Da müsstest du dich vermutlich direkt an Miwarre (von wem die Lib stammt) wenden, er wird dir wohl am besten weiterhelfen können
Posts by red51
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Thank you very much for your kind words, I'm happy to hear that you like the game
Firstly, a simple change that i'd like to suggest is a higher reward rate in stone mining
Probably this isn't a bad idea. Well, one of the next updates introduce higher tier tools (which speed up the mining process). Once they're available, we'll tweak the whole mining process (and adjust the mining speed as well as the reward rate)
Secondly, even though there is a lot of building blocks in the game already, I would love to see even more. Perhaps even more variants of cobblestone, stonebricks, and perhaps also a half-timber style block
Actually it is our intention to introduce more textures, however, unfortunately this has an impact on the overall performance (but there is still some room for some additional textures). Originally we also wanted to rework and replace some of the existing textures, but obviously this would cause a lot of trouble for existing worlds (so we won't touch existing textures until the game has more extensive support for texture packs [e.g. serverside texture packs]).
Blocks with roof shingle textures of different types would be really useful.
That's true, roof textures are really missing. However, in order to avoid having flat roof textures, we first want to wait until parallax mapping is implemented. If this provides satisfying results for roof textures, they will be added, otherwise there will be probably a special roof construction element or something like that.
Thirdly, I know it's been discussed before in one of my recent posts, but I think that the worlds should have a larger playable area
The world is indeed infinite (at least the world generation isn't restricted), but you will run into precision issues (rounding errors) sooner or later. These issues become noticeable at around 10,000 and are getting worse the further you travel (somewhere between 10,000 and 100,000 it becomes unplayable), so it's recommendable to stay within the 10,000x10,000 boundaries.
Unfortunately I have no ETA when the "real" infinite world will be finally available ( @DaBoiye: I just used my 'ETA' hotkey again :D), first we really need to get some other stuff ready (especially the new player models)Also, it would be one of the greatest games ever made if you could implement technology like train building tools, cars, planes, boats, airplanes etc. OMG that would be the coolest thing ever.
At least trains, cars and boats/shipts are planned
It's likely that there will be also some basic aircrafts at some point (e.g. a glider, and/or a hot air balloon). Unfortunately I can't say much about planes or other aircrafts (like helicopters), maybe they will be added once the game leaves early access
Ok, another suggestion I have, and this is the one I want the most, is rivers. Please, I beg you, we need rivers!
I'd love to add rivers, unfortunately it's quite tricky to add proper rivers to the bumpy terrain. First we need to get dynamic water ready. Actually it's also our intention to rework the terrain generation in the future, maybe rivers will be part of these changes.
Also rideable horses would be epic.
Rideable horses (as well as camels and donkeys) are in the works. They will be added after the player models update
And lastly, will there ever be real time shadows in the game? Hopefully that wouldn't be too hard on the graphics.
Real time shadows are definitely planned. They will have an impact on the performance of course, but there's anyway some room for optimizations. I'm pretty sure that shadows will greatly improve the overall appearance of the game^^
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Sorry for my late response! Actually it looks like the item stack (apparently blocks?) was broken, or more precisely, contained some invalid data (so the game was unable to render it)
Maybe something got messed up internally, unfortunately it's difficult to say what happened exactly... do you play in fullscreen mode, or is the "undecorated" borderless mode active instead? If you're using the regular fullscreen mode, there is a chance that something got messed up by tabbing out of the game (although I never saw such an issue caused by alt tabbing)... have you been able to reproduce this issue?
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@red51 Existiert irgendwo eine Liste mit "Spielsounds" ? komme ich per API oder Datenbank Abfrage an diese Liste ran ?
