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Hey folks!
We're happy to announce that the Rising World Soundtrack is now available on Steam!
It includes two volumes, which contain the music of the game as downloadable audio files. Volume 3 is already in the works and will be added to the Soundtrack in the future free of charge!
https://store.steampowered.com/app/3501970/Rising_World_Soundtrack/
Please note: This is only the Soundtrack, i.e. downloadable mp3/flac files. It neither affects the main game nor is it required to play the game.
Stay tuned!
Hi folks,
Finally the new version is ready! This means that it is no longer in a separate beta branch, and we've also updated the store page accordingly.
If you're already playing the new version, or if you want to keep playing the old Java version, you can find more information at the bottom of this post.
We spent the last year reworking the game from scratch and move it to a new engine. We didn't simply want to port the game, instead we decided to use this opportunity to rework most game mechanics - especially those which weren't that great in the old version.
The new version not only provides better graphics and sounds, it also generates more credible and immersive landscapes, and most features are a lot more polished.
Compared to the Java version, the new version received some features which didn't exist in the Java version, e.g. seasons, flowing water, crafting progression and more.
The new version also provides more biomes, which are much more versatile compared to the biomes in the Java version.
While the new version doesn't feature the same animals as the Java version, it still has more animals than the Java version - and they're more polished, especially in terms of animations. For most animals, we now have a male, female and baby variant - so features like animal husbandry, breeding and taming are within reach.
Last but not least, we've reworked the building system. The new version provides a much more powerful building system compared to the Java version.
Every construction element can be freely resized, moved and rotated without any limitations. The new version also provides a powerful snapping tool, which is very helpful in order to create rounded or even organic surfaces.
This update also introduced some changes (compared to the previous update), but mainly smaller changes and bugfixes, because we mainly focused on replacing the Java version. Expect new content with the next update. However, you can find the changelog here.
Important features from the Java version, which are still missing, are dungeons and fishing. The latter will be added with the next update.
Stay tuned! If you want to get more information about development, you can check out our roadmap on Trello: https://trello.com/b/t5Leypcj/rising-world-development
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Hey folks,
A new update is available, which adds a lot of new content and features, putting a bigger focus on survival and player progression!
One of the main features in this update are seasons: while the environment is now lush in spring and summer, foliage turns yellow and orange in the fall. In winter, you will experience snowfall and cold temperatures. Plants won't grow and animal spawn is also greatly reduced in winter.
Each season lasts 31 days. It's possible to disable seasons or to change it manually with the new "season" console command.
The game now also changes the current weather based on your region.
With this update, temperature now also plays a role. The current season and weather has a significant influence on the temperature. It will be necessary to get proper clothes before winter or before traveling to cold regions. Beware of blizzards in winter, which can be deadly.
If it's getting too cold, you can either get into a building or cave, or craft a campfire to warm yourself up.
This update changes how ore spawn works - ores like gold and aluminum are now only found in arid and arctic regions. If you want to craft more advanced items, it will be necessary to travel to these regions.
To get more information about where to find certain resources, you can check out the new journal: you can open it by pressing J. It serves as a guide for new players, but also provides information about various resources. In addition to that, you can add custom notes to your journal.
The update also introduces a first implementation of crafting progression. When starting a new world, most crafting recipes are unavailable and get unlocked the more items you craft. If you move your cursor over an unknown recipe in the crafting menu, the game will provide some hints about what's required to unlock the recipe. Please keep in mind that this is not yet the final implementation and that it may still be subject to change based on feedback.
Another feature of this update: most items now have a limited durability. When hovering an item in your inventory, the current condition will be visible. The condition also affects the appearance and the sounds of the items. If you keep using a broken item, it will eventually break.
Most tools can be repaired though (as long as they're not broken yet). The newly introduced grindstone can both repair and sharpen your tools and weapons.
In addition to the new features, this updates adds various new items and objects. A calendar object is useful to show the current day and season and a pocket watch shows the current ingame time. There is also a magnifying glass (which increases the max zoom level, which is useful while building with small parts).
We've also ported some objects from the Java version like the drawbridge or manhole covers. Apart from that, we've also added a beartrap, various primitive furnitures and also a new chainsaw. For the sailing boat, you can now craft an optional storage box. Speaking of sailing boats: you can now customize it by adding a custom image/logo to the sail!
Last but not least terrain materials are now obtainable in survival mode. Some of them are necessary to craft certain items (e.g. smelt sand to raw glass), but all terrain materials can be placed back in the world now. When placing terrain materials, you can either add them or replace existing terrain - in both cases a preview should show up, indicating how the change would look like.
As always, please find the full changelog below. If you run into any problems or if you have any questions, please let us know :)
Hi folks,
A new update is available now! It introduces a lot of new content, including various enemies, new animals like wolves, a female character, a map and much more!
Enemies
This update introduces hostile bandits (which spawn at night) and barbarians (which spawn in arid regions). In addition to this, there are various new monsters which spawn in underground areas: there are firewolves and ghouls which spawn in hell, and spiders in caves.
This update introduces a new, experimental feature: an optional setting to let skeletons spawn at the surface at night. They despawn at dawn automatically. This feature is disabled by default, but you can enable it in the misc settings. Please give us some feedback about that!
Animals
Several new animals were added with this update, but the new wolves are particularly worth mentioning: unlike other animals, they have a defensive-aggressive behaviour. This means that they won't attack on sight (unlike bears, for example), instead they will try to warn the player. If the player ignores the warnings and still gets closer to the wolves, they will attack though.
Sailing
This update adds a new vehicle: a sailing boat! The game has a detailed sailing mechanic, but it isn't 100% realistic due to reasons of accessibility. Sailing is quite simple: just make sure that the sail is aligned to the wind. A small flag on top of the mast indicate the current wind direction.
If the sails are set, you can still leave your seat, but it's not recommended to jump off the boat (however, the sail is automatically furled if the player is too far away, so the boat does not sail on indefinitely).
You can also give a custom name to your sailing boat btw, which will then be visible on the hull. In a future update, you will also be able to set a custom image/emblem for the sail.
Map
Finally this update introdues a map. Unlike the Java version, this map mainly focuses on navigation: it provides a topological overview of the current island. Of course you can still create markers (like in the Java version), and in multiplayer, other players are also visible on the map (this can be disabled). If creative mode is enabled, you can teleport to any location on the map (via right-click).
An additional map view like in the Java version is still planned for a future update. However, there is a new command "renderworld" available which renders a top-down view of the currently generated world and stores this image in the screenshots folder in the game directory.
Female character
A female character is available now! A new tab "Character" is available in the main menu which enables you to change your character - including gender, hairstyle and colors, facial tattos etc. Changing your character has no impact on your progress in a world or a server, it only affects your appearance.
The current character editor is just a temporary solution: we're already working on a better version for that, but unfortunately it didn't make it into this update.
Npc editor
After spawning an npc, you can type "editnpc" into console (while looking at the npc) to bring up a small npc editor. It enables you to change the appearance of the npc, but you can also change their clothes or equipped item (only for humanoid npcs).
Apart from that, you can override their default behaviour towards the player, i.e make a hostile npc friendly or vice versa.
Building
This update introduces 15 new block shapes (almost every shape that was requested by the community in the past) and also terrain materials (like dirt, stone, gravel etc) for construction elements.
If you're still missing any shapes or if you run into any issues, please let us know!
Other
Of course there are also various other new features, changes and bugfixes. For example, vehicles can now be disassembled (to get the construction kits back), there are several new moon phases available during night and this update also introduces new items and objects. In addition to this, the inventory now contains a button in creative mode to bring up an item spawn menu. Alternatively this menu is also available when typing "item" into console.
This update also fixes the wrong player sync when riding a horse in multiplayer, and there are many changes and additions to the Plugin API (link).
To get an overview of all changes, please find the changelog below!
Please let us know if you have feedback or if you run into any problems with this update! :)
Hi folks,
Finally, a new, massive update is available! It introduces new biomes, underground caves, ridable horses, aggressive animals, new items and much more!
First of all, the biggest change are the biomes: The game now has two new climate regions (dry and cold region), which consist of 14 new biomes, including deserts, savannahs, tundras, taigas etc.
Existing worlds will remain compatible! But if you experience any issues with your existing worlds, please let us know. The game also creates a backup of your world automatically, so even if something goes wrong during world conversion, the world can still be recovered.
To make sure the new regions are as varied as possible, this update introduces many new plants and trees as well as new animals.
Another new feature is that some animals will now attack you (bears, polar bears, wild boars, lions and snakes). Unlike the Java version, the game now indicates if an aggressive animal has detected you. To fight back, this update introduces many new swords (some of them cannot be crafted and can only be looted from chests).
Talking about loot: the arctic regions randomly contains a few frozen chests containing various items. More loot spots are planned for future updates.
In addition to the new biomes and animals, this update also introduces caves: the upper layers consist of caves similar to the ones in the Java version (but they're more branched and have less dead ends). The lower layers consist of big caves which are partly filled with water. Below these "deep caves", you'll find the hell.
Apart from caves and biomes, this update also adds ridable horses to the game! Horse movement is now more flexible compared to the Java version. In order to ride a horse, you just have to craft a saddle (optionally you can also attach some bags to it).
We've also done some improvements to the world generation: the game now generates bigger islands and less mountains. It should be easier now to find flat spots. If this isn't sufficient, the world creation dialog now has an additional slider to change the steepness of terrain. Furthermore, a new world type ("superflat islands") is available.
As mentioned above, there are various new items and objects in this update. One item worth mentioning is the toolbelt, which can be used to expand the available number of slots in your hotbar.
