Posts by red51

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-05)

    How come mithril a metal is green. I thought it was silver like in Tolkien's novels?

    If it was silver, there would be too much confusion with the actual silver ore^^ But since Mithril is a fictional metal anyway, the color doesn't really matter I guess (at least there are other games out there which use a different color for Mithril) ^^


    and put in uranium

    That's actually planned :D

    Sorry for my misleading previous post, but instead of updating the converter, we decided to write a new tool for that. The new converter tool does not have to be updated when the game updates and is also capable of converting MySQL worlds back to SQLite. The new converter will be ready sometime in September.

    Es beinhaltet doch bestimmt wieder was "Greifbares".

    Das liegt natürlich immer im Auge des Betrachters, aber ja, das Update wird auf jeden Fall neuen Content liefern :) Darüberhinaus natürlich auch eine ganze Reihe an Änderungen, die zumindest für manche Spieler (also je nach Spiel-Typ) wichtig sein dürften.

    Sorry for the late response! =O This error indicates that the game ran out of memory. Maybe you can post the full log here or alternatively upload the "errorlog" file (which can be found in your game directory), it provides more information about how much memory was actually allocated etc.


    If you don't want to upload the file here, you can also send me a PM or send it via email to support@jiw-games.net;)

    This is just a debug message. It indicates that a player was sending "mount" sync packets, but the server wasn't aware that the player is actually sitting on a mount. This can happen if there is either some desync, or if there is a high load on the server (e.g. if the server hasn't processed the "player-riding-mount-now"-packet [TCP], but already received the sync packet [UDP]).


    If it only happens sporadically, you can ignore it. However, if it keeps spamming your log, there is apparently something wrong oO

    Then i will go to the edge of what is loaded map wise and sit there looking into a white background and floor with nothing loading for a few min then the next section of area loads up

    Can you still move while the game is loading these world parts (i.e. while you see the "white background"), or does the game freeze until everything is loaded? If you can still move, this might be a server (or local connection) related issue. Do you still run into these issue when playing singleplayer?


    Maybe you can provide a report file, as mentioned by @spunky


    This game cant be more graphic intense than say farcry5 or something like that

    "Graphics" is not the only factor that has an impact on performance. Games with a procedurally generated (and fully modifiable) world can be much more demanding than games with a static, pre-made world (even if these games look much better) =O


    Does Rising World have a proper SLI profile?

    No, unfortunately there is no SLI profile. Usually NVIDIA only supports the "hottest" games, and apparently no alpha/early access games... but as you already suspected, even if you run RW in SLI mode, you won't really see a difference in terms of performance :/

    Bin über Menüpunkt Einzelspiel, Welt markiert und den Buttom Welt löschen geklickt. Passiert ist nichts, dafür ist das Spiel komplett eingefroren.

    Hmm... das klingt ein wenig so, als würde irgendwas das Spiel daran hindern, die Welt zu löschen. Das könnte ggf. ein Antiviren-Programm oder etwas dergleichen sein, welches auf den Weltordner zugreift :huh: Du kannst die Welt jedenfalls auch manuell löschen. Gehe dazu ins Spielverzeichnis (Rechtsklick auf Rising World in deiner Steam Bibliothek -> Eigenschaften -> Lokale Dateien -> Lokale Dateien durchsuchen) in den "Worlds" Ordner und lösche dort den entsprechenden Unterordner der den selben Namen hat wie deine Welt (zB "New World") :)

    Wenn dann noch bei dem Update die Texturen für die Gegenstände wie Werkbänke geliftet würden....

    Es ist eigentlich eher unsere Intention, alle Objekte (also Möbel, Türen etc) generell zu überarbeiten ;) Einerseits ist die Auswahl recht eingeschränkt, andererseits sind einige Objekte (vor allem die aus der Anfangszeit) nicht mehr so wirklich überzeugend. In dem Zuge würden die Objekte auch wesentlich bessere Texturen erhalten (womöglich aber auf Kosten der Texturenvielfalt, d.h. es könnten möglicherweise nicht mehr so viele verschiedene Variationen [zB helles Holz, dunkles Holz, raues Holz etc] zur Verfügung stehen).


    Mit Deinen Tipps für die Config Settings und dem Texturpack gegen das Grieseln sehen die Oberflächen in 4K schon viel besser aus!

    Das freut mich zu hören :)

    What is happening is it is creating illegal states (amongst other things). You will actually get kicked from the server with a "you are using modified files" warning.

    Oh, I see... we will fix this issue ASAP :)


    I am using:
    event.getItem().getStacksize();

    The next update will provide a method to determine how many items were actually moved ;)

    The YAML syntax is complete bogus for the use of a casual game server owners. Do you want this game to grow or what?

    We had to use a language for the syntax, and acutally YAML is quite suitable for that. In addition, it's also used for Minecraft/Bukkit, so instead of using something completely different (or creating our own language), it was better to use the same language that's already in use for a huge game ^^


    It is just a very tedious thing to have to edit 16 different files (yes I have that many groups to get what I want out of my server)

    There is no need to edit all permission files. Every group inherits its permission from the default.permissions file, so basically you just have to deny repeaters in the default.permissions file. Now if you want a certain group to be able to craft this item, you can explicitly allow it in the particular group permission (this will override this permission for this group).


