Posts by red51

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

    Tritt der Fehler weiterhin auf? Generell besagt dieser Fehler, dass keine Verbindung zu unserem Hive-Server möglich ist (du kannst zwar weiterhin Singleplayer oder mit Freunden spielen, aber du kannst keinen öffentlichen Servern mehr beitreten). Es gab zwar vorgestern einen DDoS Angriff auf unsere Server, wodurch diese vorübergehend nicht erreichbar waren, das Thema sollte aber eigentlich erledigt sein.
    Wann hat es denn zuletzt funktioniert? Hast du irgendwas an deinem Computer in der Zwischenzeit geändert? Befindest du dich ggf. hinter einem NAT, also bspw. in einem Uni-Netzwerk bzw. Studentenwohnheim o.ä.?


    Prüfe ggf. auch, ob das Datum am Computer korrekt eingestellt sind (da das Spiel eine SSL Verbindung aufbaut, und das bei falschem Zeitstempel nicht möglich ist).


    Wenn du keine Firewall oder Antivirensoftware verwendest, wäre ggf. ein Log hilfreich. Um die Debugausgabe zu aktivieren, Rechtsklicke auf RW in Steam -> Eigenschaften -> Start Optionen festlegen -> gib dort "+debug" ein (ohne Anführungszeichen) und starte das Spiel. Sobald du im Hauptmenü bist, beende das Spiel und gehe ins Spielverzeichnis (Rechtsklick auf RW in Steam -> Eigenschaften -> Lokale Dateien -> Lokale Dateien durchsuchen) in den "Logs" Ordner. Bitte öffne die neueste Log Datei mit einem Texteditor, kopiere den Inhalt und poste ihn hier. Alternativ kannst du die Datei auch via Email an support@jiw-games.net senden ;)

    Can you tell me the IP + port of your server? If you don't want to post it here, you can send it via PM to me ;)


    Unlike the stats page, the server browser doesn't show any servers with the name "Default Rising World Server", that's why the stats page shows more servers than the ingame server browser. Also make sure that no filter settings are set. If there are no filters set, the ingame server browser should show more than 130 servers.

    If your server is using SQLite, you can delete your world manually by deleting the content of the "Worlds" folder in your server directory (make sure the server isn't running). Alternatively - if you want to keep the world - you can just change the server_world_name setting in the server.properties file (change it to a different name - if the server doesn't find this world, it will create it).
    When using MySQL, things are little bit more complicated. You either have to delete the database, or create a new one. In this case you have to contact GTXGaming support ;)

    Hmm... this message occurs when the owner SteamID (owner of the game) doesn't match the current SteamID. Usually this happens when someone tries to play the game via family sharing (hence this message).
    Of course there is a small chance that the Steam servers are currently having trouble and return an invalid owner ID. If this issue only happened once, I'd say just ignore it. However, if this message occurs again, please let me know ;)

    Do the lags also occur when someone else hosts the server (i.e. presses the green "Play with friends" button)? When playing via P2P, Steam first checks if it's able to establish a direct connection to the other clients. If the ports are blocked, this doesn't work, so it uses the Steam relay servers instead to redirect the traffic (which is slower than a direct connection).
    The actual speed of your internet connection doesn't really matter btw, it only depends on how stable the connection is. Theoretically you could get much better pings with stable DSL 1000 (1 Mbps) than with unstable DSL 100000 (100 Mbps)^^


    Sometimes it could be also caused by the ISP. Steam P2P solely uses UDP, and I have seen cases in the past where some ISP had massive issues handling UDP packets...


    Alternatively I'd recommend to try regular LAN mode. In this case, only the host needs to forward his ports (4254-4258 TCP and UDP) in his router, then other clients can join his game by connecting to his remote IP.

    and would it be possible to have an auto reconnect function for server restarts?

    The server application cannot restart itself. At least there is no reliable way to do that. The only way to do that is by using an external script.


    I know this is an old problem but could you fix the problem with the map folder name resetting every time the server name changes in the server list

    It's definitely something that needs to be addressed. We really want to move the map data to the server anyway, so it's no longer stored on client side.