Of course there are also many new QoL changes and smaller features. There a few pieces of clothing available now, you can spawn a "dummy" human npc and there are new building options available (e.g. the ability to change texture alignment or to enable a local move mode).
To get an overview of all changes, please find the full changelog below.
The next update will now focus on a map as well as more npcs - stay tuned! :)
Hi folks,
Another update is available now! It introduces posters, signs, new crafting stations and several new items.
Posters enable you to upload custom images from your hard drive and place them in the world. Of course this also works in multiplayer, so other players can see these images. And of course you can also change the poster color. In addition to that, the new version also features "decals": they are similar to posters, but they're projected on the surface - this is quite handy if you want to place an image on an uneven surface, for example. You could use that for markings, or smaller details like fallen leaves on the ground etc.
In addition to posters and decals, this update introduces several writable signs. A new features is that you can change both the font and font size, but you can also set an arbitrary font color. Signs support rich text, so you can set a different style or color for parts of your text.
Apart from posters and signs, this update adds a lot more content to the game: There are two new crafting stations - a grinder and paper press. The grinder is used to crush cloth to rags or certain other items (like coal or sulfur) to powder, while the paper press is used to turn rags into paper.
You can now find wheat, which spawns randomly in your world. Collect it and use a grinder to turn it into flour, which can then be used to create dough for bread or cookies. Fittingly, there is now a masonry oven to bake the dough.
Apart from various other new items (e.g. a bow and arrow, bomb etc) and objects (e.g. several new doors), this update finally introduces some headgear: A medieval miner's helmet and two modern helmets with a lamp. The handling for clothes isn't fully ready yet, so to wear them, rightclick on the item and select "Wear". When wearing any of these helmets, press L to enable the light.
Last but not least this update contains several changes and bugfixes. We've reworked the color picker, fixed some multiplayer-related issues, and now the new version should finally work on Apple Silicon hardware again!
In addition to that, we've added new methods and made a lot of changes to the Plugin API - you can find the full changelog here: https://forum.rising-world.net/thread/12721
Stay tuned for the next updates! We'll now put a bigger focus on mounts, aggressive animals and biomes & caves :)
Hi folks,
The first (experimental) version of the new Plugin API is now available! It enables you to modify the game in many ways. You can hook into game events (e.g. if the player picks up an item or receives damage) and respond to them accordingly. You can also load custom 3d models, play custom sounds or internet streams or create new UI elements.
The Plugin API has a few advantages compared to traditional modding: In multiplayer, plugins are always executed on the server - this means the client does not have to download any plugins or mods in order to play on that server. This also increases the security for the client (because no - potentially malicious - code is executed on his end). In addition to that, the game handles sync between clients automatically, which makes it a lot easier to create multiplayer-compatible plugins.
Plugins usually remain compatible after a game update btw, and the risk of plugins interfering with other plugins is a lot lower.
Unlike the old API, the new Plugin API now supports Unity Asset Bundles: This enables you to load prefabs created in Unity, which may contain almost any Unity component (e.g. custom materials and shaders, particle effects, physical components etc).
Custom VFX particle effects created in Unity and loaded through the Plugin API (through an Asset Bundle)
But of course you can also load model files (like .obj or .fbx) directly. The API also enables you to modify the models (or any sub-component) retroactively.
Custom 3d model (fbx file) loaded through the Plugin API
Please bear in mind that this is still an experimental release! Some events and methods may still not work, and you may also run into other issues or bugs when using plugins. If you encounter any bugs or if you have any questions or requests for new API methods, please let us know! We have a dedicated section for the API in our forums: https://forum.rising-world.net/board/36
Old plugins from the Java version are not automatically compatible btw - but upgrading them to the new API should be quite easy (there were only minor syntax changes). However, this is something that can only be done by the plugin creator.
We'll provide updated example plugins and a detailed guide about how to set up your IDE soon, but in the meantime, you can find some basic information here: https://forum.rising-world.net/thread/12493
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Apart from the new API, this update also introduces a few new other things. There are various new objects (scaffoldings, chests, seating, cooking grill etc) as well as several changes and bugfixes.
In addition to that, we've implemented some improvements to the network system. This should fix some lags some people were experiencing in multiplayer.
As always, you can find the full changelog attached. Stay tuned for the next updates :)
Hi folks,
A new update is now available which finally introduces the first animals to the new version!
In total, this update introduces 29 different animals as well as different variants for some animals (13 variants in total). This includes male and female animals for most animals as well as cubs.
Animals will spawn persistently in unmodified chunks - new animals will also respawn if the animal population becomes too small.
You can now get wool from sheeps by using shears and meat from dead animals by using a knife - currently there is only one type of meat available (as a placeholder), but more types of meat will be ready in the near future. To make the meat edible, you can either cook it on a campfire (by using a skewer), or use the drying rack to dry and preserve the meat (which is easier than cooking meat, but this also takes a lot longer).
Apart from animals, this update also introduces new items: A modern mining drill and an ore detector. Both items can be crafted at the modern workbench. There is also a new playable piano available with this update. We've also added a new creative mode edit tool (F8) - this acts like the "edit" console command, but you can modify multiple elements simultaneously. Right now this is only supported for constrution elements, but we will also make this tool available for objects like furniture or lamps.
It's now possible to store terrain in blueprints by the way. And of course this update introduces various other changes and bugfixes, please find the full changelog below.
We've now also finalized some preparations for releasing a first experimental version of the new Plugin / Modding API. We'll provide more information about that soon - probably within the next 2 weeks.
Stay tuned for the next update! :)
Hey folks,
finally the world generation update is available! This is a real game changer, because the game now provides a very varied, randomly generated world.
The game now generates various huge islands surrounded by an infinite ocean. These islands contain many details like bays, lakes and mountains. Tall mountain peaks are covered with snow.
There are also temperate climate biomes available, like diverse forests, and the game also generates various terrain details to keep the landscape rich in variety.
Water is now dynamic (albeit still experimental), this means it will adapt to the terrain if you dig up the banks of a lake, for example. In creative mode, you can either place dynamic water or static water (which makes building a bit easier sometimes) - there are also various new water-related tools available in creative mode now. However, this isn't the final water implementation yet, so this still has some limitations. There will be another, dedicated water update in the future.
In order to travel between islands, this update introduces two boats: A rowboat and a rigid-inflatable boat. More vessels, especially larger ships are planned.
When creating a new world, you can now also create superflat worlds (similar to how they worked in the Java version). Old demo worlds (created prior to this update) also stay compatible. If you wish to create a new demo world, just use the seed "Demo" ;)
There are also new ores available (which spawn underground), a new pumpkin plant as well as various new items, including a measuring tape, which allows you to measure the distance between two points (which is quite helpful when building).
Another handy change affects the paint roller and paint brush: right click now brings up a color selection dialog, including a color picker.
There is now a ton of other Quality-of-Life features available (hotkeys for inventory, preview on blueprint items etc), backup functionality (especially relevant for multiplayer), we've done some optimizations to speed up the creative mode terrain and removal tools and of course we've also fixed a lot of bugs.
Apart from the new content, we've also reworked the Steam P2P multiplayer mode (i.e. the "Play with friends" option). It's now based on Steams new "Networking Sockets", which should provide better performance compared to the legacy P2P networking.
The game spawns a lot more vegetation now, which may have performance implications unfortunately, especially on lower hardware. We're aware of this problem and we're working on some optimizations which will handle vegetation much more efficiently. Unfortunately this wasn't ready in time, but we will get it ready as soon as possible.
As always, if you find any bugs or if you have questions or feedback, please let us know! Stay tuned for the next update, which will introduce NPCs! :)
Hi folks,
this update is a preparation for the upcoming world generation update - it introduces lots of new plants and trees, vegetables and fruits, farming and plant growth as well as volumetric clouds!
In total, this update introduces more than 60 new trees (including saplings and young versions), more than 30 plants and crops (without taking the various growth stages into account) and 11 rocks and dead tree trunks. This update also introduces more than 10 new edible fruits and vegetables as well as two new smelting furnaces (which are reworked versions of the furnaces from the Java version).
Various plants can be cultivated now: Similar to how it worked in the Java version, you can get a seedling from crops by using the sickle, which can then be planted on arable land (which can be prepared with a hoe).
Apart from the new content, this update also introduces a first version of volumetric clouds: Unlike a flat sky texture, they're actual "fluffy" 3D elements in the world. While you can't directly interact with them, it's still possible to have tall mountains or skyscrapers which soar above the clouds.
While the clouds are rendered very efficiently, they still have a small impact on performance, so if your machine is already struggling with the new version, it may be necessary to disable them - this can be done in the graphics settings.
Clouds already change depending on the weather. For instance, if you type "weather overcast" into console, you will see how the clouds will become bigger and more dense.
One note about the cloud altitude: The clouds may appear to be at a relatively low altitude currently, but actually the spawn point in the demo world is already at a relatively high elevation. This will change with the 2nd part of the world gen update.
We also took this opportunity to rework the vegetation shader - there is now a much better wind effect on trees and a better shader for snow. This also applies to plants and other elements like boulders or tree trunks.
Some of the new plants and trees will already spawn in the demo world, but if you want to check them all out, you can use the new creative mode vegetation placement tool: To do that, enable the creative mode by opening the console (press ~) and type "gm 1" (without quot. marks), then press F6 to enable the placement tool. Open your inventory to select one of the new plants, and hold C to bring up a radial menu with various settings.
The new content will provide a good foundation for the upcoming 2nd part of the world generation update. We've prepared two screenshots which will give you an idea of the how the upcoming forests will look like, for example:
As always, this update also fixes various issues, bugs and introduces some other improvements under the hood: For instance, terrain modifications will work considerably faster now. Please find the full changelog below.
