The Lives of Darwin Blackwolf

Darwinia Gallery - Page 4

It's Not Always Sunny In Darwinia

Added: February 9th, 2017

It took me an eternity to build my roofs on my house and workshop.  This was partly due to the fact that there was no rain in Rising World's Darwinia.  Days turned into nights which turned into days once more.  And no rain.  As a matter of fact, until now, there was no weather pattern change.  It was like being on vacation in the Caribbeans all year long.

Unfortunately, since the update came out, Mac users and some Windows users with GeForce GTX graphic cards have been seeing rain indoors as well as outdoors.  Thankfully, water doesn't amass in an area.  Yet.

The developers are looking at ways to fix this problem, but if you find yourself with a GeForce GTX graphic card, or even another card, and you have rain inside your home or mining tunnels, you can cancel the rain by pressing the "\" key located above the Enter key on a Mac, and typing "weather clear".

My personal thoughts on the new weather system is that it is a step in the right direction.  It needs a bit more work, but I know once it's been fully developed, we'll be very pleased with the result.

The Outhouse Mine

Added: February 9th, 2017

At the time of writing this entry, I have made it to about level -125 in my outhouse mine.  The reason for going so slow is because each time the ore detector finds something, I find myself following the signal while snaking around underground.  Then I have to refill the tunnels, and only then do I continue downward.

I don't know if there's a Hell down here, but I do know there are no generated mine tunnels, and that leaves me with a clean slate to dig wherever and however I wish.

When I started the mine, I set up one large crate and dedicated it to only the ore accumulated from this mine.  Later on, I'll add the ores to the crates in the workshop's cellar.  The plan is to make it to Hell and then count how much ore I was able to mine.

I already had to set up a second crate since I started this mine.  I'm guessing, considering I'm only at about -125 depth, I should be adding another four to six large crates by the time I reach Hell.

It'll be an interesting ride.  The fall is more fun than the climb when it comes to that vertical shaft I'm digging.  As long as I'm fast enough to grab the ladder before hitting the bottom, I'll take no damage.  It's nice to know Minecraft ladder techniques work just as well in Rising World.

The Outhouse

Added: February 9th, 2017

I had a lot of fun building the outhouse.  When I first came up with the idea, it was originally supposed to be a shack atop a mineshaft, and that was it.  But then in my head, I envisioned the outhouse.  One side would be the washroom, and the other side would be the mine entrance.  It worked out well.  Unfortunately, while I do like the washroom, I feel a need to widen it a bit to allow for more accessibility for those with wheelchairs.  I know, what are the odds that wheelchairs will be added in the future.  But considering we can now break our legs in Rising World, it would make for an interesting mode of transportation to add to the game.

The one thing I discovered with the outhouse mine is that the game doesn't seem to have generated mine tunnels under beaches, so I'm free to mine in any direction I wish.  Including under the ocean where I've also yet to find mine tunnels.  I wonder if I'll ever find Hell deep beneath the beach.

The signs I use in Rising World's Darwinia are based on real world signs, but were done in Affinity Designer for the Mac.  They are originally done as vector graphics, which are then exported to PNG files with transparent backgrounds.  You can do the same with Adobe Illustrator.

The Beach Property

Added: February 9th, 2017

As it stands now, this is what the beach property looks like.  It includes the house, the workshop, a massive palm tree grove, and big food, cotton, and hemp gardens.  Being the only person in Darwinia, it leaves me with ample time to build at my leisure.

 

Future to-dos include:

  • A stone barrier along the waterway to protect against future high waves and flooding;
  • A wooden boardwalk like the one in Atlantic City;
  • An expansion to the house;
  • An expansion to the workshop;
  • More palm trees in the grove;
  • A fruit tree grove;
  • A smaller garden;
  • A driveway for future vehicles;
  • A dock for future boats;
  • A vault for my most valuable items;
  • And more.

 

Every game requires a list of things to do.  The more items are on your list, the more likely you'll stick around with a game, and the more likely future items will be added to your list.  If you ever find yourself getting bored with a game, sit down with the game and make yourself a to-do list.  Collaborations with others, such as city building, tends to add more to a list, but solo worlds are also very rewarding.

The Garden Not Of Eden

Added: February 9th, 2017

Usually, unless it's your business or you're growing to donate, you build a garden only as big as the amount of food you need, and nothing more.  This way, you minimize how much food goes bad.  Of course, that's based on a garden season that actually lasts through parts of spring, all of summer, and parts of autumn.  In Rising World, and therefore in Darwinia, only a few days go by before I can cultivate my garden again.  This is the default setting.

I have no problem with that, because the food also doesn't go bad if you don't cultivate it when it's ready.  It can sit there for weeks, months, or even years, and it will still be ready and waiting for you to cultivate your crops.

One of the reasons I'm fine with that is that I can dedicate more time to exploring, mining, and building, and less time gardening.  Sure, it's a peaceful and relaxing way to spend time in Rising World, but considering the growth rate, we wouldn't have that much time to dedicate to building before we'd have to deal with the garden again.

Pardon the pun, but food for thought.  If you're going to set up a massive garden, also set up a small one on the side that you'd be more interested in dealing with on a regular basis.  It's something I'll most likely be doing in the near future.

The Beach House, Part Five

Added: January 29th, 2017

As mentioned before, the building mechanics are nice, but there are times I'd rather go out of sequence when building something.  Roofs are an example of that.  It would be easier to lay the planks first, then set up the beams, but if you want to follow the real-life sequence of a build, you do your best.

Speaking of roofs, something was telling me there was a storm on the horizon, and I'd best get the beach house roof done before it arrives.

The end-result turned out better than anticipated, but it did require a bit of finagling the wood into the right angles.

The three most important commands you should remember when building with wood in Rising World are setp (position), setl (length), and setr (rotation).

Here's the syntax:

 

setp|setl|setr low|default|high|veryhigh

 

Position:  low: 2.5cm, default: 1.25cm, high: 0.625cm, veryhigh: 0.125cm

Length: low: 10cm, default: 5cm, high: 2.5cm, veryhigh: 0.5cm

Rotation: low: 45˚, default: 15˚, high: 5˚, veryhigh: 1˚

 

For instance, if you type setp veryhigh in the console, it would take you 400 steps to span a block as opposed to the default 40.  setl low in the consone would take you 5 steps to span a block as opposed to the default 10.  And setr high would take you 18 steps to get a 90˚ angle, as opposed to the default 6.

 

Know your math and you can build great things.  The mechanics aren't perfect, but in most cases, there shouldn't be a complaint.

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