It looks like this permission is unused
Instead there is a setting Settings_PlayerListShowDistance in the server.properties file (which should work). Not sure if we should keep the permission, too (maybe the server setting is sufficient for that?)
Posts by red51
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red51 sag mal, hast du bei den Plugin's ein *.rar Loader eingebaut?
Nein, eigentlich nicht
Lädst du das Plugin via .jar, oder direkt die class-Dateien (oder compilierst du das Plugin on-the-fly mit einer "projectinfo.txt")? Das Spiel versucht beim Laden die Loadorder zu bestimmen und prüft im Grunde diese 3 Fälle. Problematisch wird es, wenn bspw. mehrere .jar Dateien in einem Plugin-Ordner vorhanden sind, oder wenn es eine zusätzliche classinfo.txt gibt, oder wenn eine zusätzliche projectinfo.txt existiert.Gibt es denn an sich immernoch Probleme mit der Loadorder (wie hier erwähnt)?
Noch eine kleinigkeit
kannst du die Anzeige für die Areas noch etwas Optiemieren, so das zwei Areas die direckt an ein ander Liegen nicht mehr so Flackern. Das müsste doch auch mit diesem leichten Versatz klappen?Oh, danke für den Hinweis, ja, das können wir mit dem nächsten Update anpassen

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Hi Red, there is a typo in your installer link in step 2.
Oh, thanks for letting me know! It was still the old link there, I've fixed that now

Red, the PluginSDK.unitypackage does not appear to be in the location you specified.

That's weird
I've no idea why it wasn't included in the build process, apparently this happened with one of the latest updates... thanks for bringing this to my attention! In the meantime, I've attached the PluginSDK.unitypackage here 
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Die Funktion, die du suchst, findest du in der "Server" Klasse (man hätte das zwar ggf. auch in "World" reinpacken können, doch da alle Spielerfunktionen in "Server" drin sind, ist diese Funktion auch dort gelandet
Server.findNearestPlayer() -
Will it be possible to have different biomes/climate zones in the same (big) land mass. I like islands having different ones, but I still prefer to also find them in the same land mass.
Currently we have no plans for that unfortunately... each island only has one climate zone. But there are plans to have some sort of transition biomes on islands: for example, if you're on a temperate island and a desert island is south of your island, you would be able to find a mediterranean biome in the southern part of your island etc.
I notice you can jump on top of animals and stay there. Would be nice if they at least try to shake you off.
That would be a good idea, I will put it on our list

Would it be possible, at least in the future, to have an option so you can only prepare some styles (textures) of furniture only of you have the corresponding type of wood/lumber. Say make a pine looking bed, only with pine, and so on.
That's unfortunately a bit difficult... for most furnitures, it's hard to tell what type of wood they're currently using specifically. It would require us to change the materials of all objects to make sure to have distinguished looks for the various wood types (e.g. a pine wood bed, an acacia wood bed etc)... there is unfortunately a lot of work involved to do that (and it's going to be difficult to keep this compatible with existing worlds - some people wouldn't be happy if the furniture or building materials suddenly look very different.
Hello everyone. I have a interesting question. It's planned add stone, mud, and terrain blocks and other types of "blocks" (like cylinder, pyramid, etc) made of terrains material?
Yes, probably this will be part of the next update

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Not sure if I understood the problem exactly
Does that mean you want an owner (more precisely, a player that is assigned to an area) to be able to add other players to his area?Right now there is only the general "areatools" permission (under "creative") and the "addplayer"/"removeplayer" permissions under "area". The problem is that allowing the area tools, the player is able to create new areas... probably it would help if there is just another "create" permission under "area"? Or a specific permission to only allow the player to edit his own areas? Or did I miss something?
we need player.setPermissionAreaGroup(UserName); red51
Basically there is no such thing... the player has a general permission group, and once he enters an area, he also gets an area permission assigned. This is only valid as long as the player is inside this area. The general group permission can be retrieved via player.getPermissionGroup(), while the temporary area permission (only active while the player is inside an area) can be retrieved with player.getActiveAreaPermission().
As mentioned, the area permission is temporary and depends on whether or not the player is actually inside an area (and it may be different for each area). The method you've mentioned wouldn't be possible, since it's unclear which area this actually affects. If you want to change the player permission of an area, you have to set that on the particular area directly via area.setPlayerPermission(). Like this:
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You first have to turn cloth into rags - this can be done at the grinder
Then just put the rags into the paper press. Currently there is no water required (because buckets didn't make it into the game yet), so you can turn them into paper directly. -
Thanks for the feedback, I'm happy to hear it works now!

