Posts by red51

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-04)

    Also beim "undoblueprint" Command gibt es wie schon gesagt definitiv einen Fehler, der dazu führt, dass nicht alle Teile gelöscht werden. Das tritt sowohl im Singleplayer als auch Multiplayer auf und hat nichts mit der Serverperformance o.ä. zutun. Beim Platzieren hingegen ist es eigenartig, dass es in manchen Fällen gehäuft Probleme gibt, in anderen wiederum gar keine. Generell hängt das schon eher mit der Serverperformance zusammen, aber auch mit vielen anderen Faktoren. Hier können manche Plugins und vor allem Lua Scripte einen wesentlichen Einfluss darauf haben.


    Na jedenfalls habe ich in dieser Diskussion herausgefunden, dass ich den 1 GB Mietserver einsparen kann, wenn ich "mit Freunden Spielen" schon das 4fache habe

    Oh, nur um Missverständnisse zu vermeiden: Der Memoryverbrauch des Client ist nicht vergleichbar mit dem Memoryverbrauch des Servers. Wenn der Client viel braucht heißt das nicht, dass auch der Server viel braucht (und umgekehrt). Client und Server haben jeweils ganz unterschiedliche Arten des Memoryverbrauchs.


    Die editc Färbemethode ist auch nur mit der Nase auf dem Objekt möglich

    Das sollte mit dem nächsten Update nicht mehr so sein^^

    Wir werden im nächsten Update eine Höhenanzeige dazupacken, auch Blueprints werden - wenn man sie mit der Enter-Taste auf "Undurchsichtig" stellt - dann korrekt im Wasser gerendert (also dass die Bereiche, die unter Wasser sind, auch korrekt vom Wasser verdeckt werden) ;)

    The blueprint limitation regarding the view settings is basically just that the blueprint will only store parts of the building which are actually visible (the "detail distance" is the important setting here). The view distance is basically the "full view distance", i.e. it determines how far away chunks (only a low poly version of the chunks) can still be seen. The detail distance is the view distance for buildings etc. For example, when setting a view distance of 50 and a detail distance of 21, this means the game will render a 50x50 area of "low poly" chunks (containing vegetation, but no buildings and constructions) and a 21x21 area of full detail chunks (containing blocks, construction elements, grass, small plants etc).


    About the other settings, I've just created a new topic for that: Graphics settings

    Here is an overview and description of all settings in the graphics menu.


    Display ModeToggles between "Windowed" mode, "Fullscreen" mode and "Fullscreen Windowed" mode. It's recommendable to use the latter mode.
    ResolutionThe resolution of the game. It's recommendable to use your desktop resolution. This setting is handled automatically if "Display Mode" is set to "Fullscreen Windowed".
    View DistanceThe total view distance (low poly chunks which do not contain buildings and other constructions). Has a moderate impact on performance.
    Detail DistanceThe detail view distance (detail chunks which contains blocks, construction elements, objects etc). Has a big impact on performance.
    Anisotropic FilterThe lower this setting, the blurrier textures appear when viewed at a certain angle.
    VSyncIf enabled, the framerate will be locked to your monitor frequency in order to eliminate screen tearing. If you don't experience any screen tearing, it's recommendable to keep this disabled.
    View adjustmentOnly works while a world is loaded. Contains various settings for the player view (FOV, color, chat settings etc).




    LightscatteringLight scattering effect for the sun, also referred to as "god rays". Has a moderate impact on performance.
    LightglareEnables/disables the "halo" around light sources. Has a moderate impact on performance.
    Physical debrisIf enabled, physical debris will spawn when destroying blocks or terrain.
    Ambient Occlusion (SSAO)Adds some subtle shadows to corners and crevices etc. You can set the intensity separately. Has a big impact on performance.
    Grass MaskingIf enabled, grass will no longer be visible through certain objects (more precisely, grass will be occluded dynamically).
    FXAAFast anti-aliasing. It "smoothes" sharp edges on the screen. It's recommendable to keep this setting enabled, since its impact on performance is barely noticeable.
    Depth of FieldIf enabled, distant objects appear blurred. You can set the distance separately.
    RefractionsEnables/disables light refractions, i.e. the environment appears distorted when looking through glass or water. Has a big impact on performance.
    Water ReflectionsEnables/disables dynamic water reflections. Has a moderate impact on performance.
    Triplanar LOD MappingIf enabled, textures on steep mountains will not appear "stretched".

    Hmm... I'm not sure if one of these plugins modify the chat output... you could try to unload the plugins by typing "unloadplugins" into console and see if the chat name still has the "Guest" prefix (type "reloadplugins" to reload the plugins or better restart the server).


    Alternatively you could send me a log file of the server, either post it here or send it via PM ;) You can find the log files in the "Logs" folder in the server directory.

    What do you mean with "removed all groups"? Do you mean that you deleted the permission files? Did you restart the server after deleting the files? Even if the player remains in a group which doesn't exist anymore, this group should not have an influence on the chat or any other player permissions 8|


    Do you run any plugins?

