Posts by red51

    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

    However, it seemed that the lack of caverns made it so that the Dungeons did not appear

    Dungeons still get generated, but if caves are disabled, underground dungeons aren't connected to the surface.


    Secondly, There were still the new-skinned animals in the world. The brown cows and the white goats

    Oh yes, it seems that these new animals are not affected by the animal restrictions... this will be fixed shortly ;)

    The stats page uses the same login credentials as the regular website. The login name is your ingame username and the password is the one you used when you set up the account some time ago. The forum uses a different account, it has nothing to do with the stats page.
    If you don't remember your password, you can request a new one on the main page: https://www.rising-world.net Just click on "Sign in" and hit "Forgot username or password?", then enter your mail address. Check your mail box for an email (if you can't find it, also check the junk folder), it contains further instructions on how to reset the password.

    Eigentlich sollte es da unter Linux, Mac oder Windows keine Unterschiede geben :huh: Wichtig ist, dass du entweder Wolle, Hanffasern oder Baumwolle in den Händen hälst und dann die Spule des Spinnrads anvisierst (das Fadenkreuz sollte sich dann auch in ein Rad-Icon ändern). Dann einfach die rechte Maustaste gedrückt halten um die Fasern zu verspinnen ;)

    Hmm... the drawbridge is supposed to snap to the grid like all other objects :huh: Does snapping to grid still work for other objects for you?
    What do you mean exactly with "only places on land unchanged by character"?

    1) Halfblock 107's patterns don't line up. (View below attachment).

    Thanks for the screenshots, I will check out what's going on there ;)


    2) Wooden Torchholders are behaving funny with one reverting back to the original. Happened Twice (view attachment below in last row of inventory).

    The wooden torchholders are indeed behaving strange after the update... I will have a look at this issue.


    3) Garden Torch says it can't be picked up; When you tap 'F' once more you can pick it up.

    Strange... I'll put that on my list ;)


    4) Christmas trees need recipe changes to fit small, medium, and large variations.

    Well, when talking about recipes, there is no distinction when it comes to object variations unfortunately... that's something that will be changed in the medium run, right now there are only few objects which really need different recipes for different variations. Nevertheless, it's on my list, unfortunately I have no ETA for that yet :/

    5) When you stand on PNB related materials it jumps you up causing it to spazz out

    Hmm... the pnb plugin is causing trouble after the latest update, but I don't think these issues are really related to that. Can you reproduce the problem?

    Crossbow, we can hear it throughout the server

    That's true =O Thanks for letting me know, that will be fixed with the next update ;)


    Yes, I had that set to true. With it false the text displays properly. However with it set to false, the needle flickers a bit as well as overlapping planks-beams in the world.

    Thanks for the feedback, we'll fix that soon!


    It worked and I now have an error log over a megabyte in size. I can wack it on pastebin if you like, but as I say it won't be an issue for 99% of people.

    Wow, over a mb in size is quite big for an errorlog oO Is it really just an "errorlog" or "hs_err_pid" file, or is it a regular log (which just has a timestamp in its name)? However, in case of doubt, you can upload it or post it on pastebin, maybe it provides some information about what went wrong exactly ;)

    Super, freut mich, dass es funktioniert hat :) Leider bereitet VCRedist häufiger mal Probleme, manchmal kann selbst ein Windows Update die VCRedist Installation durcheinanderwürfeln :rolleyes:

    Hi, leider bereitet der Mac Launcher in manchen Fällen Probleme, da unter OSX grundsätzlich eine veraltete Java Version vorinstalliert ist und diese bevorzugt verwendet wird.
    Die einfachste Lösung wäre es, wenn du die Universalversion der Standalone herunterlädst und diese direkt über das Terminal startest: java -jar risingworld.jar