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The next update will be the 2nd part of the world generation: It will enable you to create randomly generated worlds, it will contain various islands and more diverse landscapes (forests etc), and it will also introduce flowing water - this also means the islands will no longer be surrounded by gravel, instead there will be actual oceans. Feel free to check out the development status on our Trello Roadmap :)
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Hi folks,
the blueprint update is now available! This means that it's now possible to create and place blueprints in the new version of Rising World. This update also introduces 46 new building materials, 12 different window frames as well as various new objects.
In addition to that, chests are now fully working, which means you can finally store items in them.
Blueprints can be freely placed and rotated, and they can also be aligned to the grid (G). Old blueprints from the Java version are compatible, i.e. they can be loaded in the new version - but please keep in mind that the game will convert these blueprints, meaning you won't be able to use the same files in the Java version anymore.
Blueprints are managed at a specific workbench: the blueprint table. It provides a good overview of all blueprints as well as the corresponding folder structure, and in addition to it, you can move blueprints to other subfolders or rename them. It also provides a search function. New blueprints can be added during runtime, and you can also delete them at any time.
This update also provides an export feature for blueprints, which allows you to export them to .obj files, so you can load them in an external model editor (like Blender). This is, however, still an experimental feature.
Of course this update also introduces a bunch of changes, improvements and bugfixes. Grass is now correctly occluded by construction elements, reflections work better inside buildings, and various other issues have been sorted out.
Our main focus will be the world update now: This includes a proper world generation (so you don't have to play the demo world every time), a lot more plants and trees, new terrain materials and also a first version of water. This will be a very extensive update, so maybe we will split it into several updates, especially considering that there is still a Unity bug which prevents the game from running on Windows 7 - Unity already confirmed this bug and it will probably take them a few weeks to fix this issue, so we can release an update in a timely manner.
Hi folks,
The crafting update for the new version is now available! It introduces loads of new items and objects, a new crafting functionality, iron ore and the ability to smelt it, as well as many bugfixes and other changes!
Crafting: It works a bit different compared to the Java version: You no longer have to access a workbench to see the crafting recipes, instead you can access all recipes at any time. If you want to craft an item, the particular workbench just needs to be in your proximity. To keep the crafting menu structured, there are various categories and sub-categories. There is also a search bar which allows you to search for a particular recipe.
Please note that many recipes - or more precisely, the required ingredients - are still placeholders: The reason behind this is that many basic crafting resources are still missing. We will update the crafting recipes in the future.
Please also keep in mind that you can currently access all recipes. In a future update we want to add additional requirements for crafting modern and advanced items (which will then be unlocked the further you progress).
Ore smelting: We've introduced iron ore and a primitive smelting furnace for now. Smelting mostly works like in the Java version: You place ores in the furnace, fuel the furnace then wait until the ore is smelted. However, the new version introduces a few changes to make your life easier: To place ores quickly, you can keep your mouse button pressed while moving your mouse over the individual slots. Once the ores are smelted, there is a radial menu available to take all ingots at once from the furnace.
There is also another detail when smelting ores: Ores now begin to glow before they turn into ingots. And while ingots are still hot (i.e. glowing), they cannot be taken from furnaces. This is a preparation for another feature we want to introduce in a future update.
By the way: You can now adjust the time it takes to smelt ores. Of course this works in both singleplayer and multiplayer.
Items: In order to make sure that the crafting menu isn't too empty, this update introduces a bunch of new items. We've migrated many tools from the Java version to the new version - and created new textures with much higher detail for them from scratch. This covers the axes, sledgehammers, rakes, hoes, scythe and sickle. We've also added a new steel scythe and steel sickle (these tools weren't available in the Java version before). These tools (except the hoes) are fully functional.
We've also added new flashlights, a penlight, a canteen and waterskin, some medical items (bandage, splint and medkit), compasses and other items. One special item we've added is a spear: It serves both a melee weapon, but can also be thrown.
Objects: There are also new objects available, including tents, a new workbench, anvil and various other objects. In addition to that, there are now also a few lamps available. One special features regarding lamps is that you can change the light color (we've added a new color picker for that) and brightness.
Luminous blocks are now also fully functional: Just like any construction element, they are fully resizable. Use them for neon signs, as LED strip lights etc. Like regular lamps, you can change their color, brightness and turn them on or off (just hold your interaction key while looking at them). Once electricity is implemented, it will give you full control over these elements.
Building: This update introduces a new "undo" command, which is quite handy. Use it to revert the last destructive actions. By default, it tracks the most recent 50 actions.
This update also fixes several bugs (especially regarding permissions in multiplayer) and introduces some useful changes. For instance, doors can be blocked by construction elements. In addition to that, the paint roller works much faster now (there is now also a new paint brush, which now behaves like the paint roller previously did). Please find the full changelog attached.
Stay tuned for the next update, which will introduce blueprints. Many parts of that update are already implemented, so it will take a lot less time until it's ready. After the next update, we will focus on finalizing the world generation.
Hey folks,
A new update is ready which introduces Multiplayer. This includes support for Steam P2P (the "Play with friends" option), LAN support and actual dedicated servers. The dedicated server files are also available on Steam (as a separate beta branch on the "Rising World Dedicated Server" app).
It was important for us to get the multiplayer feature ready ASAP, because this makes bug tracking in this area a lot easier - the later we release multiplayer, the harder it would be to find and fix bugs. But please keep in mind that this is the first multiplayer release, so it may contain bugs. If you run into any issues, please let us know, so we can fix them ASAP.
The new version provides much better player sync compared to the Java version. The connection to servers should also be more stable now. There are also ragdoll physics available for dead player bodies (of course the same also will apply to npcs in the future). We've added better hit detection for firearms (which will make gunfights more fun) and implemented a basic foot IK system for players, which corrects their feet and legs depending on the ground.
This update already includes built-in "Area Protection" functionality. You can create areas in creative mode, assign custom names to them (which will be shown to players who enter the area) and specify custom permissions per player. You can find more information about this feature here: Area Protection
The dedicated server also provides a lot more functionality compared to the Java version - this includes a new, powerful scheduler, restart functionality, ability to set up custom server descriptions and header images, extensive logging of world events and more. We were also working on a new RCON tool (which will be web-based), but unfortunately it wasn't ready in time. But it will become available soon.
If you want to play with your friends, just go to the singleplayer menu, select a world and hit the green "Play with friends" button. This starts a P2P session and friends can join your game through the friends list. It doesn't require any port forwarding or additional setup.
If you want to join a public multiplayer server, go to the multiplayer menu to bring up the server browser. Please bear in mind that there may be almost no servers available right now, considering this is the first multiplayer release for the new version. This will likely change in the next few days.
If you want to host your own dedicated server, you find more information about that here: Dedicated Server Setup
But hosting a dedicated server requires some additional steps, so it's usually easier to rent a game server, or if you just want to play with your friends, use the "Play with friends" option mentioned above.
It's now our intention to focus on more survival- and gameplay-related features. The next big updates will introduce a fully working world generation, water and npcs. In the meantime, we also want to get crafting and blueprints ready. It's now also about time to introduce more content in general, like new items, plants etc. Stay tuned for the next updates!
Hey folks,
This update introduces various glass panes and a total of 19 glass textures, as well as lots of bugfixes and Quality-of-Life changes.
Construction elements now spawn debris when destroying them (this can be disabled), and we've also reworked the grid (G) for the building tools (it's now similar to the grid in the Java version). Speaking of building tools, when placing multiple blocks on a row, you can now change the gap between elements. It's also possible to assign names to your size presets, and we've changed the pivot size for very small elements.
We've also added removal tools for the creative mode (F7) - this helps you to remove trees, objects or construction elements in no time. You can also enable the good ol' creative mode light (L). If desired, you can change the light intensity in the settings.
If you want to create an equirectangular image (360 image), try out the "panorama" command - it works properly now.
Apart from these things, we've also made some changes when it comes to the graphics: We've fixed a few issues with certain construction textures, the ambient occlusion effect is now improved, shadows get properly updated whenever the environment is modified, and the game can now handle direct specular reflections, which improves the visual appearance of reflective and wet surfaces (e.g. after rain).
Last but not least there are some other, smaller changes and several bugfixes. Find the full changelog below. We're currently working on Multiplayer, which includes P2P support ("Play with friends" option) and dedicated servers. We'll provide more information about that soon, so stay tuned!
Hi folks! Finally the building update is available for the new version! It introduces almost 200 different materials and 27 different construction shapes.
Unlike the Java version, there is no longer a distinction between blocks and construction elements. Instead every block can now be freely rotated and resized, which gives a lot more freedom compared to the old version.
We've also created new building tools from scratch, introducing various new features. For example, the modular snapping is now very powerful and enables you to easily create rounded structures in no time. There is also a visual radial menu now which allows you to change various building settings without having to use console commands.
Compared to the Java version, you will now experience much smoother texture transitions between different materials and also significantly less flickering on overlapping elements.
Unfortunately the crafting part is not fully implemented yet, so we've set up a temporary material selection at the workbench. The same material selection also shows up if you use the "item" command: Typing "item block" into console brings up the texture selection. Alternatively you can also just type "item construction" to bring up a shape selection as well.
We appreciate any feedback regarding the new building tools. We've implemented them in a modular way, so we can modify them quite easily if necessary. If you find any issues with the building tools or if you have any suggestions about them, please don't hesitate to let us know!
Apart from the building part, this update also introduces a few other changes and additions. Rain now produces proper puddles on terrain, and we've also added reflections for puddles and smooth construction materials (like metal or marble). We've also improved lots of sounds, implemented the "misc" settings menu (giving you access to various game options), changed the way how grass is generated, and if you prefer using a high FOV or if you play on an ultra-wide screen, you can now enable "panini projection" to reduce screen distortions. Find the full changelog below!