Es gibt leider keine Fkt. um alle Sounds auszugeben, wir müssen aber mal eine Liste ins Javadoc packen
Anbei eine unsortierte Übersicht aller Sounds (dürften selbsterklärend sein, manche Sounds können aber ggf. nicht ohne Weiteres abgespielt werden).
rain
rain_close
rain_fabric
rain_materials
rain_water
rain_water_2d
snow
snowfall
swamp
thunder
tree_leaf
tree_pine
underground
underwater
water
water_2d
water_lake
water_ocean
water_river
water_stream
waterbirds
waves
player_break_splint_wood
player_breakbones
player_breathing
player_death
player_death_lava
player_drink_badwater
player_drink_water
player_drown
player_eat_apple
player_eat_bacon_burned
player_eat_bacon_cooked
player_eat_bacon_raw
player_eat_carrot
player_eat_meat
player_eat_misc
player_eat_ribs_burned
player_eat_ribs_cooked
player_eat_ribs_raw
player_eat_steak_burned
player_eat_steak_cooked
player_eat_steak_raw
player_eat_tomato
player_eat_watermelon
player_footstep_asphalt
player_footstep_bones
player_footstep_concrete
player_footstep_concrete_stair
player_footstep_dirt
player_footstep_drawbridge
player_footstep_glass
player_footstep_grass
player_footstep_grass_dry
player_footstep_grass_frozen
player_footstep_gravel
player_footstep_ladder_metal
player_footstep_ladder_wood
player_footstep_metal
player_footstep_mud
player_footstep_mud_swamp
player_footstep_rock
player_footstep_sand
player_footstep_sand_wet
player_footstep_snow
player_footstep_snowgrass
player_footstep_water
player_footstep_wood
player_gasp
player_heartbeat
player_hunger
player_inpain
player_pain_big
player_pain_small
player_swimming
player_thirst
player_tinnitus
player_water_jump
player_water_surfacing
bear_attack
bear_death
bear_footstep
bear_hurt
bear_idle
birds_flapping
boar_attack
boar_death
boar_footstep
boar_hurt
boar_idle
chicken_attack
chicken_death
chicken_footstep
chicken_hurt
chicken_idle
cow_death
cow_footstep
cow_hurt
cow_idle
deer_death
deer_footstep
deer_hurt
deer_idle
dolphin
elephant_death
elephant_footstep
elephant_hurt
elephant_idle
fox_death
fox_footstep
fox_hurt
fox_idle
gazelle_death
gazelle_footstep
gazelle_hurt
gazelle_idle
giraffe_death
giraffe_footstep
giraffe_hurt
giraffe_idle
goat_attack
goat_death
goat_footstep
goat_hurt
goat_idle
hippo_death
hippo_footstep
hippo_hurt
hippo_idle
jaguar_attack
jaguar_death
jaguar_footstep
jaguar_hurt
jaguar_idle
lion_attack
lion_death
lion_footstep
lion_hurt
lion_idle
minipig_death
minipig_footstep
minipig_hurt
minipig_idle
moose_attack
moose_death
moose_footstep
moose_hurt
moose_idle
penguin_death
penguin_hurt
penguin_idle
pig_death
pig_footstep
pig_hurt
pig_idle
polarbear_attack
polarbear_death
polarbear_footstep
polarbear_hurt
polarbear_idle
rabbit_death
rabbit_footstep
rabbit_hurt
rabbit_idle
rhino_death
rhino_footstep
rhino_hurt
rhino_idle
sheep_death
sheep_footstep
sheep_hurt
sheep_idle
tiger_attack
tiger_death
tiger_footstep
tiger_hurt
tiger_idle
zebra_death
zebra_footstep
zebra_hurt
zebra_idle
minispider_attack
minispider_death
minispider_footstep
minispider_hurt
minispider_idle
rat_death
rat_footstep
rat_hurt
rat_idle
snake_attack
snake_death
snake_hurt
snake_idle
spider_attack
spider_death
spider_footstep
spider_hurt
spider_idle
witch_laughing
piano_1
piano_2
piano_3
piano_4
piano_5
piano_6
piano_7
piano_8
piano_9
piano_10
piano_11
piano_12
piano_13
piano_14
piano_15
piano_16
piano_17
piano_18
piano_19
piano_20
piano_21
piano_22
piano_23
piano_24
piano_25
piano_26
piano_27
piano_28
piano_29
piano_30
piano_31
piano_32
piano_33
piano_34
piano_35
piano_36
piano_37
piano_38
piano_39
