Posts by red51

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

    Basically there are these options to play multiplayer:

    • Host a server on your local machine (just download the server files and run them). Alternatively you can also start a "LAN" session ingame (the red LAN button). If you're not in the same household, i.e. you want to play via internet, you have to forward the ports in your router (4254-4259 TCP and UDP), but then you should be good to go :)
    • If both of you already haven an IPv6 address, you can start the game via the +ipv6 launch option and you should be able to play with each other without having to forward any ports
    • Host a server or start a LAN session and play via Hamachi or Tunngle (in this case you don't have to forward your ports)
    • Rent a game server, there are quite some hosters out there who offer RW servers. This is the easiest way (but there are monthly costs)


    Unfortunately the game has no support for Steams peer-to-peer networking yet (i.e. invite friends directly into your game). This, however, is planned and I hope it will be available within the next months :)

    I also died laughing shooting off a whole swarm of fireworks that it's awesome. I however feel there needs to be sizing variations and effects to them, similar to how Minecraft does them. The whistling is awesome, even how they shoot off, yet be awesome if they added trail effects, multi-bursts, and etc. As they are now they're a fun toy to play with that I'm going to dedicate a building to making them

    Hehe, glad to hear you like it :) There is definitely a lot of room for improvements, and I guess they will become even more interesting when electricity is in the game (allowing you to remote-launch fireworks, adding timers etc) ^^


    are the Firweworks Supposed to Despawn? I put some out, RE-logged intot the server and they were all gone.

    Yes and no ^^ I admit it would be preferable if items don't despawn when reloading the world, but currently the firework rockets behave like flares and tnt (and despawn if you quit the game). I'm sure this will change in the long run.

    Vielen Dank für das Feedback :)


    Könntest du da nicht eine Umfrage machen lassen?

    Wir richten momentan ein Tool ein um generell Umfragen durchführen zu können. Vielleicht richten wir sogar eine eigene Sektion für sowas ein, mal sehen


    hab ja gehofft das ein Mining helm drin inhalten drin sein könnte und eine schaufel

    Der Mininghelm hats leider noch nicht geschafft, aber er kommt bald, ganz sicher ^^


    Ihr wisst schon, das morgen erst der letzte Tag ist oder ? *gg

    Ja schon, aber erfahrungsgemäß ist morgen ein ungünstiger Tag für Updates :D

    Thanks for the feedback :)


    So did Steam jump the gun on the updating or? My game updated itself now I see all the servers out of version with me. My test server still says it is 9.1 even after I ran the updater. Please advise .

    The server update should be available, but if it's a rented game server, it sometimes takes some time until the hoster updates it ;)


    One think : the snowmen have their avatar look weird in crafting station (zoomed in and offscreen)

    Oh indeed, thanks for letting us know, will be fixed shortly!


    Didn't find them in the loom ? I have the redcoat hat but not them

    Yeah that's actually intended ^^ These items can only be obtained from dungeons (and via command of course^^)


    @red51 little bug report, animals keep "rain" falling when spawning on SP world

    I will check out what's going on there^^

    Hi folks,


    First of all, we wish you all the best for the New Year and hope you have a healthy start into 2018! :)


    A new update is now available. It introduces several new items and also some other new features.


    Just in time, a firework rocket is now available :thumbup:



    We also added new clothes, including a samurai armor, new haircuts and also lots of new weapons - most of them cannot be crafted, they can only be found in dungeons. Speaking of dungeons, we improved the loot spawn in dungeons. It still needs some tweaks, but now the loot you can get from dungeons should be more valuable.



    This update also introduces "stamina", so the player is no longer able to sprint indefinitely. This only applies to survival mode, although there is an option to disable it.


    There are some changes to the API as well, we will release the API changelog shortly!


    Last but not least we did some bug fixes and some smaller changes, but we're still working on some optimizations, in particular we want to reduce the overall memory usage. Expect another update in January.


