Posts by shortybsd

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.2 (2024-12-30)

    Another Update


    I made a new project, named it RavenLifeTools. Clean project, I made test environments for the server both on windows and linux (CentOS 9 Stream) and unix (FreeBSD). Both linux/unix systems give this error yet compiled the Class file. I decompiled the class file to see if any of my code got butchered. It was flawless.

    It works perfect with no issues in a windows environment. If I compile the mod as a Jar it works flawless on both windows and *nix. Here is a screenshot of my console



    here is my windows loading my source fine

    and here is my dev environment

    I already have that in the yml.

    To touch up on the not being able to repair issue. I should have noted that this is a Dedicated Server / Multiplayer environment. I unloaded all plugins to see if any would be the culprit but none were. I cannot repair any tools in multiplayer via dedicated server at all.

    When in the worn state, the bottom left tooltip doesn't show anything and states it is already sharpened on right click.


    The only way a tool will show the repair tooltip on lower left side, is if it's broken.


    Drill will not repair, nothing does in multiplayer. Assuming this is a multiplayer only bug.

    Update: This only happens on a linux/unix server. It works fine on a Windows server.


    What is the Plugin_JDK_Path that should be loaded in server.properties if compiling your plugin live now called? I am running a *nix dedicated server. I have been battling this to get my plugin to load from source. I have been testing and debugging but have to compile and send it to the server every time. Here is what I did which semi worked:1.) Made a directory named my plugin name, RavenTools under plugins and put in a file named projectinfo.txt with contents


    Code
    name: RavenTools
    path: /home/shortybsd/gameservers/risingworld/src


    I put my plugins source under the above path location. Here is the layout

    The server errors with


    It unloads all other plugins on the server. I can see my class file exists under plugins/RavenTools where it compiled it (Class file). If I compile and put on server (Compiled Jar) and get rid of my source it works flawless, zero errors. I am thinking it might be a java issue using the wrong JDK as I have several on my production server. I need to specify Java 20 or direct it to my gameserver risingworld/Data/Java/JDK so it uses that specific version. Any help would be greatly appreciated. Sorry for the wall of text

    I've tried both "broken" and in a used state "weak". The bottom left tooltip only shows the "Repair" option once it is broken. If not to the broken state/status it doesn't say anything but when you try to repair it just states the tool is already sharpened. When I get home I will send a few screenshots or maybe even a video to show you the outcome. I really love the durability feature, it makes the game more realistic and hope you keep it :) or make an option to turn off durability.
    Also, that is so awesome on the Easter Egg! I absolutely love it when devs throw in random rare things like that. I knew it wasn't a GPU issue and was very hesitant on killing the cow but did to see if it dropped some rainbow hide :P Loving the game, you have been doing great man! I hope you had a Merry Christmas and a Happy New Year.

    You need to hold a tool that is about to break to the grindstone and hit the right mouse button. instructions for that appear on the lower left corner of your HUD. I also needed some time to figure that out.

    Weird thing is that you can "sharpen" the sledge hammer as well.:crazy:

    I did exactly that with my pick and it says in the lower left hold right to repair. When you hold right it says "This is already sharpened" and will not repair. Does it on all tools. The sledge hammer just says this tool cannot be sharpened and still will not repair. To replicate. Craft a new pick, immediately sharpen it to gain more dmg. Use until it is almost broken. I even tried repairing it before it broke (when the warning comes up) and it just states the tool is already sharpened.

    Just a note on using any plugin to add timestamps. If you use RCON, depending how the timestamp is added by the plugin, the chat text will not show up in RCON.

    When calling

    Java
    event.setCancelled(true);


    in PlayerChatEvent will cancel the event totally in rcon from chat even being registered at all. It doesn't matter if you add date or whatever, any modification at all will not show up. In the server logs and game chat itself everything shows up fine. I did a simple test with no date prefixed at the start like the following:

    Java
    public void onPlayerChatEvent(PlayerChatEvent event){
    event.setCancelled(true);
    Player player = event.getPlayer();
    player.sendTextMessage(event.getPlayerChatName()+": "+event.getChatMessage());
    }

    rcon ignores it entirely.

    Have you tried this method?




    Hmm... this might be a little bit tricky with the Steam version :| I'm afraid it doesn't work properly, since the Steam version is delivered with an own JVM. We are looking for a solution for that!
    As a workaround, you could use the dedicated server instead (set server_hive_verification in the server.properties to false, and connect to it to "localhost")


    A link to the original post that could help you set up the correct JDK outside of Steam for the server.

    Any script that has user commands I write always will say "unknown command" after typing them, which in return executes the command and performs it correctly. Every single example of other people's scripts do the same thing. Is there any work around on this where I can either block chat temporary after command is typed so the server doesn't return unknown command?

    The whole "you have to restart the game" thing is void if we're able to attach a remote debugger to the JVM running Rising World.?


    That could be avoided totally if they made a /reload feature for LUA scripts. World of Warcraft a huge example, I never have to restart my client with mod changes, I simply /reload. Runes of Magic, same clause. MTA-GTA San Andreas, no need to restart client, most of these guys have a way to reload a plugin/mod. I guess I'll be brushing up on Java programming and forcing myself to use it more regularly. Many thanks for the replies and pointers!

    Sad decision, LUA is fast and does not need to be compiled for on the fly coding. To be honest I'm not a big fan of Java, although good games came out of it. With LUA I can implement something super quick and makes debugging super easy. With Java it will be a nightmare as well as a memory hog. I really hope you guys thought more of this before making a final decision.