piano_40
piano_41
piano_42
piano_43
piano_44
piano_45
piano_46
piano_47
piano_48
piano_49
piano_50
piano_51
piano_52
piano_53
piano_54
piano_55
piano_56
piano_57
piano_58
piano_59
piano_60
piano_61
crafting
place_block
place_blueprint
place_board_wood
place_bone
place_bonethrone
place_bonetorch
place_campfire
place_fruit_huge
place_fruit_large
place_fruit_medium
place_fruit_small
place_fruit_tiny
place_glass_huge
place_glass_large
place_glass_medium
place_glass_small
place_glass_tiny
place_image
place_metal_huge
place_metal_large
place_metal_medium
place_metal_small
place_metal_tiny
place_misc_huge
place_misc_large
place_misc_medium
place_misc_small
place_misc_tiny
place_multiple_count
place_multiple_last
place_paper_huge
place_paper_large
place_paper_medium
place_paper_small
place_paper_tiny
place_piano
place_plant_huge
place_plant_large
place_plant_medium
place_plant_small
place_plant_tiny
place_plastic_huge
place_plastic_large
place_plastic_medium
place_plastic_small
place_plastic_tiny
place_porcelain_huge
place_porcelain_large
place_porcelain_medium
place_porcelain_small
place_porcelain_tiny
place_skull
place_stone_huge
place_stone_large
place_stone_medium
place_stone_small
place_stone_tiny
place_tent
place_torch
place_wood_huge
place_wood_large
place_wood_medium
place_wood_small
place_wood_tiny
warning_proximity
break_bonethrone
break_bonetorch
break_spiderweb
break_trap_stone
break_trap_stone_trigger
cactus_chop
cactus_fall
cutting_grass_high
explosion_dynamite
explosive_dynamite_fuse
gut_animal
hit_air
hit_animal
hit_bone
hit_bonethrone
hit_bonetorch
hit_dirt
hit_fabric_loose
hit_fabric_solid
hit_fruit
hit_glass
hit_grass
hit_gravel
hit_hide
hit_metal
hit_metal_flat_large
hit_metal_flat_small
hit_metal_grate
hit_metal_hollow_large
hit_metal_hollow_small
hit_metal_object_large
hit_metal_object_small
hit_metal_rod
hit_metal_solid_large
hit_metal_solid_small
hit_mud
hit_ore_coal
hit_ore_metal
hit_other_player
hit_paper
hit_piano
hit_plant
hit_pumpkin
hit_radiator
hit_sand
hit_skull
hit_spiderweb
hit_stone
hit_tool
hit_water
hit_wood
hit_wood_axe
hit_wood_braided
hit_wood_flat_large
hit_wood_flat_small
hit_wood_hollow_large
hit_wood_hollow_small
hit_wood_object_large
hit_wood_object_small
hit_wood_solid_large
hit_wood_solid_small
hit_wood_tree
item_break_fruit_huge
item_break_fruit_large
item_break_fruit_medium
item_break_fruit_small
item_break_fruit_tiny
item_break_glass_huge
item_break_glass_large
item_break_glass_medium
item_break_glass_small
item_break_glass_tiny
item_break_metal_huge
item_break_metal_large
item_break_metal_medium
item_break_metal_small
item_break_metal_tiny
item_break_misc_huge
item_break_misc_large
item_break_misc_medium
item_break_misc_small
item_break_misc_tiny
item_break_paper_huge
item_break_paper_large
item_break_paper_medium
item_break_paper_small
item_break_paper_tiny
item_break_plant_huge
item_break_plant_large
item_break_plant_medium
item_break_plant_small
item_break_plant_tiny
item_break_plastic_huge
item_break_plastic_large
item_break_plastic_medium
item_break_plastic_small
item_break_plastic_tiny
item_break_porcelain_huge
item_break_porcelain_large
item_break_porcelain_medium
item_break_porcelain_small
item_break_porcelain_tiny
item_break_stone_huge
item_break_stone_large
item_break_stone_medium
item_break_stone_small
item_break_stone_tiny
item_break_wood_huge
item_break_wood_large
item_break_wood_medium
item_break_wood_small
item_break_wood_tiny
item_change
item_collect
object_break_fruit_huge
object_break_fruit_large
object_break_fruit_medium
