find it hilarious how Red51 forgot to add cotton & hemp to biome spawning, something he'll quickly fix. He'll fix that with the ore issues of nothing or stone appearing when mining ore nodes. Don't worry, not picking on you Red, just that it's amusing.


    The new moon appears awesome, if spooky. How it rises up. You truly notice it. BAM! Wish we had a telescope to zoom into it, as well as other planets now. The item indicator is making me pleased it's there because I also requested it when I couldn't tell what gold ore looked like when mining it for first time. Wanted to know what I was picking up. When you pick up an item I'm glad it notifies you, and glad Red51 made note of that. It helps greatly while changing the feel of the game nicely. Thanks!


    Loving how we can craft bandages, as well as use splints to heal bones. You really CRAWL when your bones are shattered so it's a must to carry bandages at all times. Even make medical areas at your various settlements for back-up. This shall become more important as more survival elements enter the game. Truly focus on making medical outposts.


    Loving the new saloon doors, something I shall fiddle with in a bit for a video. I may wait on hemp & cotton to be added into the world generation first before doing such. The parts I already fiddled with proving to be worthwhile.

    Managed to get Traincraft working and I'm loving how I can have it compared to what Rising World "could" have in realism. That Zeppelin in Traincraft just became a new toy to play with in hopes of having a smooth flight in the world. We'll see.....Trains on the mining level would be a a sweet introduction, yet making me curious how much it'll cost to make, balance out, and etc. I again have to whine/vent about boats still being useless with version mismatch that I'm hoping Rising World shall be wise about their boats. Everything needs to match up & be worthwhile in quality.


    As for this update this coming monday, awesome! API first, then Dungeons, then player models (or so Red51's plans are). I do hope there's at least one useful feature in this API update. Some people will of course be furious, throwing tantrums. ;)


    API > Dungeons > Player models.


    Can't wait to see these dungeons, and then teasers for the player models. Itching so badly that I even want the horses :)

    Nice! I now wish we get these sort of boats in Rising World in vanilla form. Just roaming about, or even ready for you to use, as well as maybe have NPCs attached to them to "barter-rent" them. Red51 mentioned pirates so here's to hoping they're both land based & ocean based, not just land based :D


    Awesome stuff :thumbsup:

    Was worried about the whole version mismatches that it'll be awhile before everything aligns itself to where it should be, that's why I'm waiting for everything. Mods lag behind vanilla that it tends to be 1 to 5 updates behind, and such. We're also painfully waiting for each Rising World update to catch up with itself that it tends to be a bit frustrating. Can't really pick & choose mods when on a friend's hosted server that I'm being a bit vocal about my impatience for Rising World fun while trying to anticipate the next few updates. Maybe something in my frustration & impatience could be used as something informative, who knows. That, and hosting/setting up servers is a pain in the rear when it comes to modded stuff. Paying for such, getting it to run, among other things, more so when you struggle to get it to run on single player. Way too many conflicts & client tantrums, even on simple Forge setups. Seems like there's a bit of a misunderstanding also, but I guess it's the way I wrote my post again.


    I could try Archimedes ships, it's neat, yet not what where I'm at right now. Nice suggestion though. I guess I could consider it for when Minecraft decides to stop tantruming in general.


    Yeah, there's a railway system in vanilla Minecraft, just not as powerful as Traincraft is. Nothing can compare to how awesome Traincraft is with the steam locomotive, the diesel train, as well as electric trains. How you set up your train cars to store solid & liquid cargo, among other sweet features. Even spoiled by the high speed train allowing me to zip from one end of the map to next in seconds (figuratively). I had this all built legit. I was even going to have a railway go from my modded city to 30,000 meters away, yet never finished it. Traincraft would be the type of mod I'd see in Rising World, especially with how detailed everything would be to shape rails, create service trains, & etc. Stepping your way up from small mining trains to bigger ones. This is making me wonder what elements Rising World shall pick & choose for its game in that sense of realism, the recipes, as well as a function.


