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Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.

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## Description Rotate structures when generating them in the world. ## Implementation Add a flag to rotate structures with vertical origins (random or fixed?), propagate to vertical child blocks, stop...

enhancement

Right clicking on origin block in creative mode should open a menu for configuring what structures should be spawned from children. For simplicity of implementation for now player would specify...

enhancement

Currently, it uses a perfect isometric camera, where the middle vertex connects to each face at 120 degrees, but it might look better with a dimetric 2x1 ratio for example.

enhancement
contributor friendly
ui/ux

Current names are confusing, especially compared to recent changes in `items.zig` where convention was established on how `*Index` structs should behave, how they should be named and what methods they...

refactor

For example, if a block takes 1.1 swings to break, the last 0.1 should do only 10% of the regular damage to the tool. It takes much less effort to...

undecided
gameplay

Basically the Breath of the Wild mechanic. On the last point of durability, your tool does critical damage, and then breaks. This does a few things: - It's cool -...

enhancement
undecided

This makes it easier to calculate and will increase display accuracy on fast tools.

enhancement
contributor friendly
ui/ux

For organization purposes! ### Display ``` Fullscreen Hide UI Hide Held Item Create Panorama ``` ### Movement ``` Forward Left Backward Right Jump Crouch Sprint ``` ### Interaction ``` Place/Interact...

ui/ux
refactor

Requires #856 This makes sickles more important and also reduces inventory clutter when you don't want to collect plants. Blocks that would require a sickle to collect: - All leaves...

enhancement
gameplay