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Posts by red51
A new update (0.9.2) is available now!
Latest Hotfix: 0.9.2.1 (2026-05-13)
Latest Hotfix: 0.9.2.1 (2026-05-13)
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Eine neue Version wird in Kürze verfügbar sein

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Hallo Leute!
Ein neues Update ist verfügbar! Aber bevor wir da ins Detail gehen, ein paar Informationen über die Biome: Wir arbeiten momentan daran und hoffentlich sollten sie bald fertig sein. Dies ist vermutlich das letzte Update vor den Biomen (abgesehen von kleineren Bugfixes eventuell).
Bis die Biome fertig sind, gibt es mit diesem Update aber ein paar neue Spielsachen: Die erste Version des Creative-Modus sowie ein umfangreiches Berechtigungssystem für den Multiplayer.
Falls ihr euch wundert, warum wir uns dazu entschieden haben, dieses Update nun herauszubringen: Wahrscheinlich werden die Biome ein paar kosmetische Ungereimtheiten in existierende Welten bringen (zB harte Übergänge), und da viele Leute ihre Arbeit nicht über den Haufen werfen wollen (besonders für Multiplayerserver wäre das sehr ungünstig), hat der Creative-Modus quasi alle Tools an Board, um solche Probleme zu beseitigen.Momentan ist der Creative-Modus noch nicht vollständig, er enthält nur Werkzeuge für das Modifizieren des Terrains. Weitere Modi - Objekte und Pflanzen setzen, NPC spawnen und mehr - werden im Laufe der Zeit noch folgen.
Einen Überblick über den aktuellen Status des Creativemodus sowie eine detaillierte Beschreibung gibt es hier (leider nur auf Englisch): Creative ModeDa wahrscheinlich nicht jeder admin vollen Zugriff auf den Creative-Modus auf seinem Server geben möchte, haben wir ebenfalls das Berechtigungssystem veröffentlicht. Es ist sehr umfangreich und bietet reichlich verschiedene Einstellmöglichkeiten. Hier gibt es eine riesige Textwand (leider nur auf Englisch): Permission system
Zu guter Letzt haben auch noch andere nette Änderungen vorgenommen: Jetzt kann die Erzspawnrate beim Erstellen einer neuen Welt direkt angepasst (ebenso wenn gewünscht auch einzelne Tiere deaktivert) werden, wir haben auch einige Probleme mit dem LOD Terrain behoben (ihr erinnert euch sicherlich an die hartnäckigen schwarzen Schatten nachdem ein Berg abgetragen wurde? diese sind nun weg), und weitere Änderungen vorgenommen. Anbei der vollständige Changelog

