Posts by Miwarre

    Yes i think that it would be simpler to have a list of available wp's.
    Also the admin/owner can delete any unused one, ex:if a player is no longer on the server so the admin can remove wp's

    Sorry, I do not understand; "a list of available WP's": which ones, your personal WP's to choose which ones you want to share or a list of the WP's globally shared by everyone?

    Well, the GPS currently accepts any number of shared WP's. Surely, you can share one at a time, but the next you share is appended to the pool of shared WP's and does not overwrite the previous!


    The proposed change may look nice, but it is probably more effort that it would be worth: a GUI would be needed showing a list of WP's and allowing to select the ones you want to share, then it would present each one in turn to set the sharing name.


    Would this be significantly simpler / faster than the current one-at-a-time solution?

    In principle, it can be done. I do not have a clear idea how to access the details of permission files from within a plug-in, but I believe I can make it straight.


    An important point is how may permission details should be taken into account and which ones. "freecrafting" only? also "infiniteitems"? Any other?

    Thanks for bringing this up! It looks like the classloader isn't able to find the resources in the jar file... sorry for the inconvenience, we will fix this issue with the next update! :)

    Thanks!

    However, you also made me aware of another potential issue: [...] I think it's much cleaner to provide a reference to the actual plugin class in the constructer. Something like that:

    Java
    //If ImageInformation is created in your plugin class
    ImageInformation info = new ImageInformation(this, "/resources/plus.png");

    Neat! ^^

    As @zfoxfire mentioned here, the ability to store in permission groups custom tags and values and to query them from plug-ins (for instance, via Player.getPermissionValue()) could be useful.


    I am sure @zfoxfire will add rationales and relevant use cases, I'll simply note that some of this is already implemented and only some piece is missing.


    A) It is already possible (I tried) to add arbitrary tags and values in permission group files, as long as they conform to the general syntax of:
    <tag>: <value>
    or

    Code
    <tag>:
    <subtag_1>: <value>
    <subtab_2>: <value>
    ...

    B) However, Player.getPermissionValue() filters out 'unknown' (to it) tag strings and returns null, even if the queried tag is actually present in the permission file. It even ignores documented tags of the first type, like group or chatprefix.


    It would be better if Player.getPermissionValue() would return the value of any tag in the permission file.
    ____________________


    Then, three collateral notes:


    1) While not strictly indispensable, it would be good to have some sort of guides line about custom tag naming; as this is done for the sake of plug-ins, there is the risk that two plug-ins require the same name for some permission tag, which is to be avoided.


    2) The current way of specifying a sub tag (for the example above, it would be tag_sub_tag_1 or tag_sub_tag_2) is a bit cumbersome and unintuitive. A more common format like tag.sub_tag_1 or tag/sub_tag_1 would be better.


    3) Finally a caveat. Currently the plug-ins are completely self-contained in their individual sub-folder. Would not this extension add external dependencies (in the permission group files) and risk to 'pollute' the server configuration files?

    This should be implemented after the last update, but I seem unable to make it to work.


    According to the documentation for net.risingworld.api.utils.ImageInformation

    Code
    Example: Load image "Banner.jpg" from jar file (in package rw.plugin.images)
    ImageInformation info = new ImageInformation("/rw/plugin/images/Banner.jpg");

    I have placed an image in the top-level folder resources of the .jar (the same folder where the plugin.yml file is located), but
    new ImageInformation("/resources/plus.png"); always returns an empty image.


    I tried with and without the leading slash and I checked that the .png is indeed in the .jar in the intended folder. What am I doing wrong?

    A public java.util.Collection<Sring> Server.getAllPermissionGroups() method would be useful. It would return a collection of all the same strings used in Player.getPermissionGroup() and Player.setPermissionGroup().


    It can be probably implemented in a plug-in, assuming that the "../../"+plugin.getPath()+"permissions" directory is readable to the plug-in (which should be true, as the plug-in is run within the same process of the whole game), but having it ready-made would cut a few edges and avoid to be tied to current implementation details which may change in the future (directory structure, file naming, ...).