    I know I know but seems I still get repeaters

    Are you an actual admin on your server (i.e. admin in the server.properties file)? In this case, permissions will be ignored for you. This can be quite confusing sometimes, but if you don't want this behaviour, you can set settings_admins_allpermissions to false in the server.properties file.


    it is already hard enough for people to create servers and use plugin

    What's the issue with using plugins? =O You basically just have to extract them into the "plugins" folder in your server directory...


    There has to be a better way

    As mentioned, the next RCON tool will provide a permissions editor which allows you to set up and edit permissions easily.

    ich hab das gleiche Problem. Wie hast du das gelöst, da zu schreibst es lag an der "Entf Taste".

    Um die F7 Tools zu verwenden, muss zunächst der Bereich markiert werden, anschließend kann mit einem Druck auf die ENTF Taste der Inhalt des Bereichs gelöscht werden (also nicht mit der Maustaste, wie es beim Platzieren üblich ist). Zumindest ist das das, worauf sich die ursprünglichen Posts beziehen.


    Funktioniert das in deinem Fall nicht? 8|

    Unfortunately no and using the split stack trick you can steal stuff from protected areas.

    Hmm... what do you mean exactly? Do you mean splitting a stack while moving it from inventory to chest (or vice versa)? When talking about "stealing stuff from protected areas", do you refer to the old Lua AP script, or Miwarres' AP plugin?


    When i said fix i meant the split part to be included in the chestToInventory event

    Basically this case should be covered by the PlayerChestToInventory event 8| The only limitation is that this event does not provide any information about how many items were moved to the inventory, so it's impossible to distinguish regular item exchanges from stack exchanges. This will change with the next update (more precisely, a function will be added to find out how many items were moved)^^


    My problem is somewhat different but still requires the ability to check if a stack have been split. I've been looking through the API for a while now but can't seem to see anything that would do the job.

    Do you need this to find out if a stack has been splitted "inside" the inventory/chest (i.e. the new stack still remains in the inventory/chest), or is it just relevant when moving the new stack from the inventory to a chest (or vice versa)?

    Sorry for the late response! Basically the message An existing connection was forcibly closed by the remote host means that the other side (in this case the client) closed the connection unexpectedly. It's a very general error message and doesn't provide any information about what went wrong. Possible reasons why this error occurs:

    • There is a connection issue between the client and the server. It could be either the client connection or the server connection which causes trouble
    • The client sends malformed data to the server, either caused by other programs (security programs) or connection issue

    It's also possible that there is a completely different issue which isn't even related to the networking. If the client gets stuck in the loading screen, and cancels the loading process (or quits the game), this could also result in this error message.


    Another situation where this error can occur is when a client simply disconnects. Since we use several channels (and every channel runs in a separate thread), there is a chance that this error shows up when the client disconnects while the server still sends/receive data to/from the client. Basically this error is harmless and can be ignored in this case (if we want to avoid it, it would be necessary to synchronize the traffic, which would have a negative impact on performance - so there is really no reason to do that).


    A clientside log will likely provide more information about what's going on. If only few players run into this issue, this might be a clientside issue, if the majority of players experience this problem, it might be a serverside thing.


    @ViralGamer: What happened exactly in your case? Did you only see the error message in the logs without actually having any noticeable problems, or do you get stuck in the loading screen (or something like that)?

    As long as the syntax is correct, the permissions should always work. Yaml has a pretty strict syntax and a wrong indenting results in the permission file being invalid. When working with permissions, it's recommendable to keep an eye on the server console/log, since an erroneous permission file will always give an error.


    Nevertheless, the next RCON tool (which is currently in the works) will have a built-in permissions editor. It allows you to set up and edit permission files easily without having to worry about the syntax or indenting or anything like that.

    That worked, thanks much! I replicated the same circumstances where it used to crash (flying around in creative solo mode over long distances) for much longer than when the crash would occur with 1 GB allocated.

    Glad to hear the crash occurs less frequently now :) Is there a way to reproduce it? You said it happens when flying around over long distances, does it just crash randomly, or at specific locations (e.g. when returning to your base, visiting a town etc)?


    @red51 Yes this fatal error has only been a problem in multiplayer. So with this standalone file, just place it in the main RW folder?

    The standalone file isn't compatible with the Steam version. More precisely, it's not required, since the Steam version handles memory allocation automatically. You can override the memory allocation by setting up a launch option (e.g. +memory 4096 4096), but that's usually not required.
    Actually it seems that the error isn't memory-related. Even though this crash apparently occurs more frequently if there isn't enough memory available, but the issue seems to be caused by something else :huh: Do you have a way to reproduce this crash? E.g. does it always happen in a specific situation?

    What do you mean exactly with "Lags"? Do you mean actual lags (the game runs smooth, but there is some serious desync, delay between interactions, slow world loading etc), or are you referring to performance issues (low framerate, stuttering etc)?


    The first type of issue might be caused by the server, while the latter type is always a clientside issue. What sort of server do you play on? Is it your own server, or just a random public server?