Bleibt gespannt!
Hinweis: Nutzer der Standalone und Serverbetreiber müssen seit diesem Update zwingend Java 8 verwenden
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Changelog 04.12.2015:- [Neu] Creative Modus (experimentell, immernoch in Arbeit), beinhaltet Terraforming Werkzeuge (Hinzuf./Entf., Anheben/Senken, Glätten, Malen)
- [Neu] Berechtigungssystem für Multiplayer (noch in Arbeit), Möglichkeit festzulegen, was einzelne Spieler machen dürfen und was nicht
- [Neu] Spieler können nun individuellen Gruppen zugewiesen werden (u.a. kann Chatfarbe, Nametagfarbe etc. angepasst werden), i.V.m. eigenen Berechtigungen
- [Neu] Möglichkeit, bestimmte Gegenstände für einzelne Gruppen (betrifft alle Spieler dieser Gruppe) zu verbieten (Crafting/Aufheben/Droppen)
- [Neu] Chatfarbe und Nametagfarbe sowie Präfix/Suffix können nun verändert werden
- [Neu] Möglichkeit Erzhäufigkeit einzustellen sowie einzelne Tiere auszuschalten beim Erstellen neuer Welten
- [Änderung] Items können nun kostenlos gecrafted werden wenn der Creativemodus aktiv ist (Berechtigung im MP benötigt)
- [Änderung] Etwas geringerer Memoryverbrauch durch Custom Images
- [Änderung] "Permissions" Schaltfläche im Ingame-Menü funktioniert nun
- [Änderung] Z-Fighting von Bildern in manchen Situationen reduziert
- [Änderung] Windows Dedicated Server nutzt nun Memoryparameter aus 'server.properties' Datei
- [Änderung] Singleplayer Welten Liste geringfügig angepasst (zeigt nun Spielmodus)
- [Änderung] Neuberechnung von Chunks nach einer Änderung (zB Umgraben) verbessert
- [Änderung] 'setp' Command funktioniert nun auch für Baupläne
- [Behoben] Beleuchtungsprobleme ("schwarze Schatten") nachdem Berge oder Hügel abgetragen wurden behoben
- [Behoben] Fehlerhafte LOD Berechnung behoben/verbessert
- [Behoben] Probleme mit Lautstärkeregler für Tiergeräusche behoben
- [Behoben] Probleme beim Erstellen neuer Welten bei vorhandenen Welten mit gleichem Namen behoben
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Bugfix 06.12.2015:- [Neu] Gras (mit Grashalmen) ist nun im Creative Terrain-Editier-Modus verfügbar
- [Neu] Materialname zur Materialauswahl im Terrain-Editier-Modus hinzugefügt
- [Änderung] Wenn eine Gruppenpermission fehlerhaft ist, werden trotzdem andere Gruppen geladen
- [Änderung] Wenn das Aufheben von Items aus Kisten in den Berechtigungen nicht erlaubt ist, können auch keine Items mehr aus Kisten geworfen werden
- [Änderung] Unnötige Debugausgaben entfernt
- [Änderung] "Pending connections" Port Warnung entfernt beim Host eines LAN Spiels
- [Behoben] Falschen Weltnamen beim Erstellen neuer Welten behoben
- [Behoben] Eigene Bilder funktionieren nun wieder im Singleplayer
- [Behoben] Falsche Textur für Gras (ohne Grashalme) im Terrain-Editier-Modus behoben
- [Behoben] Fehlenden Cursor beim Erhalt einer Nachricht nach Upload eines eigenen Bildes behoben
- [Behoben] Falschen Fehlertext wenn eigene Bilder nicht hochgeladen werden können korrigiert
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Hi folks!
A new update is available! But before going into detail, a few information about the biomes: We are currently working on them and hopefully they should be ready soon. This is probably the last update before the biomes update (with the exception of smaller bugfixes eventually).
Until the biomes are ready, you get some new toys with this update: The first version of the creative mode as well as the extensive permission system for multiplayer.
If you're wondering why we decided to push out these updates now: Probably the biomes update will cause some ugly transitions in your existing worlds, and since a lot of people don't want to discard their work (this would be horrible especially for multiplayer servers), the creative mode has all tools to fix those issues easily.Right now the creative mode is not completely ready, you just get the terrain modification tools. We will add more modes - object placement, vegetation placement, npc placement and more - over time.
You find an overview of the current state of the creative mode as well as a detailled description here: Creative ModeSince probably not every admin wants to grant full access to the creative mode on his server, we had to release the permission system, too. It is very extensive and offers a lot of different settings. Find a big wall of text here: Permission system
Last but not least we did a lot of other nice changes: You can specify the ore spawn frequency now when creating a world (and also disable particular animals, if desired), we fixed some issues with the lod terrain (you remember those remaining black shadows after removing a mountain? they're gone now), and did some other changes. Find the full changelog attached