    We also can't wait to release the other things which are already in their starting holes, e.g. mounts and other transportation options, like trains and boats.
    Which one of these features do you actually prefer and want to see first? ;)


    ____________________________
    Changelog:

    • [New] New item: firework rocket
    • [New] Added samurai armor + helmet
    • [New] Added spiked helmet
    • [New] Added redcoat hat
    • [New] Added three new haircuts for female and one new haircut for male character
    • [New] Added eight new swords, including a katana and a saber
    • [New] Added three new battleaxes
    • [New] Added three new maces
    • [New] Added two new warhammers
    • [New] New object: Snowman
    • [New] Added stamina, so players cannot sprint indefinitely
    • [New] Stamina can be disabled in the game settings (singleplayer only)
    • [Change] Updated dungeon loot
    • [Change] Improved performance when walking through areas with lots of buildings
    • [Change] Singleplayer settings (misc) now also work when hosting a LAN game
    • [Change] Added world name to confirmation dialog when deleting a world
    • [Change] Primitive furnace can now be also crafted at the workbench
    • [Change] Changed recipe for repeater ammo
    • [Change] Replaced lumber (item) model
    • [Change] When disabling animals, this now also affects the new animal variations
    • [Bugfix] Crossbow can no longer be heared on the whole world
    • [Bugfix] Player now longer "jumps in the air" when spawning
    • [Bugfix] Fixed players still being able to hit other players while pvp was turned off
    • [Bugfix] Fixed setp/setl command when using values greater than 180


    Hotfix 2018-01-01:

    • [Change] Player distance (scoreboard) can now be disabled in server properties
    • [Bugfix] Fixed secondary action of sickle/scythe (lower grass)
    • [Bugfix] Fixed plugin API related issues

    Hallo Leute!


    Zuallererst möchten wir euch einen guten Rutsch und einen erfolgreichen und gesunden Start ins neue Jahr wünschen! :)


    Es ist ein neues Update verfügbar, welches mehrere neue Gegenstände und auch ein paar andere Neuerungen einführt.


    Gerade noch rechtzeitig steht nun eine Feuerwerksrakete zur Verfügung :thumbup:



    Wir haben außerdem neue Kleidungsstücke eingeführt, darunter eine Samurai-Rüstung, neue Frisuren und auch eine ganze Reihe neuer Waffen - die meisten davon können nicht hergestellt werden, sondern lediglich in Dungeons gefunden werden. Wir wir von Dungeons sprechen: Generell haben wir den Lootspawn in Dungeons angepasst. Es braucht sicherlich noch Feinschliff, aber nun sollte man deutlich wertvollere Dinge finden können.



    Dieses Update führt ebenfalls "Stamina" bzw. "Ausdauer" ein, sodass es nicht mehr möglich ist, unbegrenzt lange zu sprinten. Dies trifft nur auf den Survivalmodus zu, obwohl es auch eine Option gibt, das auszuschalten.


    Auch die API hat ein paar Änderungen erhalten, in Kürze folgt dazu der Changelog!


    Wir haben auch einige Bugfixes und kleinere Änderungen vorgenommen, aber wir arbeiten immernoch an weiteren Optimierungen, insbesondere wollen wir den allgemeinen Memoryverbrauch reduzieren. Dazu wird es im Januar ein Update geben.


    Wir können es auch kaum abwarten die anderen Dinge zu veröffentlichen, welche bereits in ihren Startlöchern stecken, z.B. Reittiere und andere Transportmöglichkeiten, wie Züge und Boote.


    Welches dieser Features würdet ihr eigentlich bevorzugen und zuerst im Spiel sehen wollen? ;)


