Posts by red51

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

    I am probably just not finding where this info is located, but there are several new features that I can not find the details on how to implement:

    Yeah there is no thread about these infos yet. It was described in the german section (since someone asked the same question), not sure if there was an english description somewhere as well ^^


    •[New] Custom journal ("server notes") now also supports images What is the syntax in the journal.xml file?

    Just put the image (jpg, png or gif) into the server directory and put a new <image> key into your journal.xml file, e.g.:

    XML
    <image name="myImage.png" width="256" height="256" page="left" posx="0.5" posy="0.75" pivot="center"/>

    •[New] Multiplayer servers can now put their logo on the loading screen (server_custom_logo) Syntax? File type/size restrictions? I assume in the server.properties?

    Basically also just put the image (jpg, png or gif) into the server directory and put the image name next to server_custom_logo key in the server.properties file. Basically there is no size restriction, but it's highly recommendable to keep the image as small as possible (since the client has to download it when he connects to the server). Personally I'd recommend to not exceed 512x512 px ;)


    •[New] Weather preset (sunny, default, unsettled) can be selected in the game settings (Singleplayer only), MP setting also available Syntax? server.properties?

    In the server.properties file it's the settings_weather_preset key. You can use "default" for default weather, "sunny" for good/sunny weather preset and "unsettled" for bad/unsettled weather preset.


    •[Change] Increased visible distance of images (depending on their size), can be adjusted in config file config.properties? Syntax/values?

    This is only a clientside setting. You can change the game_customimage_visible_distance key in the config.properties file to adjust the visible distance. E.g. "1.0" is the default setting, "0.5" reduces the visible distance by half, "10.0" provides a ten times bigger visible distance etc. ;)

    I also tried entering my local ip "192.168.1.99" in "server ip", since this is the address on which the server is running, and my external ip in "http server ip" so that my friends can to find me,

    If you put your local ip into the "server_ip" field, the server will not be reachable from outside, i.e. only people in your local network (i.e. in your same household) can join the game. Usually you can neither put your external ip there, since your computer is not aware of this ip (only your router knows this ip), so the server cannot bind to this ip. As @FortuneQuacker mentioned, just leave the field "server_ip" blank (same applies to the "server_http_ip", this field is only there if your server is using a NAT or something like that). When leaving the field blank, the server binds to all addresses.


    You wrote that you need to forward ports 4254-4259, but "netstat -antu"command says the server is not listening for port 4259 while it's running.

    Yes, that's true. Right now the 4259 port isn't in use. It was used in the past, and maybe we will use this port in the future again, so it's preferable to keep the port reserved. Of course you can leave the port closed until then ;)

    Ein Screenshot wäre tatsächlich hilfreich. Grundsätzlich sollte die Schrift auf Schildern mittlerweile wieder gut lesbar sein, allerdings nimmt das Geflackere zu umso weiter man sich vom Nullpunkt der Welt entfernt. Abhilfe schafft hier der logaritmische Tiefenbuffer, mit diesem bleibt man auch dann vom Geflackere verschont, wenn man sich weit vom Nullpunkt entfernt befindet. Zuvor war der log. Tiefenbuffer automatisch eingeschaltet, da er aber auf manchen Systemen einen spürbaren Einfluss auf die Performance hat, und wir mittlerweile auch andere Mechanismen im Spiel haben um das Geflackere in vielen Situationen zu unterbinden oder zumindest zu reduzieren, haben wir ihn mit dem letzten Update standardmäßig ausgeschaltet.
    Grundsätzlich ist es momentan nur dann empfehlenswert, den logaritmischen Tiefenbuffer einzuschalten, wenn man sich weit vom Nullpunkt entfernt aufhält (also X/Z Koordinaten ~ 15.000 aufwärts) und wenn die Hardware natürlich auch mitspielt. Um das zu tun, kann im Spielverzeichnis die "config.properties" Datei mit einem Texteditor geöffnet und der Wert graphic_logarithmic_depthbuffer auf true geändert werden (anschließend das Spiel erneut starten) ;)

    Leider wird das Sonnenlicht nur senkrecht von oben nach unten berechnet. In deinem Fall wird das Sonnenlicht von der darüberliegenden Landmasse blockiert, wodurch der Bereich unterhalb des Überhangs unbleuchtet bleibt. Eine Lösung wäre (abgesehen davon, den Bereich auszuleuchten), den Überhang zu entfernen. Leider wäre das momentan die einzige Option, zwar wird die Berechnung des Sonnenlichts in Zukunft womöglich noch angepasst, aber wenn, dann wohl erst zu einem sehr viel späteren Zeitpunkt :/

    I'll be more cautious with dungeons while building around them, not on them. Nor to use them as base of operations.

