Posts by zfoxfire

    I didn't investigate these specific points myself and you may easily be true. Granting access to the game data bases is potentially very dangerous (I saw access to the world data base is announced in the new API post and I assume the dev team knows very well what they are doing; I would be more than a little scared...). Also, default value changes may require world reload or even programme restart, who knows. We shall see...

    Glad you agree! I forgot who, but someone said: "Finding the right questions is more important than finding the right answers" And I would add: "sometime, even more important than finding any answer at all!". :S


    I looked briefly at the old API and there are functions already which allow you to access the database. I'm not sure exactly what it all does since there is no documentation so I never bothered learning it. The fact that documentation will be auto generated with the new API is going to be so awesome! The announcement you're referring to states "full access to the world database". I assume there would have to be some important restrictions to prevent serious damage to occur. However, I guess any bad person could write a mod to drop the world database. Hopefully safeguards will be in place to prevent serious damage to occur. I assume its going to mostly mean that we can write mods now to generate our own custom structures in game without having to place them manually. Perhaps convert some minecraft builds to Rising World :-D


    I've seen plenty of developers and managers make the mistake of not clearly identifying the problem they wish to solve before deciding to just arbitrarily change stuff. There's a reason why in modern development lifecycles, most of the time is spent planning what to do.


    You're now making me wish & desire for dinosaur skeleton displays from this dungeon update, something which may be causing Red51 to tear hair from his head.

    I'm sure its all going into that mysterious Book of Suggestions that Red51 keeps around his house somewhere. I imagine you and I have our own chapters in that one by now ^^ I always though it would be a fun easter egg to find such a book (or scroll) hidden in one of the jars underground. Afterall, there are supposed to be unique treasures to be found in the dungeons at some point. ^^

    ArcticKitsu,


    Well for me it was mostly excavating dinosaur bones, amber containing prehistoric flies with dino dna, gems and flint and rare items in jars are what I was thinking mostly. I think Red51 is going to implement smaller NPC animals at some points (spiders and snakes for example) but nothing really giant like Minecraft spiders. But I can totally get behind your idea of collecting bones to form a complete skeleton and making displays out of them.


    If you recall the huge texture and tree update that came before the biomes updates, the new objects were placed rather seamlessly into the existing world. I'd imagine that implementing dungeons and temples and wood shakes into the existing explored areas would not be a big deal as long as no construction objects are nearby where the new structure will be placed. So hopefully the conversion script can delete a cube of unmodified mountain interior and replace it with dungeons. :-D


    I hope those round objects are indeed scroll jars covered in spider webs. I hope that the bones will be new objects we can collect or harvest. We do need bones anyways in order to make some primitive crafting tools so this is definitely a step in the right direction towards all that stuff we've speculated about.

    Most of the parameters for the game are stored in database files which are game assets. All recipes are stored this way as well. If the new framework gives us easy tools to to override default values then we could easily write a tiny mod to alter the drop rate of saplings from trees or altering the growth time. Adding new menu screens would be a great way to give the player the option to override these values without digging into the game files which would go over the head of most casual players.


    But in your response #2 is the bottom line that I think we all have to keep in mind. We dont yet know what the new API looks like so we wont know what problems we need to overcome. We certainly know what problems are in the LUA API but that's on its way out so largely irrelevant. The amount of modding done already via LUA is (from my perspective) not complex enough to consider conversion to be that much of a headache. I think Red was smart it making this tough call earlier than later to change the API.


    So yes "Which kinds of problems your proposal aims to overcome" is the core question to ask. I see managers and developers fail in their projects because they don't ask this question up front. They want to change things just for the sake of it without giving good reason why.

    While I don't know that much about LUA, I'm guessing its not as powerful as Java is. Even if both languages support multi-threading its possible that Java just does things much better. The best LUA scripts I've seen in Rising World simply write text to the screen, make database calls, and adding some extra comands to the chat window. That stuff is cool but the kind of mods we see in Minecraft completely modify or add assets to the game. Can we really write really complex stuff like that with LUA? I know its possible with java via class extension but how does LUA handle this? All the mods in Minecraft are written in Java to my knowledge and many of the Minecraft mods are very impressive. There was a thread on here where the announcement of switching to Java was made. I can't find it anymore. I'm sure there are lots of factors that came up in the decision to switch and I doubt Red would change his mind now, especially after all the time he was been putting in the past few months getting this new API ready.