    _________________________________________________
    Changelog:

    • [Neu] Neuer Gegenstand: Feuerwerksrakete
    • [Neu] Samurai Rüstung + Helm hinzugefügt
    • [Neu] Pickelhaube hinzugefügt
    • [Neu] Rotrock Hut hinzugefügt
    • [Neu] Drei neue Haarschnitte für weibliche und ein neuer Haarschnitt für männliche Spielerfigur hinzugefügt
    • [Neu] Acht neue Schwerter hinzugefügt, under anderem ein Katana und einen Säbel
    • [Neu] Drei neue Streitäxte hinzugefügt
    • [Neu] Drei neue Streitkolben hinzugefügt
    • [Neu] Zwei neue Kriegshammer hinzugefügt
    • [Neu] Neues Objekt: Schneemann
    • [Neu] Spieler hat nun Ausdauer, welche beim Sprinten verbraucht wird
    • [Neu] Einstellung zum Deaktivieren von Ausdauer hinzugefügt (nur Singleplayer)
    • [Geändert] Loot in Dungeons aktualisiert
    • [Geändert] Performance verbessert in Gebieten mit vielen Bauwerken
    • [Geändert] Singleplayer Einstellungen (versch.) gelten nun auch wenn ein LAN Spiel gehosted wird
    • [Geändert] Weltnamen zum Bestätigungsdialog hinzugefügt, wenn eine Welt gelöscht werden soll
    • [Geändert] Primitiver Schmelzofen kann nun auch an der Werkbank hergestellt werden
    • [Geändert] Rezept für Munition des Repetiergewehrs geändert
    • [Geändert] Modell für Holz (Gegenstand) geändert
    • [Geändert] Wenn Tiere deaktiviert werden, betrifft dies nun auch die neuen Tiervariationen
    • [Behoben] Armbrust kann nicht mehr auf der ganzen Welt gehört werden
    • [Behoben] Spieler macht beim Spawn keinen großen "Sprung" mehr
    • [Behoben] Spieler können anderen Spielern keinen Schaden mehr zufügen wenn PVP ausgeschaltet ist
    • [Behoben] Befehl setp/setl beim Benutzen von Werten größer als 180 behoben


    Hotfix 01.01.2018:

    • [Geändert] Spieler Distanz (Scoreboard) kann nun in Servereinstellungen deaktiviert werden
    • [Behoben] Sekundäraktion von Sichel/Sense korrigiert (Gras schneiden)
    • [Behoben] Probleme mit Plugin API behoben

    Sorry für die späte Antwort! Tritt das Phänomen auf, dass sich die Tür nicht mehr öffnen lässt, oder kann man einfach durchlaufen? Hilft es, die Welt neu zu laden bzw. neu zum Server zu connecten?

    What about the item and ore IDs questions? I know it was very early in the morning when you replied red

    Sorry, for some reason I missed that part :whistling:


    But yeah, if you want to spawn ores, you have to spawn the "ore" item with the appropriate variation/texture (e.g. 3 for stone, -101 for iron ore etc) ;)


    But you always have to use the item id's found in the "Items" table. Alternatively you can use the static "Definitions" functions, for example:


    Java
    //Spawn iron ore at player position
    World world = getWorld();
    Definitions.ItemDefinition itemDef = Definitions.getItemDefinition("ore");
    world.spawnItem(itemDef.getID(), -101, 1, evt.getPlayer().getPosition(), Quaternion.IDENTITY, false);

    Unfortunately it's currently not possible to create objects (or clothing items). These items have additional information and the API does not provide a way to set these information...
    This will be changed with the next update :) Probably there will be a new Inventory.insertNewItem() method for that.

    at 6:22 it looks like there is red in the distance when looking up a shaft

    Yeah, when going to hell, the overall fog color is just changed. During the transition, this also affects the distant fog. Maybe this will be changed in the future ;)


    at 14:30 the glass casing of the new penlight is offset

    This looks like a bug of the preview version. Apparently this video was recorded with the pre-version of the update (since the mining drill has no sound)^^


    at 16:54, it looks like the new terrain placement tool doesnt show hellstone

    At 16:54 you can see a grid instead of the terrain preview. One of the update preview versions actually had a grid instead of a real terrain preview, but we removed the grid for the full 0.9 release ;)

    Das macht vermutlich Sinn, das werden wir hinzufügen :) Beim Posten von Code aber am besten immer code Blöcke (</>) verwenden, sonst geht die Einrückung flöten :D

    The label size of a text field is determined by the actual height of the text field element.
    About multi-line input, the GUI currently does not support this unfortunately. Maybe it will be added in the future, but there will be separate API element in this case (e.g. a "text area" or something like that).

    That makes sense :thumbup: Although I'm not sure if adding a separate event might be favorable eventually... since the PlayerChestAccessEvent is cancellable, closing a chest must also be cancellable (if it's handled by the same event).

    If you read an item from a specific chest slot, always make sure the "Item" object isn't null. For example, when reading the item from the first chest slot (Item item = chest.getItem(0);), it returns null if there is no item in this slot.


