Posts by zfoxfire

    Yeah, I think for me the attraction is that the game is like a grown up version of Minecraft. I loved Minecraft but didnt like the block look. Regarding basements, i am not the best builder. i mostly build out of blocks. Radio is a really great builder but I have a guy on my server who did a really nice basement but it involves resizing and combining planks and beams to make unique shapes. too much work. if you wanna check it out, come onto "foxbox" and I'll show it to you.


    As far as my abilities go, i built a nice dock by my spawn point but that took so much time to do so that advanced building stuff is just not for me. I am waiting till the update comes that will let us freely rotate and scale blocks. then I can go to town building. :-D


    If you want some good starter videos, check out Safety Meeting on youtube. he made some great tutorials on the game and is mostly still up to date.

    Its odd that the group membership is not staying. try downloading a sql lite application and open the world database. It has the same name as the world and has a db extension.


    Check the Player table and look at the value of the Group column. That should be updated with owner after you log off. If its not saving then could be a problem with the game not writing the data, the server not shutting down properly, or a bug of some type. Are you hosting yourself or did you purchase a game server?

    Sorry. I haven't had a chance to look at these until now...


    Now that I think about it, I've noticed on my server as well that as an admin, my hunger/thirst/health can still deplete even with invulnerable and nohungerthirst set to true. However, I cannot die from health depletion or starvation. I'm not sure if this behavior is intended or not. But it seems like it should be improved so those items simply do not deplete.


    An issue I noticed in the admin.permissions file is that the creative section has entries invalid to it: "nohungerthirst" andd "infiniteitems" (also mis-spelled in your file) whichshould go under the general: section. Be very careful about these yaml files. one typo or a spacing issue can make the entire file ignored. You can check the current log file under Log to see if permission set or not. It took me several troubleshooting attempts before I got mine to finally work.


    Also, a word on explicitness, there is no reason to deny any specific items while * is listed. This is redundant. So under creative: deny:, you'll either deny * or deny specific items.


    Other than that, your settings appear correct.


    For details on the permision system, go here:
    Permission system



    And I have not had a chance to try admintools. You can try removing it and see what behavior changes.. i looked it over once but it does not offer me much benefit right now so i haven't tried installing it.

    Now that would be fun to try to figure out Flat world weather... No winds to speak of because in the flat world "world" We are all there is nothing else, no moon to pull the tides. No spin of the Earth to make the wind, weather. So there would be nothing...... Just turtles all the way.

    Maybe you could ask the experts at reddit.com/r/flatearth
    I'm sure they spent plenty of time to figure it out.

    With so much other stuff that needs to be done, I suspect its going to be a year off before that becomes a focus. New player models, primitive crafting, the scalable/stretchable blocks, cooking, and trains are likely going to be the major updates for 2017.

    Do you have root access to this server or is it the service provider one of those that specializes in game servers? I think that error you are seeing is from an old version of 7zip. can you update the package on this server and see if that resolves the problem?


    If you can't influence the software on the server, perhaps extract then repackage the plugin into zip file then upload it to your server.

    I forgot about the jungle . :)


    Yeah, there's a big world redesign that I heard Red51 talk about wanting to eventually do. It would change a lot of things like better algorithms to generate more realistic terrain, increased voxel density per chunk (to get rid of the stepped terrain that the grass covers up so well), re-organization of biomes, and biomes act like continents in an ocean. Possibly re-design of the underworld as well. It would look beautiful no doubt and be one of the final touches to the game but no doubt it is going to obliterate our old worlds or look so nice that the converted chunks would look like crap compared to the new style. Whenever that time comes there's going to have to be lots of planning on how to implement and how we are going to convert things.

    I knowfor sure that a swamp biome is in the works. A volcanic biome and a mesa desert might come as well but the Swamp I definately have heard Red51 talk about.

    placing a beam or plank should be exactly like placing a block. point at the ground and you will see a ghost of that object. right-click to place. no ground prepwork is necessary.

    I'm kinda curious what the story line is for Rising World. This is probably something that never really was planned since its kinda like how Minecraft started out. You're dropped in a world for no reason so go punch a tree. The dungeons are a great addition. Although to some it ruins the feel of being in an untouched world which seems unrealistic in the first place. But the fact that ruins are out there now makes me wonder what happened before. Was there a downfall of a modern civilization? With the shacks, why were they abandoned? What caused the ruins underwater to get there? There must have been some sort of cataclysm.


    Railroads, minecarts, and normal trains are planned so I imagine that that along with everything else, we will have a ruined variant of it added in eventually.

    By ghost town, I meant abandoned but real ghosts could be a possibility. Someone recently made a suggestion of ghosts hanging around underground dungeons to help you find them. I had an idea of the ghost being a tortured dungeon victim approaching you for help collecting his bones to bury them so his soul could find peace. Something like this maybe could be worked into a similar quest item (bury the victim to gain karma/reputation points perhaps). I personally don't want to have to fight spirits, that seems a bit too supenatural for my tastes and for a game that is supposed to be realistic for the most part.

    So joni909 came up with the idea of a ghost town and I added some ideas to it. I know Red is looking for ideas on how to add some new places to explore which have high risk but also offer high reward. This is basically the idea behind the dungeons. Anyways, I figured this one could likely be implemented shortly given what's already in the game right now.


    A ghost town. This can be a dungeon type or maybe biome type as well. Actually, maybe a new biome is needed for this first. The biome would feature a burnt forest with lots of dead trees and the ground would seem black and covered in ash. The water holes would look mirky and likely not be suitable for drinking (a new water variation needed obviously). I know there's been talk of eventually a volcanic type of biome. Perhaps this could be the start... Maybe this biome is burned as the result of dormant volcanic or earthquake activity and the village in it sadly would have had to evacuated on short notice as they did not know about this. The biome should have a larger spawn rate of abandoned shacks that are burnt in apearance. Lots of charcoal (new item which can be found in burnt forests or collected from fireplaces in the future or the forge after smelting) can be mined from the ground. I know that eventually lava will be a liquid type handled much like water but with different properties. Perhaps an ocasional lava pool can be added. Maybe this was a mining town which hit a lava tube (lava tubes) which spelt doom for this village.


    The burnt forest might have an occasional living tree and other vegetation type but overall any life should be rare. Check out images of "controlled burns" to get some ideas of what this looks like. The fire department does controlled burns in forest preservations by me which help add nutrition to the soil and reduce risk of uncontrolled burns. But they basically look dead and alive at the same time. Very bizarre and creepy. There should also be a high spawn rate of small predators (mostly the new ones such as the rat, snake, and spider). Cobwebs might also be seen inside of shacks as well as the spiders. The chests in these shacks should also offer greater reward in their inventories. Perhaps more gold ore if it was a mining town. The miners dug too deep and too greedily! ;-p


    Also, some additional objects might be suitable a well. objects for a towncenter should also be generated such as a stone water fountain or perhaps a water well (spawning on top of a mirky watering hole), and... a gallow with possibly a noose still attached. The noose could be collected for rope (something we do need at some point).


    Also, entrance to the biome should always trigger heavy fog..


    I'm basically inspired by the burnt forest from 7D2D. Ocourse, the RW variant would be devoid of burning zombies ;)
    http://7daystodie.gamepedia.com/Burnt_Forest