    There is no reason to be cautious with dungeons ;) Something like that will most likely not happen in the future again. However, even if you did not built anything in dungeons, even opening a door or opening a chest would have had the same result (since this already causes the particular chunk to be saved in the world database). So the only consequence would be to stay away from dungeons completely, but ofc this wouldn't be a solution.

    Would boats be less difficult? Because you don't have to deal with hills and such.

    Yes indeed ^^ Especially if you attach the wagon to a horse or donkey, this makes things complicated (that's why the "horse+wagon" combination looks awkward in many games)^^ Nevertheless, boats are definitely planned, basically like the horses, they will be ready somewhere after the player models ;)

    Ich habe festgestellt, das der Landkartenbug auf einer Welt besteht. Eine Andere Welt funktioniert die Karte prima.
    Würde das Problem beheben, wenn man die Karte wegwirft und eine neue macht? Vielen Dank fürs Hotfix. Das Wandern macht schon wieder viel mehr Spass.

    Danke für die Info! Scheinbar hat sich da irgendwas verhaspelt. Müsste man mal weiter beobachten, du kannst aber die Map Daten löschen indem du ins Spielverzeichnis gehst (am besten Spiel beenden oder ins Hauptmenü zurückkehren) in dort entweder den gesamten "Map" Ordner löschst, oder dort drin den jeweiligen Unterordner deiner Welt ;)


    Hallo @red51 seit dem Hotfix von gestern sind die Dungeons auf den Server zerpflückt , davor waren alle noch Sehr gut erhalten

    Das mit den Dungeons ist leider so ein Problem. Die unterirdischen Dungeons machen schon seit der 0.8.2 Probleme. Leider hat die Weltkonvertierung nicht ganz funktioniert was die Dungeons angeht. Ich fürchte eine Lösung ist in absehbarer Zeit nicht in Sicht (sowas sollte aber in Zukunft nicht nochmal passieren). Es betrifft alle Dungeons, die in irgendeiner Form schonmal bearbeitet wurden (also zB irgendein Objekt dort aufgesammelt wurde, Block abgebaut etc), d.h. unerkundete Dungeons müssten weiterhin intakt sein. Ich fürchte die einzige Lösung ist, diese kaputten Stellen von Hand zu entfernen (bspw. mit Worldedit) :/

    Red51 does not take us seriously

    Of course this isn't true. As @Minotorious mentioned, I barely reply to suggestions, but I read every suggestion. If I would also reply to every suggestion, there wouldn't be any time left to work on the game ;) About this particular suggestion: Horses (+donkeys +camels) and cars (as well as trains) are planned and horses are even in the works, but it will take some time until they're finally available. Horses will be ready somewhere after the new player models, cars probably not before 2018. I can't say much about wagons yet, they will be quite tricky to implement properly (they need to be physical in order to "look right" when you travel over bumpy terrain, at least if we want to avoid situations of floating wagons [or wagons stuck in the terrain] depending on the steepness of the terrain). We have to work on this feature in order to find out if this can be implemented properly without spending too much time on it (there are many other features that need to be implemented, so it wouldn't be reasonable if we spend 2-3 months solely on wagons, for example). So basically I can't say much about wagons yet.

    Falls das Gebäude aus Blöcken besteht funktioniert das mit dem Creativemodus ("gm 1" in die Konsole eingeben). Hier kannst du unter F6 das Blockplatzierwerkzeug (2) auswählen, dann einen Bereich markiereren und die ENTF Taste auf deiner Tastatur drücken, damit werden alle Blöcke in dem Bereich entfernt.
    Falls es jedoch um Bauelemente wie Planken, Balken etc. oder Möbel geht, diese können noch nicht auf einmal entfernt werden, dafür müsstest du bspw. "world edit" benutzen wie @Deirdre schon sagt

    Glad to hear the issue is solved :) The functionality of the World folder didn't change, but it always stores the "additional world data" if a world gets converted (unfortunately that's unavoidable... even though theses files are relatively big, they're still much smaller than storing the chunks). Even if you use MySQL, these files will still be stored in the Worlds folder (same as the custom images).
    If you created the world after the water update, you never had to deal with these files before^^

    That's really brutal =O Looks like the world conversion failed... did you maybe skip the world conversion process, or did you delete any files in the "Worlds" folder? Maybe send me the latest log files from the "Logs" folder, probably they contain a hint about what happened :)

    Well, it's neither intentional nor really a bug.. the map renderer doesn't disable the wireframe mode, since toggling it has a (minor) impact on performance. Even though it's a very small impact, the game is quite busy with rendering the map tiles, so we really wanted to avoid to give the game some extra work (especially since the wireframe command is only a debug command) ^^ And once the map updates automatically, this won't be a problem anymore :)

    Hmm... what happened exactly? 8| If you want to update your server, the best way is to shutdown the server, then delete the server.jar file in your server directory as well as the whole lib folder. Then extract the server.jar as well as the lib folder from the downloaded zip file into your server directory. Start your server again (by executing one of the start scripts, depending on your OS), that's it ;)

    Was it because I placed a large crate and crafting station there?