object_break_fruit_small
object_break_fruit_tiny
object_break_glass_huge
object_break_glass_large
object_break_glass_medium
object_break_glass_small
object_break_glass_tiny
object_break_metal_huge
object_break_metal_large
object_break_metal_medium
object_break_metal_small
object_break_metal_tiny
object_break_misc_huge
object_break_misc_large
object_break_misc_medium
object_break_misc_small
object_break_misc_tiny
object_break_paper_huge
object_break_paper_large
object_break_paper_medium
object_break_paper_small
object_break_paper_tiny
object_break_plant_huge
object_break_plant_large
object_break_plant_medium
object_break_plant_small
object_break_plant_tiny
object_break_plastic_huge
object_break_plastic_large
object_break_plastic_medium
object_break_plastic_small
object_break_plastic_tiny
object_break_porcelain_huge
object_break_porcelain_large
object_break_porcelain_medium
object_break_porcelain_small
object_break_porcelain_tiny
object_break_stone_huge
object_break_stone_large
object_break_stone_medium
object_break_stone_small
object_break_stone_tiny
object_break_wood_huge
object_break_wood_large
object_break_wood_medium
object_break_wood_small
object_break_wood_tiny
pour_water
quarry_dirt
quarry_rock
take_plant
take_water
tree_chop
tree_fall
tree_fall_small
axe_toss_grass
axe_toss_stone
bucket_metal
bucket_metal_empty
bucket_metal_fill
bucket_wood
bucket_wood_empty
bucket_wood_fill
campfire_burning
chest_metal_close
chest_metal_open
chest_stone_close
chest_stone_open
chest_wood_close
chest_wood_open
cook_meat
detector_beep
door_metal_close
door_metal_massive_close
door_metal_massive_open
door_metal_open
door_metal_sliding_close
door_metal_sliding_open
door_saloon_close
door_saloon_hinge
door_saloon_open
door_saloon_swing
door_wood_modern_close
door_wood_modern_open
door_wood_old_close
door_wood_old_nolock_close
door_wood_old_nolock_open
door_wood_old_open
drawbridge_close
drawbridge_open
drawbridge_stop
fire
fire_dive
fire_extinguished
fireworks_explosion
fireworks_start
furnace_burning
furnace_door_close
furnace_door_open
furnace_load_coal
furnace_load_wood
gramophone_change
gramophone_crank
grinder
grinder_crush_stone
ironmaiden_close
ironmaiden_open
item_nvg_off
item_nvg_on
item_switch
light_electric
light_flare
light_torch
manhole_close
manhole_metal_close
manhole_metal_open
manhole_open
paperpress_down
paperpress_down_rag
paperpress_up
paperpress_up_rag
pickaxe_toss_grass
pickaxe_toss_stone
player_bandage_tear
player_bandage_wrap
spiketrap
spinningwheel
tanningrack_putuphide
tent_placed
tent_removed
throw_into_water
throw_water_big_heavy
throw_water_light
throw_water_medium
throw_water_mediumlight
throw_water_small_heavy
throw_water_verylight
toilet_flush
water_splash
watermelon_cut
gui_click
gui_journal_changepage
gui_journal_hide
gui_journal_show
gui_map_hide
gui_map_show
message
trade_success -
Thanks for the log! The game uses the GTX 1080, so it must be a driver issue. Glad to hear it works now after updating the driver, please let me know if you run into the same error again in the future
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Also das Spiel sollte unter keinen Umständen solche Erdstücke einfach so generieren (oder regenerieren). Sowas kann eigentlich nur auftreten, wenn entweder jemand bewusst (oder unbewusst) Erde dort platziert hat, oder wenn die Welt nicht vernünftig abgespeichert werden kann (wobei in dem Fall müsste der Fehler bereits kurz nach dem Abbauen der entsprechenden Stellen auftreten [nach dem nächsten Restart])
