Posts by zfoxfire

    I think there is going to be a mineshaft style dungeon once rails come along. If so, I would also like to see chests full of stone. It seems like it is easy to accumulate useless cobblestone in Minecraft but in Rising World the stone goes to better use. Here's an idea, mineshaft dungeons can be extensions of regular underground dungeons or be discoverable while spelunking. Mines for sure should have surface areas as well as underground entrances but clearly be visible unlike the Minecraft version.


    on a side note, I never understood why you would find horse armor in minecart chests in Minecraft.

    The thing about Final Fantasy 6 is that the story took place in its own Industrial Revolution with some rather incredible mix of steam-punk and petrol-powered machines like out of Wild Wild West. In that story, the knowledge of magic was lost but only recently rediscovered by the powerful Empire and they used their technology to fuse machinery and magic (magitek) which I'm sure is out of scope for the vanilla version of Rising World. Now the airships themselves were non-magical and likely steam powered although there might have been some electrical systems in the game but mainly supplemented rather than replace steam or petrol engines. Not sure how practical it is to lift essentially a heavy wooden boat (unless it was made of iron or steel) but they certainly would look neat.


    Anyways, there's probably a few main key events that led up to and occurred within the Industrial revolution. If I'm right then we will probably see much of it covered in the game. Ofcourse not sure if Red51 is planning watermill, and steam, and electrical powered machines (see below) but it would be neat. Here's what I'm envisioning.


    (1) Inventions of man-powered machines to simplify human labor: loom, cotton gin, spinning wheel, printing press
    (2) water mills convert water power to mechanical moveent to power textile factories
    (3) Steam engines lead to the first factories in places where water wheels cannot be utilized.
    (4) Industrial-scale powered versions of simple machines such as the loom and the cotton gin.
    (5) invention of interchangeable parts (maintainance and manufacturing costs drops. Blacksmith skill phases out). I guess Consumerism was invented around this time as it became easier to mass produce things.
    (6) Harnessing and transportation of electricity
    (7) Communication era
    (8) Computer Revolution
    (9) Information Age




    (1) So working our way down, we already have pretty much all the simple man-powered machines we could use. Perahps a kind of rope maker: http://www.telegraph.co.uk/new…osts-of-a-bygone-age.html
    And Arctic, I'm pretty sure you posted something not too long about about wood pressing to make arches. That's another machine to make
    (2) Watermills could come now if we had rivers. Even if water is not yet dynamic, it could have a "flow" programmed in and water mills could be build next to them. Machines (powered versions of the machines we already have) could be powered and automatically produce goods like rope and cloth and paper as long as the water moves.
    (3 and 4) Probably when we get trains we might have steam engines to power the same powered machines. This will move factories from rivers to cities with Industrial sectors. Also will cause lots of air pollution. Possibly larger scale machines to be powered by more powerful steam engines.
    (5) Probably not really relevant to Rising World unless there's an economy plugin in place. In this way, if NPCs or players have jobs, then the factory will put the blacksmith out of work. Power production is centralized and factories upgrade to electrical powered machines. Pollution also centralized.
    (6-9) I'm pretty sure Red51 mentioned digital systems and electrical generation so that's covered.




    I hate to be the a-hole here but if you manage a server where several hundreds or even thousands of players have been on, then I don't see how this is practical. According to the source, the output goes straight to the chatwindow in what could be an extremely long string of space-separated player names. It seems more practical to run queries directly on the sql database and enter in your own parameters to list the result.


    if you are running a sql lite db and have console access, the sqlite3 command lets you view and manage the database and run queries. If you are using mysql then you can even connect remotely using programs like Workbench that lets you view the tables and do basic sort, filter, edit, and delete tasks without having to type SQL commands: https://www.mysql.com/products/workbench/


    Now if this could be outputted into a visual table on the screen in-game with search boxes above to perform some common filters (e.g. search by group name or by ban status) , then maybe it would be more useful. Perhaps Miwarre's rwgui plugin could be the basis for designing a nice little user interface.

    Zork, can you try again by mentioning what would be fitting for Rising World's airship medieval era design? or in general? Feedback, man. Feedback. Harv did it right :thumbup:

    Sorry (I'm not actually) my answer doesn't meet with your approval. I'd hope to see Steam power come to Rising World. That would probably fit somewhere between the Medieval and Modern era. Steam power was the key to economy and power in Final Fantasy 6. Probably why the airship designs in FF6 were a bit more practical than the more magical looking ones of the past games.

    And in the same video, an issue snapping scaffolding together. Floating scaffolding aside, it seems like scaffolding cannot rotate while snapped and if rotated freely, the rotation is lost when snapped. Seems like the only solution is to place a new scaffold next to the small one so it's close enough to walk across.


    Incidentally I replicated this in a creative world and took a few screenshots but was unable to upload anything from C:\Program Files (x86)\Steam\steamapps\common\RisingWorld\Screenshots ...
    I've noticed this happening a few times lately on this forum. One of the files is "RisingWorld 2017-06-04 01-54-02-165.jpg". When trying to attach, the file appears to be uploaded then "An unknown error occurred during the upload" shows up in red. The file is 1.28 mb in size

    In short, yes. Red even posted some screenshots of super far rendering that he was experimenting with. The draw distance was probably 2 or 3 times the distance. He said it caused performance issues so it probably needs an extra "level of detail" (currently there are only two) for super far. I hope he can pull off the type of distance rendering you see in 7D2D. I wish I had the link to share. it was onSteam somewhere. but here is a sample

    BTW, is this server open for public viewing? I'd love to fly around this one and admire the details. There's a Moria server that would be a very appropriate place for an Isengard and a Mordor! Seems like you guys should team up and make a middle earth :)

    I have a stack of stone and one slot letf in my hotbar. So I went to craft a stair type 1 block (material 215 if that matters). I crafted once to get 2 stairs and after it stopped because my "inventory is full" even though I could easily add to that new stair stack

    I will keep this request in the back!When the time comes, I'll think of a good and simple solution, I then need to know the exact requirements to make it right. :thumbup:

    I think that your responsibility would be to simply add a choice (popup gui window with yes/no buttons) to assign the animal to you or to your assigned group. Presumably the server owner will be managing groups effectively. Then if a player was to change groups, the animals would continue to belong to the same group. However whatever future tribe plugin would be responsible to detect whether this plugin is installed so that in the event a tribe leader merges with another tribe (group) then it would be responsible for calling an API function on your plugin to change group ownership on all animals in the old group.

    So after playing with this for a few days, I have a few suggestions:


    First, a way to designate a chest as a feeding trough. This will encourage animals you own to eat from the trowel when they are hungry. I think NPC objects have hunger meters as well and presumably that's what is used to determine if an animal wants to breed (full hunger meter means ready to mate). . If they can't get to a feeding trough or if its empty, they'll try to get to your crops instead. If no food is available then they try to escape. if that fails then they eventually die. i think that the use of a rolling pin to interact is a good idea for other animal related tasks such as assigning a chest. Another option is that if the feeding trough is empty that animals will go after any chest with food in them!! :-D


    Second, a way to trade animals with other players or set them free into the wild. I was thinking that maybe a paper certificate (assuming custom inventory objects are possible yet) for each animal you own will identify the animal and be what you use to update the name or trade with another player. The actual owner could be, whoever picked up the certificate last. So if, for example someone was to raid your home and steal the certificates then they would own the animals and be able to interact with them with their rolling pins. Or simply using the built in trading system would accomplish the same. Destroying a certificate (throwing into a trash bin) will make the animal wild again