    Now you know of Traincraft, and it mixes interesting well with railcraft, yet it's a pain when Traincraft isn't around. And I'm just using whatever I can with the trains & what I'm supposed to. If I can run a train more efficiently with more common resources then I'll do such, otherwise trains would be useless that you'll simply be using the horse over anything trains by carrying everything in your inventory to shuttle back to your base of operations. Even trying to think to very late game that once oil runs out that you'll stick to electric trains, or even convert your diesel trains into ethanol, hybrids, or such. Truck wise, Sweden is turning trucks into trains on highways to make them burn cleaner, something for RW to consider for its vehicles.


    Yeah, currently Minecraft wins because it had longer time to develop with Rising World still being in the infant stage. Needing RW to mature like wine until it's perfectly playable & enjoyable. Having things line up with one another is a pain when you have the likes of flying Pokemon, vanilla boats in a combat update, traincraft stalled, among others that it pains me I have to wait for the likes of Rising World to mature to mess about with it all (minus flying Pokemon) in vanilla Rising World. That, or waiting on modded Minecraft to catch up with itself & others, which in itself could honestly take the same amount of waiting time.


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    [Edit]: Well, looks like I can finally have traincraft thanks to how FTB allows you to mix-and-match mods, yet wow.... The struggle to get stuff working though.

    Sorry for hijacking the thread again, just that I've been playing Minecraft FTB Inventions with it constantly hitting on specific features which fails to see proper implementations in these damn games. It's fun when it gets all technical & progressive, yet also wanting to note an equal "down side" when also anticipating Rising World's rail system.


    When first popping into the new MC world I wanted to create a boat to follow the river, yet couldn't with how shitty boats are pre-combat update. Wanting to make use of rowboats in modded Minecraft, yet version is too far back that I have shitty boats instead in both vanilla & modded sense. I could easily add in just vanilla Minecraft with the version with the rowboats, yet with how MC hosting has become is like a painful chore that I simply rely on my site host's server to play FTB Inventions. Easiest that way. When I host myself it's just constant errors, new learning curve, tantrums, hiccups that I have no patience for it. I then get robbed of making a proper railway that no 'Traincraft' is added that it has me constantly wishing for something on the Rising World side. I'm itching badly....horribly....something like a mosquito bite type irritating itch for either/both standard steam locomotives and/or the a mineshaft related train, even if I have to use the former in a long-distance manner. Good features never seem to line up with one another that it's highly frustrating.


    I'm simply looking forward to when Red51 is able to add in a horse and a small casual steam locomotive and/or a simplistic mineshaft train for those transportation (cargo) needs. Basically a mining train on the former thanks to FTB Minecraft hitting that sweet spot, and the lack of updates with Traincraft causing an unnecessary void in the mix. Oh, how I can't wait to start a train network in this game to shuttle goods around, even locking carts to their specific materials with some bonus attributes of sorts to them versus carrying them on your person. Hopefully making traveling long distances easier & swifter....


    Highly disappointed with the trains in railcraft with how brutal they are in resource drains that running a train for a decent distance drains 64 coal for a rough 1000x1000 distance. I preferred Traincraft's lower end resource drain which you could keep the train in service whenever needed without it being all smug & stingy for being a "high end" tech mod. Horses are far more useful, quicker, and such that railcraft is useless to me. Thanks to my bubble being popped in a rude awakening I'm now brainstorming/anticipating if Rising World's tracks shall adapt to terrain, point in every which way, curve naturally, and just behave as they would in the real world. If you would have to point their direction, or of they would simply adapt to placement. Even having to roll the rails, burn coke oil, and the like...I'm curious how detailed railway making shall go in both crafting & placement wise, as with functionality. Maybe horses shall win again after all until the whole train thing can be polished with time............

    Red51 is still focused on dealing with the API modding/scripting stuff hoping that at least 1 person would make full use of it, or at least in some manner. Don't quote Red51 on this, but we "might" get our dungeon update after the 1-3 weeks on API release, if all things goes smoothly all because of the API stuff.


    Rising World's update shall be ready when it's ready.


    It's been rough, yet it allowed me to wander over into Starbound, as well as try out 7 Days to Die. Both awesome games.

    Could do something similar to the Minecraft way you do things by attaching moss, or have it that the longer a block is in the world that the more likely it'll grow some kind of overgrown vegetation on it. It might lag the game, yet it's just a thought.


    I do like the mention of tools though, and seen 7 Days to Die doing something via damage that the more zombies attack the blocks the more decayed it appears. Even on the long term.