    I had the feeling that RW was using up all of my RAM. I'm not sure if that could lead to a reboot

    Unfortunately Rising World / Java cannot allocate more RAM during runtime, so there is always a fixed amount of memory that gets allocated when starting the game (depending on how much RAM there is available). For example, if you have 8 GB of RAM, the game will try to allocate up to 6 GB. But it's possible to override this setting by setting up a launch parameter in Steam.
    However, even if the game would use more RAM (e.g. trying to allocate 16 GB while your system has only 4 GB), this shouldn't lead to a system crash (the RAM that's already in use by Windows or any other programs cannot be allocated by Java anyway) ;)

    I'm glad to hear this issue is solved ;)
    In general, it's important to cancel an event in the same frame / tick, so basically the event instance is "worthless" in the next frame (so it cannot be used in a callback [which is always called a few ticks later - depending on how long it takes to get the response from the client] or in another thread). So the approach mentioned by @Minotorious would be the proper way to solve this :)

    Danke für den Hinweis! Versuche bitte einmal, in Steam folgenden Hotfix herunterzuladen: Gehe dazu via Rechtsklick auf RW in deiner Steam Bibliothek -> Eigenschaften -> Betas -> wähle "hotfix - native object mgr" aus. Danach sollte dieser Fehler eigentlich nicht mehr auftreten (falls doch, lass es uns bitte wissen). Mit dem nächsten Update werden diese Änderungen in den stable Branch übergehen ;)

    Noch ein kleines Manko. Wenn Raster gebaut wird, und dann später wieder angesetzt wird, entstehen Lücken.

    Das müsste eigentlich auch mit dem nächsten Update behoben sein, denke ich. Ein jetziger Bug (welcher auch dafür sorgt, dass "undoblueprint" nicht korrekt funktioniert) sorgt dafür, dass sich beim Platzieren die Position, Größe und Rotation des Elements durch Rundungsfehler geringfügig ändern kann. Ich könnte mir vorstellen, dass dadurch diese Lücke zustande kommt. Am besten nach dem nächsten Update mal beobachten und falls es trotzdem noch auftritt, am besten mitteilen ;)

    My boyfriend just told that he is unable to join servers on both his devices either. It's the same network. May it be a network issue?

    If your friend's having the same problem, it's likely related to the network. Are you maybe behind a NAT? This if often the case when living in a student dorm, for example.


    Turns out I'm having the exact same issue [...] Is this possibly a WIN10 issue?

    Hmm... since the majority of users already use Win10, it's unlikely that it's a general Windows 10 issue (although it might be related to Win10 of course) :huh: Did you try to join a specific server, or did it happen with every server? Do you use any antivirus software? Some antivirus programs still block the connection even if they're turned off. Do you use the windows firewall, or some additional firewall software? Do you run something like Windows Defender, for example? Is your Windows up-to-date (do you participate in any Windows betas, e.g. Windows Insider program etc)?

    We will definitely add the "PlayerIllegalStateEvent" with the next update :)
    The "illegal state error" related to item moving / splitting stacks should also be fixed with the next update. If you still experience this issue after the update, please let us know ;)

    maybe calling some sort of resync or reconnect then?

    Well, if too many "illegal state errors" occur for a certain player, he will be kicked, therefore he's forced to reconnect anyway (which will fix the desync) ^^ However, the whole "illegal state error" stuff is also in place to protect the server from hackers. Right now there aren't many hackers in RW (if any), so this error is mostly caused by bugs. Ideally every bug which triggers this issue (or more precisely, which causes the desync) will be fixed in the long run, so at the end of the day, this might be a reliable server protection.


    If an illegal state error occurs, the best thing is to report this issue (with a server log or something like that) :)

    Unser Admin und ich sind gestern rausgeflogen als wir am bauen waren. Admin Elfe als sie Bretter entfernte und ich beim Rundhölzer setzen. Fehlermeldung war:

    Bitte sende mir die hs_err_pid Datei am besten via PN oder so zu :)


    Generell ist diese Art des "Rausfliegens" aber eine andere, denn hier handelt es sich um einen Absturz des Spiels und nicht um einen Verbindungsverlust.

    when will we be able to fully modify and customize the world generation with new plant life, random sticks and stones and add more detail without it being static?

    Basically this is possible through the plugin API, but these elements need to be placed "manually" by the plugin.


    After this update can you please consider some other options to help the modding community out? Perhaps someone in there could even solve the riddle of flowing water

    Adding something like dynamic water isn't possible through the plugin API unfortunately. Basically the API is just a way to allow people to create mods easily, but the API isn't the same as "classic mods". The API contains a bunch of functions and events, and we're implementing the actual behaviour "under the hood". For example, if you want to add a new model through the API, you just have to call a few methods for that, but "under the hood", there is a lot more stuff going on (maintaining the model information on the server and client, handle the file download, handle the rendering on the client, handle the client interaction with the model and sync it with the server etc). As a result, there are always some "limitations" to the API - you can only access the functions and events which are available in the API (by using reflection, you could get some more access, but since plugins always run serverside, you cannot modify the client that way). Usually we're always listening if someone requests a new API feature/event (unless it's too complicated to implement) ^^


    However, of course it's still possible to create "classic mods" by modifying the game files (i.e. the same way mods were created for Minecraft in the old days). This gives full freedom and you can literally change everything, but this is much more complicated than working with the API of course.


    In a nutshell, it's still possible to create classic mods with the ability to change everything and turn RW into a completely new game, but the API is much easier to use and more convenient (since plugins are always running "server side", the client does not have to install the plugin when joining a "modified" server), but also more limited ;)


    Will it be just NPC?

    We're mainly focusing on NPCs (i.e. bandits, skeletons, but also reworking the current animal AI and collision detection), but as @Captian_Cornball mentioned, we're also adding more functions to the API (for example, we're going to provide an easy way to add custom items to the game). And of course there will be a lot of other changes and a bunch of bugfixes :)