    Maybe Red can explain why we need an argument for getItem();


    [...]


    It Has to be the limitatons of the API, I know what you are getting at at and
    Item item = chest.getItem(); cannot be done.

    This is not a limitation of the API. There is no chest.getItem() function, since it would not make sense. What do you expect such a function to return? A chest has usually more than 1 slot, so it is necessary to specify which item you want to get (from which slot). That's why you have to use the chest.getItem(int slot) function.
    If you want to get all Items from a chest instead, you can use the chest.getItems() function, although keep in mind that this returns an array of items.


    Code
    Item[] Items = chest.getItems();
    //Item item = event.getItem();
    // player.sendTextMessage("yes"+NameofItem);
    if (Items.getName() != null && Items.getName().equals("bandage")){
    player.sendTextMessage("[#FF0000]BootyBux: ");
    }

    This does not work: The chest.getItems() function returns an array of all items which are in the chest. You can't call getName() on an array. Arrays in Java do not have any methods. Instead, you need to get a certain item from the array (in this case Item item = Items[0];), or iterate through the array:

    Java
    Item[] items = chest.getItems();
    for(Item item : items){
    if(item != null && item.getName().equals("bandage")){
    player.sendTextMessage("Found bandage!");
    break;
    }
    }

    For example, is there any reason why this :

    Hmm... I tried the snipped you posted and actually it produces a semi-transparent panel, as intended 8| More precisely, both snippets result in the same output ?( Or was it related to the Netbeans issue?


    WIth Eclipse, third party projects are build alongside, but NetBeans don't bother to update third party sources when building a project, and happily take existing Jars even of the third party sources have changed.

    Did you link the libraries, i.e. the jar files, or did you link the whole projects? In this case, Netbeans should recompile the third-party projects automatically. Also make sure the "Compile on Save" setting is active (otherwise it apparently results in awkward situations)


    But why? If player.addGuiElement(element) is already doing the job, why aren't every added children notified also? Same thing when removing an element?

    Well, right now it is unfortunately necessary to register every single element to the player :/ But it's definitely our intention to change that in the future, so the game handles that automatically. We need to make sure that every situation is definitely covered when introducing automatic child-parent handling.


    In short, GUI design is a pain.

    What part is causing a pain exactly? The child-parent handling is obviously suboptimal, although adding the elements manually shouldn't cause too much hassle ^^ I know that the chances are higher to forget adding certain elements in this case, but especially when you compile plugins on the fly (and reload them with the reloadplugins command) these issues should be easily resolvable :)

    It's basically a bug in the dungeon generation

    Oh it's not exactly a bug :D We didn't restrict the dungeons to be underground only, so these things can actually happen (although it's very rare). That's why these parts slightly resemble a tower.


    However, of course real surface entrances will also be added in the future :)

    I have noticed many people complaining about having to excessively relog to fix java errors

    Unless the blueprints contain *lots* of construction elements (tens or hundreds of thousands), this indicates that there is an issue with the server. In this case a log file would be helpful. You can find the server logs in the "Logs" subfolder in your server directory, please grab the latest one (from a session when the issues you mentioned occurred) and upload it here (please create a separate topic about that) :)


    it is not generating any error logs

    An error log only gets created when the server crashes (or more precisely, when an error occurred which forced the server to shutdown).


    PNB won't set and you have to relog before anything works again.

    If you're referring to the pnb plugin: it's unfortunately no longer compatible with the latest version of the game, since the internal item id's changed with this update, but the plugin uses hard-coded id's (so they're now referencing wrong or invalid items) :(

    hmmm is the a post missing here? :/ I cannot see a question just your answer @yahgiggle

    It was a guest post which needed to be approved manually (in order to fight spam)^^


    is there a way to teleport from a cave to house?

    If you have already slept in a bed or tent, you can teleport to your spawn position. To do that, open the console (key ~ or `) and type gotospawn ;) If you haven't set your spawn point yet by sleeping in a bed or tent, you could use the findbase command to get the coordinates of your base, then type goto x z (replace x and z by the coordinates you get from the findbase command) to teleport to that location