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Thanks a lot for the world file
I can confirm the crash on my end, so it's definitely a bug in the game. It seems there is an issue with the npcs... apparently the data for one or more npcs is invalid. Unfortunately the game doesn't validate the data, and since the game works with native memory here, this results in a crash.We will fix that with the next update, so the game first checks the data properly (to avoid crashes like that).
If the npcs in your world aren't too important, you could fix this issue manually in the meantime by deleting the "Npcs.db" file in your world folder (also the "Npcs.db-shm" and "Npcs.db-wal" files if they're there). You should then be able to load the world again, but unfortunately this deletes all npcs in your world. If you want to keep your npcs, please let me know, then I can send you a fixed Npcs.db file

PS: That ship looks amazing, well done!

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Where can send it to ?
If you could upload it somewhere (dropbox, google drive etc, usually these services always have a free version), you could send me the link either via PM, or alternatively send it via mail to support@jiw-games.net
If the world isn't too large (you could zip it to reduce the size), i.e. not bigger than maybe 20 or 30 MB, you could also try to send the file via mail to us

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New world loads and works the only other world that crashes is a Demo world
Hmm... since when do you run into this crash? Is this the first time you try to load the world after the biomes update (from Februray), or did you already manage to load it successfully after the update?
If it only happens with this particular world, it's most likely either a bug in the game (probably related to the Demo world), or an issue with the world files... is there maybe a chance you could send me your world? Then I could try to reproduce the issue on my end

If you could send me the world, make sure to include all files from the "New World" world folder.
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..seems you cant use those in font for a GUI. Any ideas on how to get different fonts in a GUI like Medieval or Gothic?
The Font enum (mentioned by james1bow ) is indeed the correct one - it contains all fonts of the game. It can be used for signs and UI elements
You can pass it to a label using the setFont() method (or alternatively set the style.font property on the label). Example: -
Thanks for the report!
It's a native crash (that's why it doesn't bring up an error dialog, for example)... native crashes are often (but not always) caused by something outside the game (usually the graphics driver, or another program which interfers with the game [like an anti virus program]).But of course it could also be caused by a bug in the game (there are some situations where the game works with native memory and pointers directly - this is prone to crash if something goes wrong).
Native crashes could also be caused by the Plugin API, but that's only relevant if you actually use any plugins (in this case, the crash doesn't seem to be related to this).
Does the crash also occur for all other worlds? What if you create a new world, does it load fine, or does it also crash?
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Sorry für die späte Antwort, aber wir können mit dem nächsten Update eine ScrollView einbauen
Dieser kannst du beliebige UI Elemente hinzufügen (auch komplexe Elemente) und grundsätzlich alle Arten von Listen, die es im Spiel gibt, nachbilden. Prinzipiell verhält sich die ScrollView wie ein reguläres UI Element, nur dass der Content scrollbar ist (und Childs außerhalb des Scrollbereichs unsichtbar sind). -
The log unfortunately contains no information about a crash... at the end of the log it seems the game just lost focus (alt-tab?). Apparently this log file isn't from a session which crashed?
Please try loading a world until the game crashes (this is important), then restart the game to the main menu, open the console (with key ~ or `) and type report. Add some additional information like "game crashed when loading a world", and send the report. This automatically attaches the previous log file (which should contain more information about the crash)

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I was hoping to grab vanilla HUD elements and add children to them
Oh, this is actually possible^^ But since this is a bit hacky (and may break with future updates), it's only possible through the Internals class. You could use the Internals.addUIElementToPlayer() method (instead of Player.addUIElement()) to add a UI element to an arbitrary target (this could be any UI element in the game).
It's a bit tricky to find the correct path of an element on HUD, but you could use the uidebugger console command to get the target path of a vanilla element

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Yeah, this is indeed a bit tricky... the game renders these icons during runtime, so there is no way to get them through the API right now

But maybe it would help if we add a new "getIcon()" method to the ItemDefinition/ObjectDefinition/ConstructionDefinition classes (which would return a TextureAsset)? If you wanted to get a block icon then (e.g. with texture id 200), the code could look like this, for example:
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Sorry, leider ist das etwas untergegangen
Wir werden das aber mit dem nächsten Update einbauen 
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However, this is where I am stuck on how to get the storage object with the inventory since this event Class does not appear to me to have method.
I assume you are saying I get the chest using getStorage() then using Item[] getItems()? Because for me, the ToStorageEvent wont bring up .getstorage() as a method of the class.
Unfortunately the storage API wasn't fully ready yet, but will be part of the next update
This will enable you to get access to all storages (or to create new storages, for example). -
Yes, that would make sense
We'll add this method (including a few other methods, like getting or setting the gap between blocks etc) to this event with the next update 