    Danke für die Log Datei! Die ist soweit sauber, deckt aber in diesem Fall nur die Zeit bis zum Hauptmenü ab... wann genau tritt der Crash denn ca. auf? Spielst du im Singleplayer oder Multiplayer? Handelt es sich um eine stark bebaute Welt (mit hohem Detailgrad, also vielen Kleinteilen wie Planken etc)?

    Java reserviert sich direkt zu Beginn den nötigen Arbeitsspeicher. Je nach OS kann es also durchaus sein, dass das Spiel direkt mit der maximalen GB Menge startet (auch wenn der tatsächliche Memoryverbrauch geringer ist).


    Wenn das Spiel hingegen abstürzt, dann hat das meistens andere Ursachen. Tritt dabei eine Fehlermeldung auf? I.d.R. wird auch eine Datei Namens "errorlog" oder "hs_err_pid" im Spielverzeichnis erstellt. Bitte schaue einmal nach, ob sich bei dir eine aktuelle Datei mit diesem Namen befindet. Falls ja, poste sie am besten hier ;)

    bunte Lampen sowie weiße wandlampe richten sich in Richtung NORDEN nicht automatisch aus, spezielle bei Blöcken.

    Ich prüfe das mal nach ;)


    Die Grashöhen mit dem Tool angleichen zu können, wäre an der Zeit.

    Ja das stimmt wohl^^


    Ich probiere grade F7 Tool aus, dabei ist mir nun aufgefallen bzw. wie bestätige ich die Löschung ? Aufgefallen ist mir, das in den Hilfstext nichts von der Bestätigungstaste steht.

    Du kannst den gewählten Bereich löschen, indem du die ENTF-Taste drückst. Leider fehlt der Hilfetext dafür noch...

    If the ping is that bad, there is definitely something wrong with the connection (or the particular client - i.e. high load client side). Is the particular client (or the host) able to play regular multiplayer on a public server? If there are also problems with the ping, it might be either an issue with the internet connection (e.g. high packet loss rate), or another program blocking the connection (e.g. a firewall or an antivirus program).


    Sometimes it could also be a temporary issue with the Steam relay servers.

    aber mir ist gerade aufgefallen das sich wieder lichtbugs eingeschlichen haben,

    Hmm... tatsächlich scheint das in manchen Fällen noch aufzutreten. Ich packe es auf unsere Liste ;)


    Wenn man sich einige Steine als Plattform für ein Haus setzt, scheint leider immer noch das Gras durch. Also abreißen, mit dem Rechen oder mit dem Tool drüber. Sehr aufwändig.

    Also beim Durchscheinen von Gras muss man zwei Fälle unterscheiden: Einerseits das Platzieren von Blöcken (direkt auf den Boden), in dem Fall wird das Gras an der Stelle gelöscht. D.h. es scheint niemals durch, und auch nach dem Entfernen des Blocks fehlt es. Andererseits gibt es noch das "Grasverdeckung" Feature, welches Gras ausblendet, sobald sich ein solides Objekt darüber befindet. Das wird direkt beim Rendern gemacht, allerdings betrifft es nur den Bereich vor dem Spieler. Da das Gras hierbei wie gesagt nicht gelöscht wird, taucht es wieder auf, wenn man sich weiter entfernt (oder wenn man das verdeckende Objekt entfernt).
    Es scheint derzeit noch so zu sein, dass Blöcke, die durch einen Bauplan platziert werden, fälschlicherweise das Gras nicht wirklich entfernen. Das schaue ich mir nochmal genauer an!

    If I notice it again I'll make a brief clip of it and post it in the bug forums for you. Unless you prefer it to be posted elsewhere just let me know

    Sounds great :) Just post it either in this thread, or more preferably create a new topic about that^^


    This is OK it just made me choose between the 2 tools. The timestamp was causeing otherthings in the chat anyway. It would be nice if there was a time stamp in the rcon tool though.

