Posts by red51

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-04)

    Sorry für die späte Antwort VoodooPanz , irgendwie ist das etwas untergegangen =O


    Jedenfalls wird die EINF Taste bei den Terrain-Werkzeugen nicht verwendet :thinking: Das haben wir auch nicht geändert, aber das Auffüllen funktioniert mit den Maustasten (bei der 4 mit der rechten Maustaste), lediglich das Löschen ist auf ENTF gelegt. Ich habe es nochmal getestet und eigentlich funktioniert alles so wie es soll :wat:


    Zudem werden unter F6, bei Aufruf des Pfanzen- und Objektmenüs, die Bilder erst nach einmaligem Scrollen wieder angezeigt und die Tabelle rutscht automatisch wieder nach oben. Ebenso beim Tarrain Pinsel F5 / 3.

    Das ist leider ein Bug in Unitys UI Toolkit... das Scrollen der Liste wird nicht richtig übernommen: Zwar bewegen sich die Scrollbalken zur gewünschten Position, die Liste denkt allerdings weiterhin, man befände sich noch ganz oben (daher wird auch nichts angezeigt und beim Scrollen rutscht die Liste wieder nach oben). Leider ist das Problem auch mit der neuesten Unity-Version noch nicht behoben... wir müssen noch prüfen, ob wir einen Workaround für das Problem finden :/

    Hii RED, I have some doubts about the new version, could you answer this post if you have a chance to read my observations and my questions? Thank you for keeping this gem of a game optimized as it should be, I appreciate it.

    Hey, could you elaborate on that? What doubts do you have specifically? ;) Or do you refer to your suggestion regarding a Replay Camera?^^

    If the world loading stops at 5%, it indicates that either the world file on the hard drive is corrupted, or there is a plugin/script that doesn't work. If you're using any plugins or scripts, try to delete or rename the "plugins" (and/or "scripts") folder in the game directory first, then load the world again. Does it still get stuck at 5%?


    If it still doesn't work, please post a log file here. For the Java version, it's necessary to enable logging first by opening the "config.properties" file with a text editor and setting "game_debug_console" to true. Then save the file, and run the game. Try to load the world until it gets stuck at 5%, then quit the game and go to the "Logs" folder in the game directory. Please upload the latest log file here ;)

    It depends on whether you play the Java version (i.e. the current default game) or the new version (the one that's currently in a beta branch and needs to be enabled manually)? ;)


    To modify the gameplay or to add new content, the game mainly relies on plugins. For the Java version, you can find plugins here: https://forum.rising-world.net/board/32


    For the new version, plugins are located here: https://forum.rising-world.net/board/45

    (the Plugin API was just released with the recent update for the new version, so there aren't many plugins available yet and some of them are still work-in-progress)


    The Plugin API is a lot more powerful for the new version, so probably we will see more plugins which add new content there in the long run.


    To install a plugin, just download it and extract it into the plugin folder in the game directory. For the Java version, it's called "plugins" (lowercase), and for the new version, it's called "Plugins" (located in the "_New Version" subfolder)^^

    Basically the API already offers a createScreenshot() method to take a screenshot from the players view. When using a 2nd account (as suggested by yahwho ), you could use the API to create screenshots automatically. Maybe we could also add another method to take a screenshot from an arbitrary position - this would enable you to achieve something similar without having to use a 2nd account (only limitation is that you need to be in proximity of the screenshot position, because the world needs to be generated at this location) ;)


    Of course you can only take screenshots that way, no videos - but for a timelapse, screenshots are usually sufficient ^^ So a screenshot-based replay is definitely possible with the API.

    Sorry for my late response, but Unitys UI Toolkit unfortunately does not offer such a functionality directly :/ It has been on their roadmap for quite a while now, but progress there has stagnated, so I wouldn't expect this to come anytime soon...


    The only way to achieve something like that would be to render the UI into a RenderTexture, but this has a number of limitations (e.g. no events), and right now there is no way to do that through the API...