    Regarding the script extension, from what I've looked into it, it seems to be just another API to extend the vanilla API. The problem is that at this point, we do not know what the new API looks like. The first release coming will have only a limited set of functionality. New methods will be added over time. So to talk about an extended API seems to be jumping the gun somewhat. Red also mentioned that he wanted to make Rising World mod friendly so I doubt if there will be a reasonable need for API methods that Red specifically did not approve of but again, its too early to tell. The other problem is that in making an extended API, the Rising World game code needs to be decompiled and tedious efforts need to be made to figure out which classes do what. At that point, simply extend the class and add your new methods to your new class. That can be done but its time consuming unless you have a lot of developers working on decompiling the code and poking around at it. The other problem I see is that the game is still in early access. I just can't imagine seeing any Minecraft levels of modding happening to a game still in alpha. Each time an update occurs there is a high risk of the extended API breaking because I imagine all the class names will now be renamed due to obfuscation (I haven't verified this personally but it makes sense). So now, time has to be invested in fixing the extended API to be compatible with the new obfuscated names in each build AND discover new features. With new release builds happening once a month, that means the extended API breaks each month and possibly by the time the changes are worked out, a new release build might be just around the corner. It just seems like a lot of wasted time.


    So in sum, it might be easier to just have a request stream of new API methods that Red and team can implement if approved. The development life cycle is drastically different between Rising World and Minecraft. Minecraft builds are worked in parallel so it probably makes it easier for modders to get started working on API updates. Mojank has a team and developers have to coordinate code changes, follow processed, and a build pipeline has to be in place to validate integration of all changes. Again, obfuscation is also an issue. Maybe its not so much in Minecraft. Mojang might make it less complicated intentionally to give modders an easier time. I still have to spend some time decompiling Minecraft to see how they do it.. But Minecraft has a build pipeline and development processes. Rising World is written primarily by one person so things are greatly simplified. The build process for Minecraft could be designed in such a way to make it easier for the modding community to to work with beta builds to get their extended APIs ready to go by the time the beta becomes an official release. When Rising World code becomes more stable and in beta then maybe this will change too. At this point, I just cannot imagine any proper development lifecycle or build pipeline being enforced. When its not longer just Red51 and beomes a development team then better coordination between devs and modder will likely be possible. For now, I think the idea of an extended API is seriously jumping the gun by about a year.


    I'd seriously like to hear from any actual mod writers from the Minecraft community chime in with what their experiences are working with API extension development and how hard it is to keep up with even the beta build changes of Minecraft.

    The gps mod goes bottom center while the compass script goes bottom left, while the currency component of vornet goes bottom right. You probably just need to compare all three to see how text positioning is handled.

    That video has some scenes from the "Kids react to.." video series. I personally think that the producers of that show intentionally select children who have zero intuition. If I've never used something before but was naturally curious about how it worked, I'd either hunt for the instruction manual or ask for permission to take it apart. This is how I learned.


    I was born in the early 80s and I've seen a LOT of older technology phased out as we transitioned into the digital era. I'm fortunate to have witnessed such amazing advances. I grew up with a record player, a VCR, and a late 80s Macintosh computer with internal hard drive. Yet, I still loved playing around with older stuff like 8-tracks, radio tubes, and computers that loaded software off of cassette tape. Progression of technology has always been fascinating to me. I recently saw some videos of how teletype machines (way before my time) were used as terminals for the old Altair computer. That just blew my mind how that was the best that a computer geek back then could hope to get their hands on in the 1970s.


    Its nostalgic to think about that stuff but I certainly would not want to go back to that. I certainly don't miss having to wait several minutes for those old computers to load software, or having to continuously swap floppy disks because memory upgrades and hard drives cost as much as a used car.


    People who miss this old stuff are the same as those old people who think we need to go back to early 1900s because it was a "simpler time". People like that tend to look at the past through rose-colored glasses.


    I resisted buying a smart phone for a while but now I am happy that I did. I don't want to have a smart watch because I like the idea of keeping my phone on silent, in my pocket or in a bag. I have no reason to constantly check it and I am fighting urges to constantly surf (is that term even used anymore?) the Internet from my phone because its always on. Yet for some reason I'm very much on board whenever the brain implants come!

    Check out the thread here:
    [Script]Compass / Kompass


    There are actually two versions posted there. One has a .rar extention, the other is a .7z file. both are posted on the first page, within a few comments of each other. One of them shows the arrows with the cardinal directions. The other I think just shows coordinates and depth. I forget which. Would be nice to combine them into a single script since both features are useful.


    You can drop extract one and drop it into a subfolder under scripts in your RW directory (or under scripts on the server you want it to appear on). I tried running both variants at the same time (just created two seperate compass folders with slightly different names) but that did not work.

    That's interesting. Perhaps November is when the Java API for Rising World is supposed to be completed and Lua disabled. The game itself is already 100% written in Java its just the scripting that supports a different language but it it still written in Java. My understanding of what Forge does is that it provides a standardized API for Minecraft because the current vanilla API is not very capable for mod writers. Forge works because its developers essentially decompile and hack minecraft in order to add the Forge API capability to it. Red51's intention with the Java API is to make it modder friendly so there's really no need for Forge to really get involved with Rising World because that would just be adding another layer of abstraction that will not be needed. If anything, additional input from the modder community would likely help Red to improve this new API to give any remaining features that modders need.