Entwicklermitglieder nicht mit einbezogen
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Entwicklermitglieder nicht mit einbezogen
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Das Raster sollte eigentlich unabhängig von der Welt funktionieren. Mit was für einem Bauelement versuchst du denn, das Raster einzuschalten (Holzplanken, Blöcke, Möbel etc)? Ist das Raster lediglich nicht sichtbar, oder zeigt es auch kein Wirkung (d.h. die Objekte rasten nicht ein)?
Komisch, ich konnte den Fehler leider nicht reproduzieren, d.h. bei mir ist Feuer auch durch Scheiben sichtbar
Was für eine Grafikkarte verwendest du? Ist in deiner config.properties Datei im Spielverzeichnis der Wert "graphic_logarithmic_depth_buffer" auf true oder false gestellt?
Bitte lösche in deinem Spielverzeichnis im "data" Unterordner einmal die "commons.jar" und starte das Spiel dann erneut. Tritt das Problem danach weiterhin auf?
Wurde eigentlich schon erwähnt, dass Tiere auf den plazierbaren Rasenblöcken sich anhören, als würden sie auf Metall laufen? XD
Tatsächlich
Das wird mit dem nächsten Update behoben!
Ich bin mir nicht sicher, ob das nur bei mir so ist-Ich kann keine Pflanzsetzlingem mehr setzen. Es wird immer angezeigt, das nicht genug Platz zum setzen wäre.
Bitte versuche einmal, im Spielverzeichnis im "data" Ordner die "commons.jar" zu löschen, anschließend das Spiel zu starten und die Dateien erneut herunterzuladen. Funktioniert es dann?
Wie @Deirdre schon sagt, die N/A Texturen sind noch nicht verwendet. Wir werden die N/A Texturen mit dem nächsten Update aus der Werkbank entfernen (bis sie irgendwann mal verwendet werden), sonst ist es tatsächlich etwas irritierend ![]()
I've moved this topic to the suggestions section, since this would be more a core feature of the game instead of an API function^^
Nevertheless, an "undo" feature at least for blueprints will be available with the next update
Maybe in the long run there will be also an undo feature for blocks or construction elements, but I guess it's most urgently needed for blueprints ![]()
Sorry for my late response. There is nothing like "decay" in the game, so this really wasn't supposed to happen... Not sure what caused this issue, I haven't seen it before. If restarting the game and/or restarting the server doesn't fix this issue, I'm afraid the building is gone for good. If you're running a multiplayer server, make sure you restart it at least every 24 hours, otherwise there is a chance that the database gets messed up.
The "outdated graphics driver" message occurs when your graphics driver is dated on 2014/2015 or older. Make sure you download and install the latest graphics driver from the AMD homepage, never rely on Windows driver check or something like that (this only checks for MS drivers, which are only very basic drivers without OpenGL support).
If the game doesn't start after updating the driver, this indicates that something went wrong during driver installation. Does an error message occurs? In this case, please post the error message here.
Der Befehl, den @Deirdre meint, lautet findbase. Dieser kann in die Konsole (^) eingegeben werden und spuckt die Stelle aus, an welcher die meisten Bauteile vorhanden sind (was in den meisten Fällen die Base ist). Die Suche kann noch etwas verfeinert werden, indem bspw. explizit nach Blöcken, Objekten (Möbel etc) oder Bauelementen (Planken, Balken, Fenster etc) gesucht wird. Dazu kann der Befehl findbase blocks (für Blöcke), findbase objects (für Objekte) oder findbase constructions verwendet werden. In deinem Fall vermute ich, dass das Pavillon aus Bauelementen besteht, daher wäre vmtl. die Variante findbase constructions am passendsten.
Wenn eine Base gefunden wurde, kannst du dich mit dem goto Befehl an diese Koordinaten teleportieren (am besten vorher den Flugmodus mit F2 aktivieren).
It's unfortunately a limitation of the way how the current grass occlusion is implemented. As @Minotorious said, this happens when blocks (or construction elements, objects etc) are placed too close beneath the surface...