Stay tuned!
Notice: Users of the Standalone and Serverowners have to use Java 8 since this Update
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Changelog 2015-12-04:- [New] Creative Mode (experimental, still work-in-progress), including terraforming tools (add/subtract, raise/lower, smooth, paint)
- [New] Permission system for multiplayer (work-in-progress), ability to specify what a particular player should be able to do and what not
- [New] Players can be assigned to custom groups now (determine chatcolor, nametagcolor etc), in combination with specific permissions
- [New] Ability to disable specific items for particular groups (affecting all players of this group) (crafting/pickup/drop)
- [New] Chatcolor and nametagcolor as well as prefix/suffix can be changed
- [New] Ability to set ore frequency and to disable certain animals when creating new worlds
- [Change] You can craft items for free now if creative mode is active (permission in mp required)
- [Change] Slightly reduced memory consumption of custom images
- [Change] "Permissions" button in ingame menu works now
- [Change] Reduced Z-Fighting of custom images in certain situations
- [Change] Windows Dedicated Server uses memory parameter from 'server.properties' file now
- [Change] Singleplayer world list slightly adjusted (shows gametype now)
- [Change] Chunk recalculation after modification (digging etc.) improved
- [Change] 'setp' command also works for blueprints now
- [Bugfix] Fixed lighting issues ("black shadows") after removing mountains or hills
- [Bugfix] Fixed/improved wrong LOD calculation in some situations
- [Bugfix] Fixed issues with volume slider for animalsounds
- [Bugfix] Fixed issue when creating a new worlds with the name of an existing world
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Bugfix 2015-12-06:- [New] Grass material (w/ blades) now available in creative terrain edit mode
- [New] Added material name to material selector in terrain edit mode
- [Change] If a group permission is faulty, it will no longer stop loading other groups
- [Change] When disabling item pickup from chests in the permission, you can't drop items from chests anymore
- [Change] Removed some unnecessary debug output
- [Change] Removed "pending connections" port warning message when hosting a LAN game
- [Bugfix] Fixed wrong worldname when creating new worlds
- [Bugfix] Fixed issue which prevented you from using custom images in singleplayer
- [Bugfix] Fixed wrong texture for grass material (w/o blades) in terrain edit mode
- [Bugfix] Fixed missing cursor when receiving a message after uploading a custom image
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Note: The creative mode is still work-in-progress, in other words, it does not contain all features yet, and there might still be technical issues. It's recommendable to use the creative mode in singleplayer only, or when using it in multiplayer, just for a certain group of people

The new creative mode was introduced with update 0.6.3 Alpha. The first release only contains terrain tools, which can be accessed by pressing F5 (when you are in creative mode, either by setting the parameter during world creation, or by using the "setgametype 1" command).
Pressing F4 enables the "semi-creative mode", i.e. no special tools, just instant digging and godmode. But in this mode, you also have access to your items and your inventory (which are disabled when you're in terrainedit mode). You are also able to craft items for free at the workbenches (depending on your permissions).When you are in terrain edit mode, you see a red square in front of you. That's the area your actions will affect. You can resize it by pressing + and -.
You will notice that you have three tools available: Add/Subtract, Smooth and Paint. Below your tools you can see a material selector (can be changed by using your mousewheel).
- Add/Subtract: Left mousebutton adds terrain, right mousebutton removes terrain. You can also press your Return key ("selector modular") to enable the "flattening mode": You will see a "limitation", and as long as it's active, you cannot fill terrain above this border or remove terrain below this border. Very useful for creating flat areas or plateaus. You can change the level of the flattening border by pressing PageUp/PageDown
- Smooth: Basically the same as the rake does in regular mode, but without turning everything into dirt automatically, and also with no limitation (works on all materials). Very useful to fix broken chunk transitions, or to create nice hills or mountains after using the Add/Subtract tool
- Paint: This tool "paints" the currently selected material onto the terrain. So no terrain will be added or removed, just the existing terrain will be replaced by the new material. Nice for turning large dirt areas into grass again, or vice versa. Also quite useful for creating paths of dirt or gravel
As usual you can use the flymode (F2) and the magical light (L).________________________________________________________________
Add/Subtract and Paint tool in action:
Flattening mode enabled and Plateau created easily with the flattening mode:
A strange sculpture and a nice man-made cave (just took 2 minutes