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Please have a look for the "errorlog" file in your game directory (to get there, rightclick on rw in steam -> properties -> local files -> browse local files), as mentioned by @Minotorious in his first post
Basically this error indicates that instancing isn't supported by the video hardware. Since instancing is a core feature in OpenGL since 2009 (and since a Geforce GTX 1080 definitely supports this feature), there are only possible reasons why this error occurred:
- Eventually the current driver is buggy. Nvidia usually provides an outstanding driver quality, however, there is always a chance that a certain driver suffers from bugs, especially when it comes to OpenGL. I'd recommend to go to the Nvidia homepage and download and install the latest driver: http://www.nvidia.com/download…Results.aspx/118514/en-us
- The game does not use the GTX 1080, instead it uses an integrated graphics adapter which has a very old driver. According to the error message there is no integrated graphics adapter available, but according to the Intel specifications, the i7 6700K has an integrated Intel HD Graphics 530 adapter. The old Intel drivers are known to have broken OpenGL support, but it's strange that even Windows isn't aware of this graphics adapter. The errorlog would provide further details about this issue.
So I'd recommend to update the Nvidia driver first (see 1). If the game still crashes, please have a look for the "errorlog" file in your game directory (either upload it here, or send it via email to support@jiw-games.net, or alternatively open it with a texteditor, copy the content and paste it here)
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Hi, sorry, hatte deinen anderen Post im Newsbeitrag leider übersehen
Jedenfalls ist es momentan nicht so, dass nach oder während des Regens Schlammflecken entstehen. Zwar ändern sich tatsächlich die Laufgeräusche etwas ab (und klingen insgesamt mehr nach feuchtem Boden), allerdings wird die Welt selbst nicht beeinflusst.
Standardmäßig kommt Schlamm momentan nur in Schneebiomen sowie um manche Teiche herum vor, an anderen Stellen kann es eigentlich nur auftreten, wenn es vom Spieler dort platziert wurde.
Wenn sich die Welt von alleine verändert und abgebaute Stellen später erneut wiederkehren deutet das eher darauf hin, dass mit der Speicherung der Welt etwas nicht richtig funktioniert. Spielst du im Singleplayer oder Multiplayer? Bei Multiplayerservern ist es sehr wichtig, dass diese nach spätestens 24 Stunden neugestartet werden, sonst können solche Probleme auftreten. Im Singleplayer hingegen ist es wichtig, darauf zu achten, dass kein Antivirenprogramm dazwischenfunkt (manche Programme führen RW bspw. in einer Sandbox aus, wodurch der Zugriff auf die Festplatte stark eingeschränkt wird). -
I've posted a reply about that matter here: Password reset mail never arrives
Please keep in mind that the homepage and the forums use different account.
We can remove the other accounts you have in the forum, I found "Graysilk" (last login was on 9th of May), "Graysilk1" (last login on 4th of May) and "Graysilk13" (the one you're currently using). Which one do you want to keep? -
Hmm... this sounds like a really strange issue
What do you mean with "no personal plug-ins added to your account"? Did this happen in singleplayer or multiplayer? What do you mean with "clicking all over the top area of the press"? Usually a single click once the hand icon appears is sufficient to move the press down/up.