It's now our intention to add multiplayer and blueprints. We've already implemented large parts of the multiplayer, so the next update will be available a lot faster. Stay tuned!
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Dear Community! We're pleased to announce that the first playable demo of the new version is finally available! It is available as a separate Beta branch on Steam - if you select it, you will still keep the current Java version and the new version will be downloaded into a separate subfolder. This first demo will serve as foundation for future update, and once it's a bit more fleshed out, it will replace the Java version (but of course you will still be able to play the Java version at any stage).
We've also prepared a new survey for the demo and would appreciate your feedback: https://forms.gle/7Tf95343NQtgSUou8
In order to get the demo, just rightclick on Rising World in your Steam library -> Properties -> Betas -> select "New Version Preview" and wait until the download is ready. When launching the game, a dialog shows up: Select "New Version" to launch the new version of Rising World.
NOTE: Always launch the game from your library, do not launch it right from the "Downloads" section because this always launches the default Java version.
However, there are a few important things you need to know about this version:
Hey folks! We're currently focusing on getting the first playable demo of the new version ready as soon as possible. The first version will be rather a "walking simulator", but it will serve as foundation for future updates. And the demo will still give a good impression of the gameplay and the technical component (graphics, audio etc) of the new version.
The last weeks we've been further improving the terrain generation. The game now generates more realistic, but also much smoother landscapes (i.e. no more "bumpy" terrain). Biomes (including proper forests) and dungeons are still missing, but the world is already more varied than in the old version.
We've also been working on the new building part. Our goal is to keep the freedom of the old system, but improve it to a extent that building becomes a lot less painful. Apart from fixing some issues of the old building system, we've reworked the way how snapping works from scratch. You will be able to change the rotation pivot of an element, and you will also be able to snap the object to a pivot of another element. As a result, creating curved structures will be much easier.
Unfortunately the building part won't be ready for the first demo release, but it will be available in a separate update shortly after.
We also spent some time on a new auto-updater/launcher (for the non-Steam version) and on a Linux build. Unfortunately it looks like Linux/Vulkan support isn't Unitys greatest strength, which is a bit disappointing. We've discovered some bugs which are out of our control - most of the rendering stuff is "black boxed" in Unity and the source code of the engine isn't available. Only thing we can do in this case is to forward these bugs to Unity, however, if you experience any issues or crashes with the Linux version of the game, please don't hesitate to contact us.
As always, you find more information on our Trello roadmap
Hi folks! It's time for another status update! In the past few weeks we've been mainly working on objects - by this we mean furniture, doors, lamps etc. More specifically, we've been working on object handling, i.e. placement, sync between client and server, interaction etc.
It's our intention to rework most objects from scratch. For the time being, we've been focusing on doors: On the one hand, you will be able to place proper double doors. On the other hand, there will be more options to interact with doors - for instance, you will be able to lock doors. Apart from that, most objects (including doors) will be resizable.
You find more information about objects and doors on our Trello roadmap: https://trello.com/c/IaJZtotN/141-objects
We've also prepared a small video to show the current state of the game. Apart from the new doors, we've been working on new sounds and there are also a few other details (for instance, the player leaves footprints in the snow):
[previewyoutube=d9zXExafyKI;full][/previewyoutube]
Apart from that, we've been working on lighting. The game internally manages all lights and culls every light source that's either not visible or too far away. To save some performance, you can set up a max amount of lights the game should render simultaneously.
Here is a screenshot of lighting in a cave:
Last but not least we've also spent some time on our build pipeline for Mac and Linux. We've already implemented it for Windows a long time ago, but it's important for us to not only focus on Windows during development, since some parts of the game code are platform dependent (especially the C++ part). So far, everything works as expected though.
Stay tuned for the next status update. Hopefully we will be able to get a playable demo ready soon
First of all, thank you so much for your active participation in the survey! In total we received 2941 responses. You can find the survey results here: Survey results
Now back to the status update: We've been working on grass in the past few weeks, and are currently working on vegetation, first and foremost trees. This includes wind effects, but also things like plant growth and tree felling.
There is still some work to do, but we're pleased to share a first video of the new version. It's really not much, mainly showing the grass and the current state of vegetation, but expect more videos in the near future ;)
[previewyoutube=Kh3CkinypvE;full][/previewyoutube]
Unlike in the old version, wind is quite dynamic now and takes a direction and random gusts of wind into account.
The new vegetation models also provide a lot more detail compared to the old version. When it comes to tree felling, you will now have a certain degree of control over the fall direction of the log.
If you're looking for more information about the grass, please check out our Trello board - it contains some screenshots and an animated gif about how snow affects grass: https://trello.com/c/KODxdgZS/140-grass
About a playable demo: We will now finalize our work on vegetation, and there are also a few other, smaller things that need to be done before we can release a playable demo - but it's getting closer and closer.
Stay tuned!
Hi folks! It's time for a new status update, but first we want to ask you for some feedback about Rising World and the upcoming version. We've set up a small survey and it would be awesome if you can give us some feedback - this will help us to focus on the features that are most desired. You can find the survey here: https://forms.gle/MdifGvidirQ3FRQL7
But now let's talk about the status update: The last weeks we've been working on terrain modifications (i.e. the ability to dig holes), added some first items (including proper item and inventory handling) and also implemented a few weather effects.
Compared to the Java version, we will see some exciting improvements in these areas. Speaking of items: We're currently working on the ability to place items (like tools and weapons) persistently in the world. This means you can place your pickaxe anywhere and it won't despawn. Of course you can still store your stuff in chests, but being able to place your tools on a table or put them on a shelf greatly contributes to immersion.
We're also reworking all objects (like furniture, doors etc). There is still a lot of work to do, but the new objects look so much better than the old ones. Here is an early image of the new torch and torch mount:
When it comes to weather effects, snow will now be a separate weather effect. This means you can enable snow even in temperate biomes, at least via command. We're thinking about having snowfall to occur naturally from time to time (covering your world in snow), this feature could then turn into actual seasons in the long run. Please let us know what you're thinking about that.
Last but not least we did some preparation for a new, much more powerful RCON tool and we've also integrated permissions for multiplayer, similar to our old implementation in Java. Main difference is that we're using JSON now instead of YAML, however, the new RCON tool will feature a permission editor so you don't have to edit permission files manually anymore.
As always, you can follow our development on Trello: https://trello.com/b/t5Leypcj/rising-world-development
Stay tuned, and more importantly, stay healthy!
Hey folks! We want to give you a small status update of our recent progress.
The last weeks we've been mainly working on textures and proper terrain shaders. Unlike the Java version of the game, we're using physically-based rendering, which is basically a more realistic approach to render materials.
Materials no longer consist of a single texture, instead there are various maps which allow the game to render the material accurately (including surface structure, glossiness etc).
When it comes to the terrain shaders, or more specifically, to the transition between multiple materials (e.g. sand, dirt, gravel etc), we're now taking the "height" of the particular material into account instead of just blending the materials. As a result, transitions between materials are more realistic now (compared to basic blending)
We've also been tweaking the terrain generation and started working on new vegetation. This is something we want to get ready before we can release a first playable demo of the new version. We know things take quite long, but we're sure you'll like it once it's ready :) Anyway, we are very grateful for your patience!
Last but not least we want to share a screenshot of a fairly high mountain. Even if it doesn't look that tall, but this mountain has a total height of more than 800 blocks! Just as a reference, the highest mountain in the old version had a max height of ~230 blocks. So yes, you can build much higher in the new version ;)
Stay tuned for the next status update! To get more information about what's happening in the meantime, please check out our Trello Roadmap
Hi folks! Today we want to share a few more screenshots with you.
Hey folks! We wish you a Merry Christmas and a Happy New Year! We hope you enjoy the holidays and have a great time!
We would like to take the opportunity to give you a small status update of the new version. Right in time for Christmas we have a new screenshot for you:
The log cabin and fireplace were built with construction elements. As you can certainly see, lighting and shadows will improve considerably with the new version. In addition to that, we will use more detailed models (for the furniture, for example) and higher resolution textures.
Apart from that, we decided to stick to FMOD as audio engine. We've implemented a voice chat recently, with the ability to post-process the voice data (e.g. when the player uses a megaphone or walkie-talkie).
Unfortunately there will be no playable demo this year, because it's still too unfinished. However, we'll try to get a playable demo ready in early 2020.
As always, if you want to get more information about the development progress, you can check out our roadmap on Trello: https://trello.com/b/t5Leypcj/rising-world-development
Stay tuned for a thrilling year 2020!
Hi folks! Today we want to give you a status update of the ongoing changes (if you aren't aware of our plans to move to a new engine, please check out our previous announcement).
Dear Community!
It's about time to let you know what's currently going on, and what the future of Rising World will probably look like. Sorry for the wall of text!
Some of you may remember that we mentioned some traffic changes on Steam last October. Valve changed the algorithm that decides which games are promoted and which are not. There aren't many details known about how the algorithm works exactly, but it seems that the algorithm is mostly favoring top-sellers now - there are lots of other serious indie developers out there who were negatively affected by the algorithm change.
We lost a lot of our visibility "over night" and therefore our game sells a lot worse than before. Of course it's up to Valve to decide what's best for the store, but this change makes it much harder for us to survive - especially in combination with the introduction of Steam Direct in 2017.
The development of Rising World is not about making money, but of course we have running costs and have to pay bills just like everyone else. We will never abandon Rising World, no matter what happens, but if we're having trouble covering the costs, this will inevitable slow down development - to a point that becomes unacceptable. But even if we somehow make it to the 1.0, it would be a pity if the journey ends at this point (since there is still so much unused potential in this game).