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Overview of all permissions (name, category, description, defaultvalue)
kick command false ban command false yell command false settime command false setdate command false setweather command false setspawn command false setinventory command false teleportplayer command false makeadmin command false revokeadmin command false setplayergroup command false setdefaultgroup command false queryserverinformation command false queryplayerinformation command false itemgive command false spawnnpc command false disablenpc command false deletenpc command false deleteplayer command false spawnvehicle command false cleanup command false reloadplugins command false reloadjournal command false clearinventory command false saveall command false shutdown command false
Example:group The text in the "group" field in the playerlist groupcolor The color of the "group" field text [#FFFFFF] chatcolor Chatcolor (text) [#FFFFFF] chatnamecolor Color of the playername in chat [#FFFFFF] chatprefix Prefix for the playername in chat chatsuffix Suffix for the playername in chat chatprefixcolor Color for the chat name prefix [#FFFFFF] chatsuffixcolor Color for the chat name suffix [#FFFFFF] shownametag Determines if the nametag of this player should be visible true nametagcolor Color of the player's nametag [#FFFFFF] nametagprefix Prefix for the player's nametag nametagsuffix Suffix for the player's nametag nametagprefixcolor Color for the nametag prefix [#FFFFFF] nametagsuffixcolor Color for the nametag suffix [#FFFFFF] showadmintag Determines if the small red "[Admin]" should be visible next to the playername in the playerlist false
Example:fly general Determines if player is allowed to use flymode (F2) true fixedspawn general Determines if player is "forced" to respawn at the default server spawn (if set to true, player cannot change his spawn position by sleeping in a bed/tent) false pvp general Determines if player is allowed to attack other players true pve general Determines if player is allowed to attack animals/npc true invulnerable general Determines if player is invulnerable false nofalldamage general Determines if player is immune to fall damage false debuglight general Determines if player is allowed to use the current debug light (L) true nohungerthirst general Determines if player has to eat/drink false notemperature general Determines if temperature has an impact on the player false keepinventory general Determines if player keeps inventory upon death false ridemount general Determines if player is allowed to use mounts true ridevehicle general Determines if player is allowed to use vehicles (e.g. boats) true stamina general Determines if stamina is enabled for this player true
Example:destroyterrain world Determines if player is allowed to destroy terrain (digging) true placeterrain world Determines if player is allowed to fill up terrain true destroygrass world Determines if the player is allowed to cut grass true placegrass world Determines if the player is allowed to replant grass true destroyblocks world Determines if the player is allowed to destroy blocks true placeblocks world Determines if the player is allowed to place blocks true destroyvegetations world Determines if the player is allowed to destroy plants (cut trees, for example) true placevegetations world Determines if the player is allowed to replant plants true pickupvegetations world Determines if the player is allowed to pickup plants (e.g. flowers) true destroyobjects world Determines if the player is allowed to destroy objects (e.g. furniture) true placeobjects world Determines if the player is allowed to place objects true pickupobjects world Determines if the player is allowed to pickup objects true destroyconstructions world Determines if the player is allowed to destroy constructions (e.g. wooden planks) true placeconstructions world Determines if the player is allowed to place construction elements true pickupconstructions world N/A true
Example:default creative The "default" creative mode, often named "semi-creative mode" (instant digging and godmode) false fly creative Determines if fly mode is allowed for this player in creativemode true freecrafting creative Determines if a player in creativemode can craft items for free true freescaling creative Determines if a player in creativemode can use the "size" command false allrecipes creative Determines if a player should be able to access all recipes in creativemode true infiniteitems creative Determines if a player in creativemode has infinite items or not true nohungerthirst creative Determines if hunger/thirst is disabled in creative mode true terraintools creative Grants access to the terraforming tools (F5) false placementtools creative Grants access to placement tools (F6) false removaltools creative Grants access to removal tools (F7) false edittools creative N/A false npctools creative N/A false questtools creative N/A (wow that's going to be awesome!) false
Example:create blueprints Determines if player is allowed to create new blueprints false use blueprints Determines if player is allowed to place his existing blueprints false placeterrain blueprints Determines if player is allowed to place terrain and water via blueprints true undotime blueprints Amount of seconds a player can use the "undo" command to remove the blueprint 300
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Since version 0.6.3, most settings (to determine what a player is allowed to do and what not) are handled by the new permission system. You can setup individual permissions for certain "groups", which will apply to all members of this group.
Basically there is always a fixed permission, called "default.permission", which can be found in the permissions subfolder in your server directory. These are the default basic permissions, which will apply to all players. Now you can create individual group permissions (you put them into the groups subfolder), which will inherit the default permissions, but overwrite all keys you specified in your group permission. In other words: If you created a long list with forbidden items in the default.permission, you can - for example - just allow the pickaxe in your group permission, resulting in the player being unable to use any items, with the exception of the pickaxe. It's up to you how much you go into detail, of course you can also suspend all restriction of the default.permission if desired.
You can create as many groups as you want and assign as many players to a particular group.
The data format of all permission files is YAML. Here is an example for the "default.permissions":
Display MoreCodeNote: This are by far not all permissions; if you don't specify a permission, the default value is used. For example: If you have a group "admins", and you don't specify a particular permission, the game will look in the "default.permissions" if the permission is specified there and takes it value. If this permission is also missing in the "default.permissions", the default server permission is used. You find an overview of all permissions and the according default value at the bottom of this topic.
Let's get back to the example above: The first "info" permissions are just some "visual" things, chatcolor determines the color of the player's text when he sends a chat message (0xffffff equals white), "shownametag" determines if the nametag (the player's name above his head) should be visible, and "nametagprefix" specifies a prefix for the nametag.
Now it's getting more interesting: All "commands" permission are generally split into an "allow" and "deny" key. Every command you put into the "allow" list will be allowed for the groupmembers (i.e. the player is able to use it), every command you put into the deny list will be disabled. You can use the wildcard character "*" as a replacement for "all commands".Note: The permissions are parsed from top to bottom, so the example above makes no sense, since the server would allow the two commands first, but then disable all commands. It would make more sense if you put the "deny" block above the "allow" block in this case (so the server would disable all commands first, but then allow the two commands listed under "allow")