I think it's about time to get rid of this issue, it will be fixed with the next update ![]()
If my ip address changes during the day, is it updated on the server list automatically
If you IP changes during runtime, you'll have to restart your server anyway (usually your internet connection drops anyway if your ISP assigns a new IP to you).
can I use my ip name address instead of real ip in the server.properties so it shows up as a ip name and not address ?
You can try to add your ip to the server_ip field in the properties file (it depends on your network configuration if this works or not), however, most likely that's not going to work.
Don't cling too much to version numbers
It's true that "beta" usually indicates that the software is feature complete, however, this approach does not always fit very well to computer games (in return that would mean we couldn't even add more features after the beta stage, which would be a pity). Nowadays it seems that many developers and companies take a looser approach on that word anyway ![]()
So when Rising World goes into beta state, this doesn't mean that it is feature complete. It will be more of an indicator that the most important features are already implemented and that the game offers "full and entertaining gameplay" (not only for builders). In other words, at this point, RW is going to offer more extensive survival and exploration elements. In addition, updates will be more polished (we will do more extensive tests before releasing an update), so there is a lower risk that a new update doesn't work or breaks the game, but in return, it may take longer until a new update is available (that's why we don't want to go into beta until the gameplay is more entertaining, especially for survivalists).
We will keep the game in beta state until all known bugs are fixed and ideally all features from our features list are implemented (unless we discard a feature for a good reason). If people are still playing RW when it leaves Early Access, we will continue to work on the game. There had been many community suggestions about certain features which may get implemented after the 1.0 (seasons, extensive npc interactions etc).
But what happens after Alpha 1.0? Probably we will just surpass the 1.0 mark, even though the game is still in alpha. So maybe the game will be in alpha until version 1.1, 1.2 or 1.3 ![]()
Hmm... basically you should also be able to see the server. Unless your game is unable to query it. What happens if you visit this link, do you see your server details? http://176.78.115.128:4254/
If the game is unable to connect to this IP, the server does not show up in your list.
Did you set any filter setting eventually (e.g. show only pvp servers etc)?
Btw, the IP is provided by our hive server. You can visit this link, it provides a full serverlist, maybe have a look if it contains your server IP: https://api.rising-world.net/v2/rw/serverlist
One thing you could try to improve the framerate is to disable the logarithmic depth buffer, sometimes this has a noticeable impact on the performance. To do that, go to your game directory (rightclick on rw in steam -> properties -> local files -> browse local files), open the "config.properties" file with a texteditor and set "graphic_logarithmic_depth_buffer" to false, then save the file, and run the game again ![]()
The door names changed some time ago, the new names are doorold1 (1 variation), doorold2 (2 variations), doorold3 (3 variations), doormodern1 (3 variations), doormodern2 (1 variation), doormetal1 (1 variation), doorgrille1 (3 variations), doorgrille1b (3 variations) and saloondoor (15 variations)
To spawn a door, use the object <objectname> <variationid> command ![]()
You need some wool, cotton or hemp fibers to use the spinning wheel. Just hold the wool/cotton/fibers in your hand and look at the reel, then use your right mouse button to use the spinning wheel
You need 2 wools/cottons/fibers to complete the progress, once it's completed, you can pickup the reel by pressing your interaction key (F).
I hope you remove wireframe mode or give us an option to atleast lock it out in the permissions. I noticed on a server with strict survival mode that I could still enable wireframe mode to see where all the dungeons were underground.
Oh, yes, sure I can restrict this command in multiplayer
This change will be available with the next update (only admins will be able to use this command then).
Is that correct like this?
1.) Create a group.permission file in rootdir/permissions/groups
2.) set set palyer into the group with setplayergroup XYZ group
Yes, that's correct ![]()
If a grup has * permission (=all), do they still need admin (makeadmin XYZ ?)
Not necessarily. Basically the "admin" setting in the server.properties file just grants you all permissions. However, most Lua scripts only take this admin setting into account.
Put ingame and in Chat (I tried Zcript and AdminTools) is always shown [admin] not (Staff) - how can i change the prefix of the tab list, and the ingame chat list?
The group permission looks fine... if you're referring to the "[admin]" next to your playername in the player list (tab): As long as you're an admin (in the server.properties), you will always have this "[admin]" tag.
Not sure if Zcript and AdminTools fully take your permissions into account... maybe test the permission on a server without any scripts/plugins.