    If you just want to spawn a text in world space, you could use the Text3D object of the API. Alternatively you could create your world space UI (using uGUI, i.e. Unitys canvas) in Unity, store it in an Asset Bundle and load it as Prefab - but unfortunately you won't be able to get proper events from that.


    Right now the game doesn't use world space UI so we have no custom solution for that unfortunately... :|

    You're probably looking for automatic word wrapping? In this case the Wrap enum is not the correct one - it's used for the style.flex property (see Unitys documentation for IStyle). You can find more information about the related CSS property here: https://developer.mozilla.org/…lex-wrap?retiredLocale=de


    If you want to handle automatic word wrapping, you have to set the whiteSpace property (Unity doc) instead ;)

    Java
    //Enable automatic word wrapping
    label.style.whiteSpace.set(WhiteSpace.Normal);


    Of course you can also write \n into your text to force a line break at that position ;)

    - The game searches for "ui.settings.graphics.tooltips.refractions" but the term is saved as "ui.settings.graphics.tooltips.refraction" in the original translation files, already adjusted in the version I'm working on.
    - The term "ui.settings.graphics.tooltips.maxdebris" exist in game, but this tooltip does not appear.

    Thanks for letting us know :) We'll change that with the next update!


    - Include an icon that identifies which terms have a tooltip with information since, for some reason, the tooltip does not always appear when hovering the mouse over the terms.

    Well, at the end of the day, we basically want tooltips for every setting anyway ^^


    - Some existing terms in the translation file are not used in version 0.6.5.1, will these settings be implemented in future versions or are they obsolete terms?

    I can't say for sure if all these settings will be implemented eventually. Some of them are not exposed to the settings menu yet (only accessible through the config.properties file), so the translation is not used for them atm... but this may change in the future. The translation files also contain some keys for features which are not yet implemented... once it's clear that a key definitely won't be used anymore, we usually remove it immediately ;)

    Die Türen können gespiegelt werden. Allerdings wird die Größe einer Tür beim Spiegeln und Anpassen der Größe wieder auf die Standardgröße zurückgesetzt.

    Danke für den Hinweis, das werden wir auf jeden Fall noch ändern ;)


    Es wäre schön wenn die Blockade der Türen, die mit Befehl entfernt wurde, beim Kopieren mit Blaupausen ebenfalls übernommen würde.

    Solche Eigenschaften werden bereits übernommen :monocle: Ich habe es nochmal getestet, also einer Tür den Flag DisableObstruction gegeben und eine Blaupause davon erstellt - auch beim Platzieren war der Flag noch aktiv.

    Statisches Wasser wie von SonoBionda erwähnt ist tatsächlich erstmal die beste Wahl, wenn man nicht möchte, dass das Wasser wegfließt ;) Kollisionen finden momentan auch nur mit dem Terrain statt, d.h. wenn man nicht möchte, dass das Wasser durch Blöcke durchfließt, muss am besten statisches Wasser verwendet werden. Zwar werden wir Kollision mit Blöcken noch einbauen, allerdings erst später (zunächst muss die neue Version insgesamt in trockenen Tüchern sein) ^^


    Allerdings ist standardmäßig dynamisches Wasser vorgesehen

    Die Vorauswahl ist auf dynamisches Wasser gestellt, um Missverständnisse zu vermeiden^^ Wir haben ja damals (vor dem Wasser- bzw. Welt-Update) gesagt, dass das Wasser in der neuen Version fließen können soll. Das hätten manche User vmtl. auch direkt testen wollen, indem sie im Creative-Modus etwas Wasser platzieren - und wenn standardmäßig statisches Wasser platziert wird, würde das wahrscheinlich etwas Verwunderung auslösen (da ja nicht unbedingt ersichtlich ist, dass man durch Scrollen auch anderes Wasser wählen kann)...