    Apparently these issues occurs when the particular dungeon chunk has been modified (i.e. remove or place an object, blocks etc)... tells me the world converter doesn't work properly for dungeons. I'm sorry for this hassle :( In this case, I'd recommend to fix it by using F10 (and eventually also with the block placement/removal tool [F6 -> 2 -> select area -> hit DEL on your keyboard to remove])...

    Yeah, unfortunately this happens with all dungeons which have been "modified" in the past (i.e. every dungeon where someone either removed a block, or an object, or opened a chest etc). It looks like the world converter doesn't work properly for dungeons atm. I'm still looking for a suitable solution to fix this issue, but I'm not sure if there is a chance to rescue the dungeons in old worlds :| I'm really sorry about this :( Of course unexplored dungeons are not affected by this, but it's still a pity...

    I wonder if this broke the pyramid on my side. Now reading the log I guess it has on the bottom stone chest portion hmm (view the 0.8.2 help thread).

    Well, the pyramid spawn was problematic. In some cases the pyramid was placed at a proper elevation, but obviously in some situations the position of the pyramid was completely wrong (far too high, like in your case) :|


    It gradually got worse, with the worst part being when I had to travel back 18 min back to my other spawn settlement

    Yeah, noticed it when I was looking for broken pyramids in my world :D Returning to the main menu and reloading the world usually did the trick. However, it should be solved now, at least I was able to fly around for more than 30 minutes without any performance issues ^^


    Curious about what happened with the pyramid I have going on with what's happening at the chest room. It's just a void.

    It looks like the world conversion does not work properly for dungeons. I wasn't expecting this... I'm still looking for a suitable solution, in the future it's anyway necessary to fix the dungeon world converter (it's unacceptable that worlds break everytime now if a new dungeon gets added), but I'm not sure if there is a chance to rescue existing worlds :/


    Edit; It is because of the pyramid fixing that the pyramids all moved around, even glitched out if you claimed them

    Yeah, a faulty world converter in combination with edited chunks is really problematic :( Once a chunk gets edited (block removed, placed etc), it gets stored to the database, so this state definitely stays. That's why your pyramids are now broken, I'm sorry for all this hassle ||
    The easiest way to get rid of the blocks is to use the creative mode now (F6 -> 2 [block placement] -> select all blocks -> hit the DEL key to remove them all at once)...


    Yes, I get the performance thing, however different types of terrain may absorb water quicker than others for instance. Sand almost instantly, rock not so much. Also maybe it could be a feature that can be turned on and off for a world, noting the huge performance hit?

    I really can't say much about that yet ^^ Calculating these things is quite expensive (in terms of performance), especially if a server has to calculate this at several position simultaneously. On the other hand, it would be a pity if such a feature was only available in singleplayer for example (especially since it would take some time to implement it). Well, we'll see how things finally turn out ;)

    @Bogus: Ich bezog mich nicht direkt auf ein explizites Plugin, sondern mehr auf die Plugin API im Allgemeinen... im Grunde steckt nicht viel hinter einer Synchronisierung mit der Realzeit, vielleicht bieten wir das auch als Beispielplugin an (falls niemand in der Zwischenzeit solch ein Plugin veröffentlicht) ;)


    @hkurzawa: Hmm... besteht das Problem auch, wenn du das Spiel neustartest?


    --------------------------------------


    Ein neuer Hotfix ist nun verfügbar (0.8.2.1)! Serveradmins müssen ihre Server ebenfalls updaten.


    Changelog 24.04.2017:

    • [Geändert] Befehl "setr" betrifft nun auch Objekte (Möbel, Türen etc)
    • [Geändert] Befehl "setr 0" setzt die Rotationsgenauigkeit nun auf 0.1°
    • [Geändert] Flackern von Bauelementen reduziert, wenn logarithmischer Tiefenbuffer deaktivier ist
    • [Geändert] Platzierdauer für Objekte im Creativemodus reduziert
    • [Geändert] Positionierung von Pyramiden angepasst
    • [Behoben] Generierung von Seen korrigiert
    • [Behoben] Schwerwiegende Performanceprobleme nach längeren Reisen behoben
    • [Behoben] Falsche Position der Schublade von Schreibtisch, Küchenzeile etc. korrigiert
    • [Behoben] Problem behoben, dass auf Servern keine neuen Welten erstellt werden konnten
    • [Behoben] Server funktionieren nun korrekt wenn Dungeons oder Wasserquellen deaktiviert sind