The next block - the "world" permissions - have the same structure. In this case a member of this group would not be able to break any blocks or destroy any objects or constructions.
The "blueprints" part does not have the typical "allow-deny" structure, it's just "key: value" in this case. In this case, the "use" permission (players can use existing blueprints) would be granted, but they are unable to create new blueprints (i.e. copy buildings on your server).
The same applies to the "customimages" block (in this particular case, setting "enabled" to false just disables this feature).Finally we're coming to an interesting part: The "items" permissions. Here you're able to disable particular items. You can set the permissions for "crafting" (i.e. the player would no longer be able to craft this item), "pickup" (player is no longer able to pickup this item) and "drop" (player is not able to drop this item). Furthermore the "pickup" and "drop" blocks are splitted into "general" (affecting items in the world, e.g. when an item lays on the ground), "chest" (i.e. player is unable to pickup/drop an item from/into chests) and "body" (same as chests, just referring to dead bodies - for example to prevent players from looting dead bodies).
Apart from the permissions, there is still the "admin" entry in the server.properties file. These "admins" are not affected by permissions, so they can use all commands and items. If you don't want that, you can set settings_admins_allpermissions to false in the server.properties file. Only the serverowner and all trustworthy persons should be an "admin" in the server.properties file btw. For all other team members, it's recommendable to create a separate "admin" group instead (and/or maybe a "moderator" group etc).
To assign a player to a particular group, you can use the setplayergroup command (use: setplayergroup playername groupname, specify null as groupname to remove the player from his group).
It's also possible to specify a "default group" for new players. Just open the server.properties file, look for the "settings_default_newplayer_group" key, and specify the desired group name (the filename without file ending).
Btw: There is a way to check your current permissions ingame: Just press ESC to get into the ingame menu (do not return to main menu!) and hit the "Permissions" button.
One final note: You cannot change the permission files during runtime yet. In other words: You have to restart the server once you have done some changes to any of the permission files

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Sorry für meine späte Antwort!
Zunächst mal finde ich dein Vorhaben klasse
Zu deiner Frage: Wie du schon vermutet hast, Time gibt die Ingame Zeit an, im Format tag.monat.jahr stunden:minuten:tick (tick ist quasi zu vernachlässigen, quasi sowas ähnliches wie Sekunden). -
Sobald die Biome über die Bühne sind, wird das Blocksystem überarbeitet, das bringt mehrere Vorteile, vor allem aber auch die oben beschriebene Problematik gehört dann der Vergangenheit an

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It sounds like the game is unable to save the world properly. What antivirus program do you use? Maybe try to run the game as administrator (rightclick on the risingworld.exe in the game directory -> properties -> compatibility -> check the "Run as administrator" tab and confirm the changes).
Do you have the Steamversion or Standalone? -
Der "Connection reset" kann leider viele Ursachen haben, im Grunde besagt er nur, dass die Verbindung unerwartet getrennt wurde. Bei was für einem Internetprovider bist du, hast du DSL oder Kabelinternet? Hast du da evtl. in letzter Zeit eine Tarifänderung vorgenommen (oder neuer Router etc)? Es gibt nämlich ein bekanntes Problem i.V.m. Kabelanbietern, dort tritt ein Connection reset alle 10 Minuten auf (betrifft nur manche Personen, kommt drauf an, wo du wohnst). Falls es bei dir auch nach exakt 10 Minuten auftritt, und du Kabelinternet hast, dann hilft in den meisten Fällen die Benutzung eines VPN Dienstes (zB Cyberghost). Wir arbeiten auch an einem Workaround (zB autom. Reconnect), es ist aber leider noch nicht abzusehen, wann dies tatsächlich verfügbar sein wird.
Falls du kein Kabelinternet hast, dann kann der Connection reset auch andere Ursachen haben. Es kann zB durch eine Firewall bzw. Antivirenprogramm ausgelöst werden (was für ein Antivirenprogramm hast du? Ist Rising World und Java in der Firewall freigegeben?), oder durch eine allgemein instabile Internetverbindung (wenn du zB über WLAN oder in manchen Fällen auch DLAN mit dem Internet verbunden bist). -
Stimmt, "setp" hat keinen Einfluss auf Baupläne. Das wird geändert

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Und ab wann kann man der Tierhaltung rechnen? Weiß man das evtl. schon?
Das wird leider noch dauern. Was allerdings in nicht all zu ferner Zukunft geschehen wird ist die Überarbeitung des Tierverhaltens, sodass diese nicht mehr durch Wände laufen können (wie es momentan unter manchen Umständen möglich ist). -
Leider werden Baupläne nicht zusätzlich gespeichert. Auch bei aktivierter Steam Cloud betrifft dies leider nur die Welten sowie die einzelnen Einstellungen. Baupläne können wir im Grunde noch hinzufügen, gerade bei vielen Bauplänen werden das aber allerhand Daten, die in der Cloud gesichert werden müssen (und da steht bei Steam nur ein begrenztes Kontingent pro Spieler zur Verfügung). Wir müssen uns das mal genau durch den Kopf gehen lassen.
Deine Baupläne sind aber nichtsdestotrotz leider weg, es sei denn, du hast selber noch irgendwo eine Sicherung davon angelegt
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Sorry for my late response! What do you mean exactly with "the character inventory is almost always the same as when logged out"?
Do you play singleplayer or multiplayer? -
Basically it is endless, but you run into precision issues relatively soon, so the "endless world" point on the features page is more related to fixing those rounding errors

Limiting the world will be possible once the adventure mode is available. -
Macht vermutlich Sinn, wird geändert

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Wenn es irgendwann vorgesehen wäre, verschiedene Blaupausen / Poster ingame in Ordner zu verschieben/umzubennen und auch eine
Suchfunktione wäre sicherlich von Vorteil, um nicht immer auf Steam / Steamapps usw zugreifen zu müssen.
Ich glaube bei den Bildern gibts bereits eine Suchfunktion (zumindestens ein Namensfilter), aber generell macht sowas für Blueprints, sowie eine Ordneraufteilung für Images auf jeden Fall Sinn. Ist auf der Todo-Liste
Hatte ich auch, aber kommt auf die Menge an und mit einer kleines SSD, auf der auch noch das Betriebssystem installiert ist, wird der Platz ziemlich schnell voll.
Also wenn du nur eine Verknüpfung zu den entsprechenden Ordnern anlegst, wie @0810lch beschrieben hat, hast du Speichertechnisch keine Einbußen
Das Spiel mag allerdings noch keine Umlaute also z. b. Moebel und kann den vorhandenen Möbelordner noch nicht finden.
Hmm ich war eigentlich im Glauben dass Umlaute mittlerweile funktionieren, zumindestens beim Namen von Bauplänen, kann sein dass das bei Ordnernamen untergegangen ist... ich prüfe das auf jeden Fall nochmal nach^^ -
Theoretically you can enable caves by editing the world SQLite database manually: Go into the "Worlds" folder in the game directory, then into your particular world subfolder, there is a file called "[yourworldname].db". You can open this file with an SQL editor (for example Navicat). Go into the "WorldInfos" table and change the value of "Caves" to true. Caves will be enabled on your world now.
But: Unfortunately this is not a good idea, since it may cause visual glitches between old and new chunks (i.e. texture glitches, holes in the world, caves leading into void etc.)

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Hmm that's really strange. Maybe Steam messed something up, at least Rising World does not create any registry entries, but Steam does. Sync is also completely handled by Steam, when it does not work, it's eventually indeed related to some broken registry entries
Maybe try this: Open the "config.properties" file (maybe it's just called config) in your game directory with a texteditor, set "game_debug_console" to true, save the file and start the game. Once it's "crashed", please have a look if there is a log file (just has a long number in its name) in the "Logs" subfolder in your game directory.