As @Minotorious said, a video would be really helpfulJust telling you this so you know that If my new account here does not go thru again, I may be unable see the answer ....for awhile.
As @Minotorious mentioned, you can always see the answer, even if you're not logged in. You're also able to post replies as a guest (although these posts need to be activated by a moderator manually, so it may take some time until the post will be visible to the public).
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When I went back in with Graysilk, I logged into the main page. no problems, my name was up in the upper corner of site.
Then I clicked into the forums and was told I had to login again. I did that.Please keep in mind that the homepage and the forums use different accounts. Originally we wanted to merge the accounts, but some people felt uncomfortable with that (they don't wanted to have a forum account automatically while creating an account for the game), that's why your forum account isn't related to your homepage/game account.
But of course you could set the same password for both accountsOne time I asked you (using my second acct.) if you could maybe delete all of the other accounts and let me start again. You did not, but you did set the password I think so I could access my acct.
Hmm... usually we always remove accounts once requested
When did you send the request? Did you send it via email or via PM? Is it a homepage account, or a forum account? If you still want us to delete one of your account, just send us an email to support@jiw-games.net containing your username (please send this mail from the same email address that was used when creating the account).
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Would you expect the "Undecorated" fullscreen mode to still show the bottom toolbar?
The game will run "always on top", so the toolbar isn't supposed to be visible. However, on some distros it may be necessary to hide the toolbar manually.
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Sorry for my late response. We had some server issues a few days ago, but that should be solved now. Please check out if you receive the mail now. If this still does not work, please send us an email to support@jiw-games.net and tell us your username and your email address
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Basically a "Connection reset" (the error you're getting) means that the connection has been terminated unexpectedly. This may have various reasons, but usually it's caused by:
- Antivirus programs or firewalls which interfere with the connection. What antivirus program do you use exactly? Make sure to put the game on the exception list of your av program/firewall
- Unstable internet connection, especially when using WLAN or DLAN. Small connection interrupts may cause a connection reset
- ISP terminating the connection for unknown reasons. This seems to happen only with cable internet and mobile internet (it didn't occur with DSL yet). Usually the connection reset occurs after a given amount of time, e.g. after exactly 5 or 10 minutes
In the latter case it seems to be related to the route your connection to the internet takes. One of the nodes in between closes the connection purposely (for unknown reasons), resulting in a connection reset error. In this case you could try to use a VPN service like "Cyberghost" for example. This forces your pakets taking a different route through the internet, and it's likely that the problematic node will be skipped. However, this only works if you get the connection reset always after exactly 5 or 10 minutes.
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I haven't seen the # tag being used this way IE
What do you mean exactly?
My problem I am having I have my permissions set to invulnerable: true. No errors in my log But, i still die without gm 1. Any thoughts?
Please post the particular permission file here (or alternatively send it via PM to me)
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Vector3f previewPos = playerPos.addLocal( (viewDir.getX()*3), (viewDir.getY()*3), (viewDir.getZ()*3) );
Das Problem ist, dass addLocal() den bestehenden Vektor verändert. Mit dieser Fkt werden nämlich die angegebenen Werte beim angegebenen Vektor hinzuaddiert und der gleiche Vektor zurückgegeben, d.h. du addierst in dem Fall die Werte bei playerPos hinzu und weist eine Referenz auf "playerPos" der Variable "previewPos" hinzu. Mit anderen Worten verweisen "previewPos" und "playerPos" dann auf dasselbe Objekt. Wir werden vll der Einfachheit halber zusätzlich noch add() (und analog dazu subtract(), mult() etc) mit dem nächsten Update einführen (welche dann direkt einen neuen Vektor erstellt und direkt mit diesem arbeitet).