    Well, there is no timestamp in regular chat messages, and they only get forwarded to the RCON tool... but we're currently reworking the RCON tool anyway ;)

    The getKiller() function of the NpcDeathEvent does not necessarily return a player (see javadoc). It returns an Object which can be null if the npc wasn't killed by a player. Ideally you have to check if there is a killer and if the killer is actually a player (and if it's an instance of Player, you need to cast the result):

    Java
    @EventMethod
    public void onNpcDeath(NpcDeathEvent event){
    if(event.getKiller() != null && event.getKiller() instanceof Player){
    //npc was killed by a player
    Player player = (Player) event.getKiller();
    }
    else{
    //npc wasn't killed by a player (e.g. npc drowned etc)
    }
    }

    Old changelog (0.9.1.5)


    Changelog 2018-01-22 (Rising World 0.9.2.1):

    • Events

      • [New] PlayerHitNpcEvent
      • [New] NpcDeathEvent
      • [New] PlayerChatEvent setChatMessage()
      • [New] PlayerChatEvent setPlayerChatName()
      • [New] PlayerChatEvent getPlayerChatName()
      • [New] PlayerObjectEvent getObjectDefinition()
      • [New] PlayerVegetationEvent getPlantDefinition()
    • Plugin

      • [New] sendHttpRequest()
    • Player

      • [Bugfix] Fixed setPermissionValue()
    • Server

      • [New] getVersion()
      • [New] setDefaultSpawnRotation()
      • [New] getDefaultSpawnRotation()
      • [New] setDefaultSpawnInventory()
      • [New] getDefaultSpawnInventory()
    • Definitions

      • [New] getFoodDefinition()
      • [New] getAllFoodDefinitions()
      • [New] getAllPlantDefinitions()
      • [New] getAllNpcDefinitions()




    ______________________________________________


    Latest Javadoc: https://javadoc.rising-world.net/
    Latest Download: https://download.rising-world.net/api/PluginAPI.zip

    If I invite friends to my world and I am recording locally, then close the game do my friends still continue to play or do they get kicked? I ask about this because if they do indeed get kicked when I exit the game or steam so I could begin editing or to another game; would it not be better to purchase a dedicated server instead? Like I said I'm a bit confused on this and how it all works. For example would I be able to whitelist with a password? Is it open to the community as in friends of friends or what? Can you please explain how this works because I am not a computer or Java technician, just your normal everyday guy that loves to play & record games. Thanks a million, keep up the amazing work!

    If you invite a friend but quit the game, your friend will get kicked ;) Basically the P2P feature allows you to host a multiplayer session on your game, i.e. friends are able to join your world. If you leave the game, they cannot play on your world of course. If you want people to play always independently of you, a dedicated server is the only solution. A dedicated server is also preferable if you either want to play with strangers, or with many people (Steam P2P is really only intended for playing with a few friends) ^^


    Edit: Also is anyone else getting teleported when trying to open a chest in single player?

    That sounds really strange ?( Do you use any plugins?


    I and jon_miner diagnosed the problem to be a conflict with the chat time stamp plugin and the rcon chat transmissions. I removed the timestamp in the chat and rcon started to work properly.

    Unfortunately the rcon tool does not receive chat messages sent by plugins (i.e. if you cancel the chat event and send customized messages instead). However, the latest API release (which is now available) provides methods to edit a chat message in the PlayerChatEvent directly (in this case, the RCON tool will receive the chat message)

    It looks like the issue is caused by Java 9... according to the log, certain methods of the underlying engine are not supported anymore by Java 9.
    Actually the game and the server haven't been tested with Java 9 yet. I'd recommend to rollback to Java 8 (unless you run software which requires at least Java 9, there should be nothing to worry about by using Java 9) and see if the issue still persists :)

    Thanks for the log! It looks like the resolution is causing this issue =O It works fine on full hd (1920x1080), but smaller resolutions seem to cause trouble with the friend list (if the game is already started with a smaller resolution, it doesn't work to switch to another resolution - it's necessary to restart the game instead)... I'll put that on my "things-that-need-to-be-fixed" list ;)
    In the meantime, the regular steam friend list should do the trick (you can either join people there, or people can invite you).