It couldn't go on like this, so we had to find the best solution for the community and the game.
To cut a long story short, we decided to move Rising World to another engine. This allows us to bring Rising World to a new level (from a technological point of view). Graphics isn't everything, but it still plays a big role when it comes to the first impression of the game. But moving to a new engine also allows us to release the game on more platforms - for example consoles. Of course the PC will still be our main platform, but being able to bring the game to consoles (or maybe even something like Stadia) could ensure the future of the game.
We are sure that the vast majority of players will benefit from this measure in the end, since the result will be a much more polished game. The bad news is, that moving to another engine means a rewrite of the game. This sounds worse than it actually is, though. When implementing a new feature, most of the time is spent on the conceptual design - and there is no need to redo that now in this case. The actual implementation, i.e. the "programming part" is in fact the smallest part.
But apart from that there are several "core mechanics" that had to be reworked anyway, for example the world generation. It makes sense to use this opportunity to do that now.
Nevertheless, it will still take some time until the "new version" is ready. In order to speed things up, we have a new fulltime dev now (so we're two people focusing on the programming/implementation part). This wasn't really an option before, since the game already consists of more than 250k lines of code, and getting used to it would take a lot of time.
I'm still afraid that it will take up to 1 year until the current version of the game can be fully replaced by the new version (but at this stage, it will already feature the reworked core mechanics). But once we have a playable version, we will make it accessible (as "Beta" in Steam) - we're confident that this still happens this year.
We already have some preview screenshots we want to share with you. Please keep in mind that these are some very early screenshots, but they give at least a rough idea how the game could look like in the future:
Just to avoid any misunderstandings: If you already own the game, there is of course no need to buy it again. Once the new version is ready, it will replace the current version and you will be able to access it.
However, the Java version will still be available (as well as the according server files). Once the new version replaces the current one, the Java version will be moved to a separate Beta branch in Steam which will always be accessible. So if you don't like the changes and want to stick to the old version, that will be possible. We are still going to provide bugfixes for the Java version.
If you have any questions, suggestions, or if you think that it's a bad idea to move to a new engine, please let us know :) Either leave a comment here, or create a new post in the forums.
We've set up a small FAQ by the way which provides some more information: https://steamcommunity.com/app/324080/discussions/0/1642042464740355178/
Hey folks!
The new update is finally available! First of all, thank you very much for your patience!
This update introduces a lot of new features and changes, but our main focus was on reworking the NPC behaviour as well as adding new hostile NPCs. You will now find small groups of bandits roaming the forests during night, and underground dungeons are now populated with skeletons. In addition to that, spiders spawn randomly in deep caves.
When fighting with bandits or skeletons, you can use your sword to block their attacks (so you take less or even no damage, but keep an eye on your stamina). Obviously this only applies to melee attacks - so watch out for enemies equipped with bows and arrows!
Of course you can disable any NPC you want, and you can also change the spawn rates for both animals and enemies. So if you don't want to deal with bandits or monsters, you can simply turn them off.
But when talking about NPC related things, that doesn't mean that this update is only about enemies. We improved the NPC AI and collision detection with this update, so NPCs should no longer be able to walk through walls, fall through the ground or warp to the roof of your building. In case you still experience any of these issues, please let us know!
We also reworked the spawn behaviour of NPCs: they are able to respawn in chunks which haven't been modified, and animals mostly spawn in herds now. Alerting one herd animal also alerts all other herd animals.
There is also another important feature in this update: it's now possible to load custom items (e.g. tools or weapons) through the plugin API. This makes modding a lot easier. We will update the plugin API and also release a few example plugins in the next few days.
Apart from that, we implemented several other new features and changes. Blueprints can now store terrain data and water, there are some new items (weed whacker and venison), we added several new music tracks, we reworked the screenshot feature (it's much more powerful now) and last but not least we've fixed a lot of bugs. Check out the changelog to get an overview of all changes.
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Hey folks! Today we want to show you some preview screenshots of the upcoming update.
It will introduce some hostile npcs, including groups of hostile bandits roaming the forests during night and also skeleton warriors guarding the dungeons. You will still be safe when staying home, but you have to be careful when exploring the world.
Of course there will be also an option to disable hostile npcs when creating a world.
On the other hand, the update will also improve the npc AI as well as the collision detection. As a result, animals should no longer be able to walk through walls.
Last but not least we're also expanding the plugin API, so it will be possible to create custom items (tools, weapons etc) for Rising World. We will prepare an example plugin which offers an easy way to load custom items into the game.
Unfortunately we have no ETA for the update yet. We try to get it ready as soon as possible, but recently there were some unexpected changes introduced to Steam which have a big impact on Rising World and its future development. We can't say much about these changes yet, but we will definitely keep you informed about the current status.
Hello folks!
Finally a new update is available. Sorry for the long delay, getting the update ready took longer than expected, but it introduces some quite interesting features.
Fishing is now available in Rising World. This means you can craft a fishing rod and use it to catch fish. There are six different types of fish available, and you can use a bait (earthworms, which spawn randomly while raking the ground) to increase your chances to get a fish. There is also a chance to obtain a small pouch, which contains valuable loot.
We also added a small rowboat and a motorized inflatable boat. While the rowboat only has room for a single passenger, the inflatable boat has enough room for up to 4 passengers. Currently the inflatable boat does not consume any fuel, but this will change in the future.
Apart from that, the environment temperature plays a big role now. Going into a snow biome with insufficient clothing can kill your character. Going to a desert with thick clothings causes your character to dehydrate faster, accordingly. But even a rain shower during night has a negative impact on your body temperature, so keep an eye on it and take appropriate measures (make a fire, wear warm clothes etc).
There are a few new items, like a semi-automatic rifle, a medkit, consumable pumpkins (you can cut them into edible slices) or new haircuts for your character.
This update also contains several important changes: For example, you are no longer able to access items or chests through walls. We also updated the hit detection for melee weapons and tools, and changed the movement to prevent players from abusing the "jump spam".
Of course there are several bugfixes and smaller changes, too. Tnt is now more useful since it can now be used for mining (i.e. explosions caused by tnt spawn ores / stones).
As usual you can find a full overview in the changelog below.
Last but not least this update introduces many changes and additions to the plugin API, you can find a separate changelog in our forums.
We're still working on a better npc AI btw (which is required before we can add more enemies to the game, especially human enemies). You can check out our roadmap to get an overview of our planned features (although it only contains major features).
Stay tuned for the next updates :)
Finally the mounts update is available! It introduces two horses as well as a camel and a donkey. In order to ride on a mount, you have to craft a saddle first. There are optional satchels available which can be attached to the saddles to provide some additional storage space.
We also added a few new items, a binocular, a telescope and a steel sledgehammer, as well as a riding helmet. Apart from that, there are 8 new music tracks for underground dungeons, and various other changes: For example, posters support more levels of transparency now, which means you can place semi-transparent posters in your world. There are also some commands which are useful to edit existing construction elements (e.g. flip them, change the texture etc).
Last but not least, you'll find some smaller additions in this update, e.g. changes to some weather effects.
It's our intention to improve the npc AI now, which will allow us to implement more hostile npcs, especially human enemies (e.g. bandits). Trains, cars and boats are also on our list, as well as some other features, so stay tuned for the next updates!
This is just a small preview of the next update. It will introduce various mounts, including horses. Mounts are not only a method of fast transportation, they can also carry bags which can be used to store items while travelling.
But the update will also include some other changes, e.g. some reworked animations, new items and several bug fixes. Probably the update will be ready this month, so stay tuned!
Hey folks! A new update is now available which introduces some new content.
First of all, bows are finally available now. We added three different bows, one of them is only obtainable from dungeons. Currently bows use the same arrows as the crossbow, but maybe this will change in the future.
We also added a chainsaw, so we have a high-tier wood cutting complement to the mining drill.
Apart from that, we have two stylish knights armors in the game now (and three associated helmets). Armors now actually protect you.
Another interesting feature is the ability to spawn human "dummy NPCs". Even though this is a very early and limited feature, it's an important step towards having real NPCs in the game. Unfortunately you cannot really interact with them yet, but nevertheless, they still turn your world into a much livelier place.
In order to spawn them, you can use the "spawnnpc dummy" console command. If you don't want the NPC to wander around, you can lock/freeze it by typing "locknpc" into console. If you don't want your NPC to take any damage, you can use the command "setnpcinvincible". You can also change the appearance of the NPC by using the new "setnpcskin" command. Of course there will be better solutions for NPC handling in the medium run.
Last but not least we reworked the server browser, it no longer uses the Steam masterserver for the time being. This means all servers should be visible in the server list again.
Stay tuned for the next update, which will finally introduce mounts!
Hey folks! A new update is now available which introduces some new content.
First of all, bows are finally available now. We added three different bows, one of them is only obtainable from dungeons. Currently bows use the same arrows as the crossbow, but maybe this will change in the future.
We also added a chainsaw, so we have a high-tier wood cutting complement to the mining drill.
Apart from that, we have two stylish knights armors in the game now (and three associated helmets). Armors now actually protect you.
Another interesting feature is the ability to spawn human "dummy NPCs". Even though this is a very early and limited feature, it's an important step towards having real NPCs in the game. Unfortunately you cannot really interact with them yet, but nevertheless, they still turn your world into a much livelier place.
In order to spawn them, you can use the "spawnnpc dummy" console command. If you don't want the NPC to wander around, you can lock/freeze it by typing "locknpc" into console. If you don't want your NPC to take any damage, you can use the command "setnpcinvincible". You can also change the appearance of the NPC by using the new "setnpcskin" command. Of course there will be better solutions for NPC handling in the medium run.
Last but not least we reworked the server browser, it no longer uses the Steam masterserver for the time being. This means all servers should be visible in the server list again.