    Basically this is covered by the PlayerUpdateStatusEvent ;) Unfortunately the bone status is not fully exposed there yet... you can check if event.getType() is "BrokenBones", but unfortunately you can't determine if this event breaks or heals the bones... you could, however, check if the bones are currently broken (if they're already broken, the event is most likely triggered because the bones are healed or vice versa) ^^

    Basically this works like in the Java version, i.e. you extract plugins in the "Plugins" folder in the game directory ;) So you basically just extract the plugin folder from the zip file. If the plugin is not shipped inside a folder (i.e. if there is only a .jar file), you have to create a subfolder for it manually.


    If so, can you please tell me where to find the one that sets claim areas? Thank you!

    There is a built-in area protection in the game (accessible in creative mode via F9), but unfortunately self-claim isn't implemented yet (so admins have to set up and assign areas manually)...


    The only protection plugin out there atm is this one: https://forum.rising-world.net/thread/12664

    To install it, create a new folder called "WorldProtection" in the "Plugins" folder and extract the "WorldProtection.jar" from the zip file there ;)

    Sorry für die späte Antwort, aber falls sowas nochmal passieren sollte (also der Grillspieß zurückbleibt und scheinbar nicht zerstörbar ist), könntest du uns evtl. einen Report senden? :) Dann können wir einmal genauer nachschauen, warum das passiert ist :saint:

    Um einen Report zu senden, öffne einfach die Konsole (^) und gib dann report ein. Füge ggf. noch einen kleinen Hinweis hinzu (zB "Grillspieß unkaputtbar" o.ä)^^

    Sorry for the late response, but nested radial menus should actually work ;) You could just call player.showRadialMenu() in the callback again. Just make sure that in the outer radial menu "closeOnSelect" is set to false, otherwise it won't work properly:


    Java
    player.showRadialMenu(icons, entries, null, false, (selection) -> {
    player.showRadialMenu(icons2, entries2, true, (selection2) -> {
    System.out.println("Selected: " + selection2);
    });
    });


    We'll also add a new player.hideRadialMenu() method with the next update which gives more control over showing and closing radial menus :)

    Unfortunatly you can't set the background color of the chat box atm :/ You could only change the font size (Game_ChatFontSize in the config.properties file), but probably that wouldn't really help in this situation...


    However, maybe we can add a setting for the background color with the next update ;)


    But in the meantime, you could also achieve that through the API btw:

    Unfortunately there is an engine bug in the Unity version the game is currently using (2022.2), which prevents the game from running on Apple Silicon (M1)... :/ I'm so sorry about this inconvenience, but unfortunately it's out of our control because we had to wait for Unity to fix this issue...


    However, this issue was supposedly fixed by Unity in their recent release. We haven't fully verified that yet, but most likely you should be able to play the new version again after the next update :)

    Modular snapping indeed does not work if the blueprint contains terrain, as suspected by paulevs ... it's weird if your blueprint does not contain any terrain and still doesn't support snapping :wat: Do you mind uploading the blueprint in question here? Alternatively you could send it via PM to me, so I can take a closer look at this issue ;)

    Ein Zurückimportieren funktioniert leider nicht :/ Beim Export wird die Blaupause in ein 3D Modell umgewandelt, welches dann in einem beliebigen Modelleditor bearbeitet werden kann (zB Blender, Cinema4D, Maya, 3d Studio Max etc). Dabei gehen aber die eigentlichen Informationen der Blaupause verloren, also welche Bauelemente an welcher Position vorhanden sind, das Spiel kann das also nicht einfach so wieder importieren.


    Das Exportieren kann man eher als technische Funktion betrachten... sinnvoll ist es zB dann, wenn man die Blaupause mit einem 3D Drucker ausdrucken möchte, wie von Yarofey erwähnt. Auch für Modding bzw. die Plugin API kann das hilfreich sein ^^

    Zu welchem Zweck werden die Shader denn benötigt? ^^ Momentan haben wir zumindest keine unmittelbaren Pläne, die Shader zu veröffentlichen... der Nutzen für die API wäre vmtl. insgesamt auch eher überschaubar, da viele der Shader nicht ohne Weiteres verwendet werden können (zB müssen bei Pflanzen Zusatzdaten in den Meshes gespeichert werden, damit Dinge wie Wind korrekt funktionieren etc) :silenced: