You can't deconstruct objects currently, only destroy them (so it's intended that you won't get them back into your inventory). But a way to deconstruct instead of destroying them is already planned.
Posts by red51
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Normalerweise ist was nicht vorgesehen.
Der Username ist quasi deine Identifizierung, da jeder Username einmalig ist. -
Die Steam-Version und die Standalone sind zwei verschiedene und voneinander unabhängige Versionen
D.h. der Kauf der Steamversion beinhaltet leider keinen Zugang zur Standalone, und umgekehrt beinhaltet der Kauf der Standalone keinen Zugang zur Steamversion.
Die Steamversion fragt in der Tat beim ersten Spielstart nach einer Registrierung, es sei denn, es kann keine Verbindung zum HIVE aufgebaut werden (was dann auch am roten Verbindungssymbol im Hauptmenü sichtbar wird). Du kannst zwar normalerweise Singleplayer spielen (und auch direkt zusammen mit anderen Freunden), aber quasi auf keinem öffentlichen Server. Das kann entweder am NAT liegen (manche NAT Probleme lassen sich leider nicht beheben), oder an deinem Antivirenprogramm bzw. deiner Firewall -
Yes I think we can add a Lua event for it. Then you can check if the player is an admin when the event is called
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What kind of item are you talking about? You mean items like your equipment (e.g. pickaxe, rake, sword etc.), or objects like furniture?
Does it happen in single- or multiplayer? -
Currently you can't force that on a server. We could eventually add a setting for it (like the setting to disable flymode, which was introduced with the last update) as a temporary solution, but I think I prefer the way to add a Lua event for that
Once the survival mode is more advanced, the "setgametype 1" command won't work anymore at all (only for admins). -
Place a CONFIRM on the removal of a world
What a coincidence: That has been done yesterdaySo it will definitely be in the next update
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Hi folks,
It won't be too long until the next update is available! Unfortunately it takes a little bit longer than expected though, and we are sorry for this delay, but ask you for your patience
The next update will introduce - as announced - farming, giving you the ability to have a reliable source of food. For the beginning, we will concentrate on vegetable cultivation.
Apart from that, the next update will bring an important and big change: We finally have reworked the networking code to get rid of all those sudden disconnects that happen to some people in multiplayer. It will also provide better performance, in multiplayer and especially in singleplayer.
Additionally, new blockforms will be added, among others half blocks, a new stair, different new corner elements and more.
By the way, we also started preparations for the first hostile animals, which will be introduced in the update after the next
Stay tuned, and thanks for your patience!
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Hallo Leute,
es wird nicht mehr lange dauern, bis das nächste Update verfügbar ist! Leider brauchen wir dafür jedoch noch etwas länger als erwartet, wir entschuldigen uns für die Verzögerung und bitten euch um etwas mehr Geduld
Das nächste Update wird - wie bereits angekündigt - Landwirtschaft ins Spiel bringen, was eine verlässliche Nahrungsquelle darstellen wird. Fürs den Anfang wird insbesondere Gemüse anbaubar sein.
Abgesehen davon wird das kommende Update aber eine große und wichtige Änderung bringen: Wir haben endlich das Netzwerksystem überarbeitet, damit sollten all diese ständigen Disconnects im Multiplayer, die manche Leute haben, der Vergangenheit angehören.
Es wird aber auch bessere Performance bieten, im Multiplayer sowie besonders im Singleplayer.Zusätzlich werden neue Blockformen eingeführt, unter anderem halbe Blöcke, eine neue Treppe, verschiedene Eckelemente für Treppen und Rampen und mehr.
Übrigens haben wir auch Vorkehrungen für die ersten feindlichen Tiere getroffen, welche mit dem übernächsten Update ins Spiel gebracht werden
Bleibt gespannt, und danke für eure Geduld!
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The game should work on that card, but you will most likely have to reduce your graphics settings
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Freut mich, dass es jetzt funktioniert
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Also keine Datei Namens "errorlog" oder "hs_err_pid" vorhanden?
Was ist denn die exakte Fehlermeldung? "Java (TM) Platform SE binary funktioniert nicht mehr"?
Deine CPU dürfte eigentlich keine integrierte Grafikeinheit besitzen, daher wird automatisch (sofern nicht noch eine weitere Karte vorhanden ist) die Radeon verwendet. Lade bitte einmal den neuesten Treiber von der AMD Seite herunter und installiere ihn.
Wieviel RAM hat dein Computer? -
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Probably we will not make the nights darker, but we will definitely add a moon
The nightsky needs some tweaking anyway.
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If you use Windows, please go to your game directory (steam/steamapps/common/risingworld) into the subfolder _CommonRedist -> vcredist -> 2013 and execute the setup (x64 if you are using a 64 bit OS), then select "Repair".
If that does not work, rightclick on Rising World in Steam -> Properties -> Set launch options and enter "+debug" (without quot. marks). Now start the game, then go to your game directory, open the "info" file with a texteditor and paste the content here. -
Difficult to say. Probably the game will run (depending on the quality of the drivers for your card, but usually Nvidia has very good drivers), but I'm afraid you will have poor performance with that card. We have tested the game with a GT120, it had acceptable fps with minimum settings, but it seems that the GT210 is weaker than a GT120.
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It's quite a very interesting idea, but there are several problems: The biggest problem is the fact, that all objects are (clientside) baked into one mesh per chunk. If you are going to change the object position via script now, the game would have to recalculate the whole mesh. If you want to do something like a "smooth" movement, this would require frequent transformations (i.e. recalculations of the mesh), and you will run quickly into performance issues.
Doors for example are a special case in the game, since they do modify the vertexbuffer of the mesh directly (the vertexindex of the door inside the "big mesh" is stored, and when opening/closing a door, the accordings vertices are moved every tick to simulate "smooth movement"). Unfortunately this approach is not possible for modifications via Lua =/What we can offer instead: The creation of dynamic objects via Lua. You could move and rotate them with nearly no performance costs then. Only the object itself will have an impact on performance, but it would be no problem if there are not too many dynamic objects at the same location.
And since dynamic lights are already supported by the game (when carrying a torch, flashlight etc.), we can also allow the creation of dynamic lightsources via LuaBut again, dynamic lights have a big impact on performance, so it's wise to use them with care.
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Filling a whole area has the same cost (concerning network traffic) as changing a single block. But it would be a good idea to add a way to queue single "placeBlock" call. Especially when it will be a big modification (with lots of placeBlock-calls), compressing the message could also make sense (currently only big packets are being compressed).
We will put it on our todo listBtw, about flood scripts: This is indeed a problem, but only if the server wants to flood a client. Since all scripts are running serverside, the client could not flood the server with Lua.
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The integrated "Intel g45/g43" is not supported by the game. Minimum requirement (you can see that on the storepage) is an Intel HD 4000. If you don't have a secondary graphics card, there is unfortunately no way to get the game running on your machine =/
The main problem is the terrible OpenGL support of old driver versions of Intel. Intel has fixed these problems in more recent driver versions, but I doubt these fixes are available for your adapter. But even if you could get the game running, you would have very poor performance with this adapter.