Stay tuned for the next update, which will finally introduce mounts!
Hi folks! As you may have noticed, we were experiencing several DDoS attacks in the last weeks unfortunately. Since this resulted in some downtimes of the game, we decided to get rid of the hive (which was responsible for user authentication in the first place). With this update, authentication is now solely handled by Steam. Even if our servers are offline, you can still play multiplayer.
As a result, the usernames are no longer unique, since the SteamID is now used to identify a player. This allows you to change the username at any time (menu -> profile). Old worlds will be converted automatically, so you (hopefully) won't lose your inventory.
These changes not only affect authentication, even the server list is handled by Steam. We added support for the source query protocol, and Rising World server can also be found in the Steam server browser now (Steam -> View -> Servers).
Unfortunately there wasn't much time left to work on other features, but we still fixed some bugs and added a few smaller things, like a crowbar (which enables you to deconstruct planks and beams without destroying them). The character is now also able to crouch properly, although this still needs some tweaks. We hope you also enjoy the two new music tracks we added to the game!
If you experience any problems with this update, please let us know!
Stay tuned for the next updates!
Hi folks! As you may have noticed, we were experiencing several DDoS attacks in the last weeks unfortunately. Since this resulted in some downtimes of the game, we decided to get rid of the hive (which was responsible for user authentication in the first place). With this update, authentication is now solely handled by Steam. Even if our servers are offline, you can still play multiplayer.
As a result, the usernames are no longer unique, since the SteamID is now used to identify a player. This allows you to change the username at any time (menu -> profile). Old worlds will be converted automatically, so you (hopefully) won't lose your inventory.
These changes not only affect authentication, even the server list is handled by Steam. We added support for the source query protocol, and Rising World server can also be found in the Steam server browser now (Steam -> View -> Servers).
Unfortunately there wasn't much time left to work on other features, but we still fixed some bugs and added a few smaller things, like a crowbar (which enables you to deconstruct planks and beams without destroying them). The character is now also able to crouch properly, although this still needs some tweaks. We hope you also enjoy the two new music tracks we added to the game!
If you experience any problems with this update, please let us know!
Stay tuned for the next updates!
Hi everyone!
Finally we managed to finalize the work on the new networking code. This update introduces a new networking system which should be less error prone than the old one. But at the same time, we also added support for Steam P2P multiplayer. This means you can finally host a game on your machine without having to forward ports or use Hamachi or something like that. Now you can simply hit the "Play with friends" button in singleplayer menu and invite your friends through your friendlist - alternatively a friend of yours can simply join your game if you're playing multiplayer.
The new networking system now also contains an automatic reconnect feature. If you lose connection for a brief moment, the game will automatic reconnect to the server - ideally without any interruptions. The typical "10 minutes disconnect" some people were suffering from should be history.
Of course we only had limited possibilites to put this feature to the acid test, so we really need your feedback. If you experience any sudden disconnects or other multiplayer issues, please let us know.
This update also introduces new haircuts and new clothes, or more precisely, new headgear, including two special items of equipment: helmets with integrated lamps, which provide the player with light. The previous debug light (L) is now disabled (but still available in creative mode).
As usual, the updates contains a few bugfixes and changes. For example, we reduced the clipping of the player body through clothes. The result still isn't perfect and it needs more work, but it's an improvement compared to the previous situation.
Apart from that we did some optimizations to the world generation, and also reduced the overall memory consumption.
Stay tuned for the next update! ;)
Hi everyone!
Finally we managed to finalize the work on the new networking code. This update introduces a new networking system which should be less error prone than the old one. But at the same time, we also added support for Steam P2P multiplayer. This means you can finally host a game on your machine without having to forward ports or use Hamachi or something like that. Now you can simply hit the "Play with friends" button in singleplayer menu and invite your friends through your friendlist - alternatively a friend of yours can simply join your game if you're playing multiplayer.
The new networking system now also contains an automatic reconnect feature. If you lose connection for a brief moment, the game will automatic reconnect to the server - ideally without any interruptions. The typical "10 minutes disconnect" some people were suffering from should be history.
Of course we only had limited possibilites to put this feature to the acid test, so we really need your feedback. If you experience any sudden disconnects or other multiplayer issues, please let us know.
This update also introduces new haircuts and new clothes, or more precisely, new headgear, including two special items of equipment: helmets with integrated lamps, which provide the player with light. The previous debug light (L) is now disabled (but still available in creative mode).
As usual, the updates contains a few bugfixes and changes. For example, we reduced the clipping of the player body through clothes. The result still isn't perfect and it needs more work, but it's an improvement compared to the previous situation.
Apart from that we did some optimizations to the world generation, and also reduced the overall memory consumption.
Stay tuned for the next update! ;)
Hi folks,
First of all, we wish you all the best for the New Year and hope you have a healthy start into 2018!
A new update is now available. It introduces several new items and also some other new features.
Just in time, a firework rocket is now available ;)
We also added new clothes, including a samurai armor, new haircuts and also lots of new weapons - most of them cannot be crafted, they can only be found in dungeons. Speaking of dungeons, we improved the loot spawn in dungeons. It still needs some tweaks, but now the loot you can get from dungeons should be more valuable.
This update also introduces "stamina", so the player is no longer able to sprint indefinitely. This only applies to survival mode, although there is an option to disable it.
There are some changes to the API as well, we will release the API changelog shortly!
Last but not least we did some bug fixes and some smaller changes, but we're still working on some optimizations, in particular we want to reduce the overall memory usage. Expect another update in January.
We also can't wait to release the other things which are already in their starting holes, e.g. mounts and other transportation options, like trains and boats.
Which one of these features do you actually prefer and want to see first? ;)
Hi folks!
Finally the new update is available! We're sorry that the update took so long. As explained in our previous announcement, there were some factors that caused this huge delay.
We decided to split the update, this means it does not contain all features, and some features are not polished yet.
Nevertheless, this is still a big update:
First of all, this update introduces new player models, including a male and female character. It's customizable and clothes can be changed. Of course this introduces completely new animations as well.
We also reworked nearly all items. Most models were made from scratch. Although this still needs some works (some items are missing or broken), this provides a new feeling when playing the game.
We did not only rework the existing items, we also added a bunch of new items. An important new feature: ranged weapons, or more precisely, a crossbow, a musket and a repeating rifle.
Unfortunately some items are still not ready, for example the bow or the chainsaw. They will be added in one of the next updates.
There are also some animations which aren't fully ready yet and need some rework, as well as issues with the sync in multiplayer and visual issues with the different clothes. We're confident that all these issues will be sorted out within the next few weeks.
Please note: Due to the excessive changes to the game, we want to make sure to not break any existing save games. We are currently uploading the game as public nightly/beta to Steam (it will be ready in a few minutes), so we can fix at least severe bugs.
You can get the update by rightclicking on Rising World in your Steam lib -> Properties -> Betas -> Select "0.9 - preview".
Probably this update goes live in a few hours, your game will update automatically then.
Hi folks! We know that many of you are eagerly waiting for the new update. It's already taking much longer than expected to get it ready, it definitely takes too long. We are sorry for this huge delay, but there are a few reasons why the update isn't available yet. First and foremost, it's a really big update. It's not only about new player models, it's also going to introduce a bunch of new items (including ranged weapons) and it's basically the foundation for all future survival features (we are aware that the game really needs more survival elements). Unfortunately it requires us to implement many extensive changes "under the hood" in order to handle the new animations properly. Apart from that, we're working with external freelancers when it comes to the models/animations (since everything is created from scratch), which makes the coordination more difficult and results in some additional delays. We are trying to get the update ready as soon as possible! However, there are at least some good news: once this update is out, the subsequent updates will be available much faster. And while working on the animations, we also had to prepare some things for future updates (e.g. mounts, boats, trains), so these things may be available sooner than expected. Thank you for your patience and your understanding! :)
Hi folks! We are happy to present the first screenshots of the upcoming player models. All models and animations were made from scratch.
We have prepared a male and a female character as well as lots of different clothes (medieval and modern ones). The models will be customizable, i.e. you can change your skin color, haircut, facial hair etc.
The upcoming update will also introduce several new items, including new tools and ranged weapons like bows and a musket.
But the most important aspect will be the fact that this update will serve as a foundation for several future survival features, which will be added in subsequent updates.
The models still need some adjustment, especially when it comes to the animation part. We also have to rework some of the ingame mechanics in order to handle the new player models properly (e.g. proper syncing of the customized characters in multiplayer, ability to change clothes, armor etc). We can't say for sure when the update will be ready, hopefully it won't take too long, but we try to get it ready as soon as possible.
Maybe we will split this big update into several smaller updates.
Last but not least we also want to announce that our stats page is practically finished. This page gives you an overview of the various multiplayer servers, i.e. amount of online players, average player count etc. Server owners are able to customize their server overview page (e.g. add a custom description, custom screenshots etc) by adding their name as "webadmin" in the server.properties file.
Expect the stats page to be available in the next few days: https://stats.rising-world.net
Hi folks! We are happy to present the first screenshots of the upcoming player models. All models and animations were made from scratch.
We have prepared a male and a female character as well as lots of different clothes (medieval and modern ones). The models will be customizable, i.e. you can change your skin color, haircut, facial hair etc.
The upcoming update will also introduce several new items, including new tools and ranged weapons like bows and a musket.
But the most important aspect will be the fact that this update will serve as a foundation for several future survival features, which will be added in subsequent updates.
The models still need some adjustment, especially when it comes to the animation part. We also have to rework some of the ingame mechanics in order to handle the new player models properly (e.g. proper syncing of the customized characters in multiplayer, ability to change clothes, armor etc). We can't say for sure when the update will be ready, hopefully it won't take too long, but we try to get it ready as soon as possible.