Als Lösung könntest du aber einen neuen Vektor erstellen:weil ich ermittle damit den Kollisionspunkt für das Kreuz und nicht für mein Objekt.
Das ist richtig, die raycast() Methode führt die Kollisionsprüfung von der Spielerposition aus (oder eher gesagt von der Kameraposition). Grundsätzlich ist es schwierig, eine Kollisionsprüfung unabhängig vom Spieler durchzuführen, da serverseitig kein genaues Abbild der Welt vorhanden ist, d.h. es muss immer auf einen Spieler zurückgegriffen werden. Das ist zwar prinzipiell kein Problem, aber funktioniert natürlich nur, wenn der zu prüfende Bereich beim Spieler auch vorhanden/generiert ist (wenn also das Objekt nicht in der Nähe des Spielers ist würde das nicht funktionieren).
Wenn es aber um das Platzieren von Objekten geht ist ein Raycast von der Spieler-/Kameraposition aus aber gar nicht verkehrt (so würdest du die Koordinaten des Punktes ermitteln, welchen der Spieler gerade betrachtet, und könntest die Vorschau dort platzieren) -
Are you still running into these issues? Actually we had some trouble with our servers the last days (these issues should be fixed now), resulting in minor downtimes (usually up to 5 minutes) sporadically. During these downtimes, the forums/website were unavailable and the hive server no longer responded (causing the game to run in offline mode).
However, if you were running into these issues the whole day or if you're still unable to play online multiplayer, there must be something else going on -
Hmm... are you maybe using a tv instead of a monitor, or do you have a dual monitor setup? If the resolution is bigger than it's supposed to be (e.g. you select your desktop resolution, but the game window is much bigger than your screen) it's usually caused by DPI related display scaling. Maybe you can try this to disable this behaviour for RW: https://askubuntu.com/question…and-change-the-screen-dpi
About the fullscreen issue: this happens if the game is unable to find a proper display mode (combination of resolution, refreshrate and color depth). The game uses xrandr by default to get the supported display modes. This issue is probably related to the DPI scaling as well...
However, if the fullscreen mode does not work properly, you can alternatively try to use the "Undecorated" mode instead. To do that, adapt the resolution to your desktop resolution, disable fullscreen mode and check the "Undecorated" box (this provides an alternative fullscreen mode). -
Manche Hoster bieten auch automatischen Restart und automatische Updates an, sodass es nicht unbedingt bedeuten muss, dass der Admin auch aktiv ist, nur weil der Server aktuell ist. Da aber wie der TE sagt zwischenzeitlich ein Backup eingespielt wurde, würde es tatsächlich doch eher dafür sprechen, dass der Admin nicht ganz verschollen ist
Vielleicht spielt der Admin auch einfach zu anderen Zeiten als der TE oder die restlichen Spieler, das ist schwer zu sagen. Besonders wenn es keine Webseite und keinen TS gibt.Grundsätzlich ist es für Admins ratsam, in der "server.properties" Datei bei contact irgendeine Kontaktmöglichkeit einzutragen (entweder eine E-Mail Adresse, oder eine Webseite, oder eine TS-IP oder dergleichen), so besteht im Notfalls immerhin die Möglichkeit, den Admin irgendwie zu erreichen.
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Tiere innerhalb einer Area für andere Spieler unverwundbar zu machen ist an sich keine schlechte Idee, aber die Kehrseite der Münze ist, dass aggressive Tiere ebenfalls betroffen wären. Ich könnte mir vorstellen, dass es frustrierend für einen Spieler ist, beim Durchstreifen eines Gebietes von wilden Tieren angegriffen zu werden, sich aber nicht wehren zu können. Ich weiß daher nicht, ob es sinnvoll ist, sowas standardmäßig ins kommende AreaProtection Plugin hineinzupacken.
Grundsätzlich wird das AP Plugin aber einfach erweiterbar sein, sodass jeder seine eigene Abwandlung davon erstellen kann.