    This is just MY opinion of course, but I would say that replicating existing, physical buildings does not fall into the "your work only" rule.


    I assume the rule was intended for not posting something someone else did in Rising World representing it as if you did it. But the replica is your work.



    In addition, for a historical building, any image copyright the author of the project may have is likely to have elapsed.



    So, my opinion is that this is allowed; if there are other opinions, please step forward.

    I think I know which answer you think you know...


    But, no it is not possible. and the plug-in cannot be extended to support this, as the game basics does not support it in the first place. Glass is not simply a texture you can apply in stead of another, it is a different material and there is no way to change the material the game applies to an item.

    At present, NPCs have a hunger level as we do but it's not being used. I'm sure its just a matter of writing the code to add feeding habits. Then we can all start competing for food sources but naturally respawning vegetation probably needs to be implemented first.

    Implementing feeding habits is less trivial than it might seem.


    It requires search and path finding algorithms for the animal to locate and reach the plant it can feed on; for carnivores, it requires hunting procedures. All of this requires a good deal of animations, sounds, ...


    The hunger level is the easy part, as it can simply be a function of the time and, not surprising, it has been implemented sooner.

    I'm trying to make white trim (woodbeam). The whitest white I have found in game is the the marble 143. But compared to the white door it looks very gray. Is there a WHITE white color I could apply to woodbeams and planks?
    I just haven't found it. :/


    I'm partial to using white plaster. There is one with minimal texture that I use for trim and it's not too bad. Sorry, I can't recall the ID.

    143 IS the white plaster. I am using it too as the whitest texture, even if it not SO white...

    well if everything is in alphabetical order as they are now and you have a scrollbar you can find whatever you are looking for by scrolling fast to the first letter area and then looking at the items near there by slower scrolling....imo anything more than a simple scrollbar for blueprints would be an overkill

    Blueprints are not listed in any alphabetical order (in my list I see: "Colonna", "Fondamenta", "Doccia", "Abbaino", ...), nor are in any alphabetical order the various sub-folders.


    And, even if they should be in some alphabetical order, do you remember the exact name of each blueprint you have? I do not remember the name of the blueprint I made! And I have blueprint made by others, in different languages and some with rather cryptic names like "bldsinnn" (?).


    When the total number rises, the only way is to categorise them in separate sub-folders. And the GUI does not help a bit in this; it does not even list the existing sub-folder when you try to assign a folder to a new blueprint (was that folder named "KitchenElements" or "kitchen_elements" or "Kitchen elements" or "Kitchen Elements" or...).


    A proper file browsing feature would not be overkill at all, it would only be a reasonable solution (the one file managers use since decades...).

    could we have a small scrollbar on the side of the journal to click and drag to go through the blueprint list faster?

    I think a scroll bar would be an improvement, but a mild one: if there is a list hundreds of items long, locating the right item is the problem, more than how to wade through the list.


    Possibly, a more radical approach would be implementing a real tree view of the blueprint folder and sub-folders, to ease a proper classification of blueprint and reduce the length of each list.


    Something like what is currently implemented for choosing the image of a poster but, possibly, with the items listed in some alphabetical order, rather in random order as now.

    Funny indeed! I am collaborating with the MuseScore dev team since a decade or so and I am the one guilty of most of the early music-related stuff (medieval and Renaissance 'time signatures', lute tablatures, figured bass, mensurstrich and so on...) and a few other features.


    But recently I had to slow down my involvement with MuseScore because I am too busy with RW...!

    No way anyone can help with so little of information! Please provide more details, like:


    - your setup (OS, graphic card, memory, ...)


    - the version of RW you are using (Steam, stand-alone, which release)


    - the exact (exact, EXACT) steps you do, key by key and click by click, what happens and what do you expect it should happen


    and maybe someone can find a reason.