Maybe we will split this big update into several smaller updates.
Last but not least we also want to announce that our stats page is practically finished. This page gives you an overview of the various multiplayer servers, i.e. amount of online players, average player count etc. Server owners are able to customize their server overview page (e.g. add a custom description, custom screenshots etc) by adding their name as "webadmin" in the server.properties file.
Hi folks!
A new update is finally available! It took longer than expected, but introduces some interesting features.
Most important feature of this update is a map. This should help you to navigate through the world. The map provides a detailed representation of the world, has several levels of zoom and also allows you to place markers.
In order to create a map, you will get in touch with more new content: This update introduces a paper press, which can be used to turn cloths to rags, and rags to paper. To use it, first put some cloths on the press, push the press down to turn it into rags, then add some water to the rags (by using a bucket) and push the press down again.
Of course this update also introduces more things: new dungeons (a desert pyramid as well as a underground maze [if a maze spawns, it will be connected to pyramids]), several new plants (corn, sugarbeet, chili etc), new options for server admins, lots of changes to the plugin/modding API (we will release a separate changelog for this) and much more. And - as usual - we also fixed a lot of bugs, especially some Mac related issues. Find the full changelog attached.
The next update will introduce the new playermodels, expect a preview in the near future. Stay tuned :)
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Hey folks! A new update is available now, it introduces some new items and especially new crafting stations: a grinding station, a tanning rack and a spinning wheel. These are fully interactive crafting stations, i.e. there is no GUI, so you interact with them directly (like the smelting furnace).
The grinding station is used to crush stone to gravel (in the future it will be used to crush many other items as well), the tanning rack is used to turn rawhides (which can be obtained from animals) into leather (a hunting knife is required), and the spinning wheel is used to spin a yarn (from wool, cotton or hemp fibers).
In addition, we also did some smaller changes to the game (e.g. when destroying a chest full of items, these items will spawn in the world instead of disappearing), polished some existing features and fixed some bugs. As usual, find the full changelog attached ;)
Stay tuned!
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Hi folks! A new update has been released, which introduces some new features. Especially two interesting items are now available: On the one hand you're now able to craft flares, which are quite useful to light the area around you, they work even under water, and - most important - they won't extinguish if you drop them.
On the other hand, this update introduces dynamite. Not much to say about that, just use it to blow everything up. This way it's quite easy to create a "tunnel", although you have to keep in mind that you won't get any resources that way. Also make sure to keep enough safety distance ;)
Apart from that, this update also introduces new music for underground caves - which is a good preparation for the upcoming dungeons. The same applies to some other changes we did, for example we added reverbs/echos to underground caves.
Last but not least this update contains a lot of bugfixes, as usual. Stay tuned for the next update :)
A new update is available :) It mainly focuses on the new plugin API, so it is possible now to run your plugins. The plugin API can be considered as a "lite" version of modding, especially since it became quite powerful over the last weeks. Of course it's not exactly the same as creating real mods (e.g. a "total conversion" mod wouldn't be possible this way), but in return, it's much easier to use, and when playing in multiplayer, there is no need to download anything in order to join the server. But the plugin API not only relevant for multiplayer, but also for singleplayer. Here are a few examples what could be achieved with the new API, just to give you an impression of the potential of the API (especially since it cannot be compared to the old Lua API):
Hi folks! A new update is available now, it took much longer than expected, and we are really sorry about that. First of all: This is unfortunately not the dungeon update. They're still in the works, but other things (Plugin API etc) caused a big delay.
Nevertheless, this update is quite mentionable. It can be considered as a preparation for the dungeons, but it also introduces some new features, and many bugs have been fixed (especially the annoying "falling-through-ground" bug - if you still encounter it, please let us know).
Main focus of this update was the improvement of the animal behaviour (that was necessary for the upcoming dungeons update). Animals still need work (proper water detection, better AI etc), but especially the collision detection should work much better now - in other words, animals will no longer be able to walk through walls or fences (which happened sometimes in the past), so you should be able to create a small farm now and fence in some animals.
Apart from that, animals now also get fall damage (and die eventually) when falling from a certain height.
Please keep in mind that we did many extensive changes to the animal implementation, and of course there is a chance that there are bugs or other unforeseen issues, or that the animals simply don't work as intended, so we need your feedback on this. If you encounter any issues with the animals, just let us know.
Apart from these changes, this update introduces some new features: For example there is now a chance that animal attacks can cause bleeding. This can be cured by using a bandage, which is introduced with this update as well.
There are also two new plants in this update, a hemp plant and a cotton plant. You can can get hemp fibers / cotton from these plants, which can be used to craft cloths (which are needed to craft bandages).
By the way: Be careful when breaking your bones, since this has a negative impact on your mobility now. It can be "cured" with a splint (requires sticks and bandages), but even though it restores your mobility, it takes some time until the broken bone is really cured. During that time you should be very cautious, even minor falls can break your splint and deal some extra damage.
Furthermore, you have "infinite" stacks of items in creative mode now. This makes building a lot easier. Another new comfortable feature is the ability to place multiple blocks vertically now.
Last but not least placed blocks can be "deconstructed" (i.e. you can pick them up) by using the sledgehammer.
There are several other additions and changes, to get a full overview, check out the changelog.
PS: Probably the Plugin API will be available by the end of this month.
Hi folks! A preview version of the new Plugin API is now available. You can get an impression on what is possible with the API, and you can also start working on your first plugins. You find a new section in the forum now, which is dedicated to the Plugin API. You can ask questions or discuss any API related things there, or request new features in the Feature Requests section. In contrary to the Lua API, a documentation (JavaDoc, which also contains some examples) is also available. In can be downloaded with the Plugin API (you can load it in your IDE and access it while coding), or alternatively you can watch the online version here Unfortunately you can't add the plugins to your server yet. The servers will be updated within the next weeks, you can take advantage of the time to get used to the new API, or to prepare your plugins. Once the servers have been updated, the old Lua API will still be supported for ~ 4-8 weeks until it will be removed. Please note that a few events and functions are still missing, they will be added soon. If there is something wrong with the new API, or you have any questions or suggestions, feel free to leave your feedback :) Download link: https://download.rising-world.net/api/Pre-PluginAPI.zip
Hi folks! A new update will be available soon, but today we want to give some information about two important upcoming features.
Hi folks! A small update is available. This time it's mainly about furnaces: Now you will need fuel in order to use a smelting furnace. Currently you can either use coal or lumber to fuel a furnace. This update also introduces a new, bigger version of the smelting furnace. Apart from that, we did some smaller tweaks and fixed some bugs, you find an overview of all changes in the changelog. Have fun :)
Hey folks! Another update is available. It gives server owners the ability to create custom pages in the journal. This may be useful if you want to put the server rules there, or any other information regarding the server.
This update also introduces modular scaffolding objects, as well as two new items: A bucket (which can be used to place water in the world) as well as a canteen (if you want to drink water while traveling).
Scaffoldings:
Apart from that there is an experimental command to find your base - in case you get lost. If it works well, it will be added to the creative mode. However, it's still recommendable to build a bed at your base and sleep in it (so you will always respawn there, and the compass can also lead you to that position then).
Custom Journal:
Last but not least this update contains several changes as well as bugfixes. Check out the changelog to get an overview of all changes.
We are also working on dungeons at the moment, probably a few preview screenshots will be available soon.
Hi folks! It took a long time, but finally the long anticipated water update is available :) You will find water in ponds and lakes, randomly spread over the world, as well in big oceans.
Please note that this is only static water, in other words, it does not adapt to the terrain when you dig up the banks of a lake, for example. But it's our intention to implement dynamic water in the long run.
There are of course a lot of other new features, like the ability to drink water (key F), or new vegetations and objects, as well as several bugfixes. You find an overview of all changes in the changelog.
If you have trouble loading an old world, please let us know.
Have fun :)
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Hey folks! As promised we will show you some first screenshots of the upcoming water update! Please keep in mind that it's not in its final state yet, so the appearance may change until release.
The first water release will only feature static water, i.e. it does not have any physical behaviour yet, but it will still look like water, feel like water and you can of course swim in it ;)
It won't take too long until the update is finally ready, eventually there might be another small update in the run-up to the water release. Stay tuned!
Hey folks! This update just brings some smaller changes, mainly some technical changes, so it works properly with our new servers, and of course several bugfixes. But this update also brings two new features: You can now harvest pumpkin and melon seeds (and replant them accordingly), and there are also some new colored blocks available, since several people asked for that in the past (you find them in the "Plaster" category at the blockbench). Of course the "real" painting feature will still be added in the future ;) Stay tuned for the next update, which will contain some screenshots of the upcoming water update!
Hey folks! Today another update is available, it includes some preparations for the water update, so the water update will not mess up your worlds as the biomes did.
Apart from that, we fixed several bugs, and also introduced some new content: New doors are available now, including manhole covers and a medieval drawbridge.
In addition to that, a new creative tool is available: The ability to place vegetations (F6). You can choose any plant from a list, then simply place it in the world.
Stay tuned! :)
Hey folks! Another update is available, it does not introduce much new content, but instead it fixes a bunch of nasty bugs and annoying crashes that kept us busy the last weeks. Due to extensive changes on the technical side of the game, we had to do multiple tests before we were able to release this update (especially in multiplayer) to make sure it does not break anything. This update also introduces a lot of important optimizations and improvements in terms of memory management, performance and world generation speed, especially in multiplayer, but also in singleplayer. Apart from that, this update also fixes a crash (when geometry instancing was enabled in combination with amd graphics cards) that has been around for a while now. So if you disabled the "graphics_instancing" flag in the config file in the past (as a workaround), you should be able to re-enable this feature again (resulting in less memory consumption). Though this update is mainly about bugfixes and optimizations, at least one new feature is now available: The ability to trade with other players. You can invite a player for trading, and if the accepts, you can exchange items with him. Eventually some sort of currency will be added in the medium term, too. Of course we are still working on some other stuff in the background, among others water and new playermodels, animations and items. We can probably provide some previews soon ;)
First of all: We wish you all a Merry Christmas!! :)
Finally the long awaited biomes arrived, just in time for Christmas! You will find a bunch of new landscapes in Rising World now, among others deserts, savannas, snowy areas and more. Of course this also includes a bunch of new animals (for example penguins, giraffes, elephants or tigers) as well as new plants (cactus, acacia, poplar and more).
More biomes will follow in the future, together with the water update.
You will also find new sound effects (especially new ambience sounds for the different biomes) and 4 new music tracks in this update.
As usual we also fixed several bugs or did other improvements, you find the full changelog attached.
Have fun and a Merry Christmas :)
Hi folks!
A new update is available! But before going into detail, a few information about the biomes: We are currently working on them and hopefully they should be ready soon. This is probably the last update before the biomes update (with the exception of smaller bugfixes eventually).
Until the biomes are ready, you get some new toys with this update: The first version of the creative mode as well as the extensive permission system for multiplayer.
If you're wondering why we decided to push out these updates now: Probably the biomes update will cause some ugly transitions in your existing worlds, and since a lot of people don't want to discard their work (this would be horrible especially for multiplayer servers), the creative mode has all tools to fix those issues easily.
Right now the creative mode is not completely ready, you just get the terrain modification tools. We will add more modes - object placement, vegetation placement, npc placement and more - over time.
You find an overview of the current state of the creative mode as well as a detailled description here: https://forum.rising-world.net/index.php/Thread/3180-Creative-Mode/
Since probably not every admin wants to grant full access to the creative mode on his server, we had to release the permission system, too. It is very extensive and offers a lot of different settings. Find a big wall of text here: https://forum.rising-world.net/index.php/Thread/3179-Permissions/
Last but not least we did a lot of other nice changes: You can specify the ore spawn frequency now when creating a world (and also disable particular animals, if desired), we fixed some issues with the lod terrain (you remember those remaining black shadows after removing a mountain? they're gone now), and did some other changes. Find the full changelog attached ;)
Stay tuned!
Hi folks!
A new update is available, bringing some new features, for example several different customizable signs, private chat messages in multiplayer, and the ability to replant grass (finally you can get rid of the dirt spots on your map).
This update also greatly increases the spawnrate of ores, so there is a much higher chance now to find ores while digging. Maybe the spawnrate need some further tweaking in the future.
When loading an existing map for the first time, it needs to be converted. Depending on the map size, this may take some time, so please take that into account (especially when running a multiplayer server, have an eye on the console).
Have fun with this update :)
Hey folks, another small update is available! It fixes some issues with blueprints as well as some other bugs (e.g. the infinite-lumber-bug). Apart from that, we did some changes to blueprints, for example it is possible to store them in different categories now. Old worlds will also be converted, so all duplicate objects and constructions (due to erroneous blueprints) will be removed. If something goes wrong during conversion, please let us know. Last but not least this update introduces a small gadget: An ore detector, which helps you to find veins of ore. Admittedly it's still not easy to find ores, so we will increase the spawnrate with the next update ;)
Hey folks! Another update is live, mainly doing some performance changes, especially reducing the memory consumption of the game. This should solve the "out of memory issues" some people are experiencing.
We also lowered the grass around plants, this should make it easier to find smaller plants like potatos, or strawberries. Apart from that, saplings from trees are also easier to spot now.
This update also introduces a new animal, a chicken, and of course you can get meat from it. By the way, you no longer have to kill sheeps to get wool, but can just shear them.
Last but not least there are some new decoration objects, like plant pots, as many people requested it. Speaking of objects: You can now pickup most objects directly by holding your interaction key, so no more waste of resources when misplacing furniture for example.
Expect another small update within the next days.
Since this is more an "experimental" update (concerning some technical changes), please let us know if you still run into performance or memory issues.
Hi folks,
A big update is available! This update greatly improves the visuals, especially since all trees and plants have been reworked, and most textures have been replaced. In addition, we did some major improvements to all existing sounds, and also added ingame music! Those changes create an even denser atmosphere, and increase the immersion factor.
This update also provides more possibilities when it comes to farming: You can cultivate more plants now, among others potaoes, lettuce or broccoli - time for a healthy diet ;)
Another important change, you no longer have to search apples in dense grass after cutting down a tree: Just pick some from an appletree now. Or what about a tasty lemon, from a lemontree?
Even though this update brings so many changes, one important aspect is missing, contrary to expectations: Biomes. They still need more work, and since we want to provide you some great looking results, it's necessary to put more time in it. We hope you understand that. It shouldn't take too long until they're finally available!
Also note: The new changes are still work-in-progress. Expect another update within the next days. Feel free to leave some feedback and let us know what you think ;)
Hi folks,
As you know we're currently working on the biomes update. It is slowly coming to an end, but probably takes a few more weeks. Today we want to show you some first screenshots, please keep in mind that they're still unpolished, so the appearance will most likely improve until release.
The update does not only introduce biomes (e.g savanna, desert, tundra etc.), but also many new plants (time for farming), trees and animals. This includes some predators, for example lions.
Of course there will be more features this update is going to introduce, so stay tuned!
Hello folks! This is only a minor update for blueprints, which enables block- and object placement and also allows you to rotate your blueprints (around all axis). Unfortunately there is one last restriction: You can't rotate blueprints when it contains one or more blocks. Since position and rotation precision for construction elements and objects greatly increased, old worlds need to be converted. This happens automatically when loading the world for the first time. It may take some seconds up to a few minutes on huge worlds, please do not cancel this procedure. Apart from that we fixed some bugs (some of them caused a lot of trouble for a few people). This is probably the last update (except for some bugfixes) before we release the long expected biomes update. Stay tuned! :)
Finally the next update is available! As promised it introduces blueprints* and custom images are now synchronized in multiplayer, in other words, all players can see the images you place in the world.
Unfortunately there is a limitation: blueprints do not fully work yet. You can create blueprints (i.e. save your buildings) without problems, but placement is currently restricted to construction elements (so no blocks or furniture). Also you don't need any resources to reconstruct a blueprint at the moment.
But you can bet on it that we will fix this very soon! ;)
Serverowners can disable the blueprint feature on their servers by the way.
Apart from that, we fixed several annoying bugs. Find the full changelog attached.
Hi folks! A small "pre-update" is available, this time it's mainly a multiplayer oriented. We added an RCON interface to the server, so admins can remote control their server. Find an RCON tool on our homepage: http://download.rising-world.net/tools/rcon.zip Just execute the "rcon.jar" to start the program (java is required). Another update will be available [strike]around the next weekend[/strike] (delayed by a few days), which will finally synchronize custom images in multiplayer (i.e. you will be able to see all images of other players and vice versa). Admins can use the RCON tool now to have a look at all current images that have been uploaded to the server in the past. We recommend to do this before the next update goes live, and to delete all images with inappropriate content. Also expect some fresh content and new features with the next update :) Of course we still work in the biomes update, but it's coming slowly to an end. Expect some screenshots soon.
Hi folks! A small "pre-update" is available, this time it's mainly a multiplayer oriented. We added an RCON interface to the server, so admins can remote control their server. Find an RCON tool on our homepage: http://download.rising-world.net/tools/rcon.zip Just execute the "rcon.jar" to start the program (java is required). Another update will be available around the next weekend, which will finally synchronize custom images in multiplayer (i.e. you will be able to see all images of other players and vice versa). Admins can use the RCON tool now to have a look at all current images that have been uploaded to the server in the past. We recommend to do this before the next update goes live, and to delete all images with inappropriate content. Also expect some fresh content and new features with the next update :) Of course we still work in the biomes update, but it's coming slowly to an end. Expect some screenshots soon.
Hi folks! A small update is available, introducing a new ingame journal, which contains a small tutorial (first steps and explanation of the inventory and craftingmenu). This should be helpful for new players, but in the future, we will also expand the journal step by step (for example, it will contain your blueprints, or serveradmins will be able to add own custom pages to it etc).
Apart from that, we added several new lamps and a chandelier. And - as usual - a lot of bugs have been fixed, e.g. the "dummy player" bug in multiplayer. Maybe you will also notice the new chat, now it has a background (transparency can be changed in the settings) and linewrapping.
Last but not least we added a new Lua function to create 3D texts in the world (i.e. holographic texts, comparable to the player nametags).
We're btw. also still working on the biome update, so stay tuned ;)
Here is another update! It introduces a new modern workbench. At the same time we moved some recipes to this new workbench. Expect more crafting stations (especially a "modern version" of the blockbench and sawbench) in the near future ;) We also added new items, e.g. a wooden torch holder, and many new basic resources (e.g. lightbulb for lamps). Apart from that, this update brings several tweaks: First of all, you can now move items to chests directly by a doubleclick on them. Of course this also works the other way around. Now you also find a "MIN" and "MAX" button in the crafting menu. When hitting the "MAX" button, the count is automatically set to the maximum (note: it only sets the amount that is still craftable, i.e. if you can craft 24 items, the count is only set to 24 then). Another change concerns the construction elements: We changed the minimum and maximum size of these items, allowing you to build with even higher precision. You can now also change the rotation precision (currently only via console command: 'setconstructionrotation [value]'). Last but not least this update contains a lot of bugfixes. Among others the "falling through ground" bug should now occur less often. Have fun! :)
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