Nice! I imagine it is intended for a vvvvery snowy place, with so a peaked roof!
Posts by Miwarre
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Sorry to reply in English...
How would the plug-in know about the console commands to list? The plug-in author would have to search the code manually anyway and add the result to the list; and the list would become out-of-date at the next game update.
Until an API function which generate this list is added, there is no (reliable) way to skip the manual part. And with such an API function, the game itself could easily have a built-in console comand "listallcommands" (which is probably a good idea anyway).
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Thanks for the attention and the comments. Unfortunately, in this period I am very occupied with other 'real world' (not so rising...) stuff, so things are going on slower than I expected...
Any chance you could put in a MAX button for amount
Indeed!
1) Have ID show on the texture when you hover of them.
2) Once NPCs are introduced to tie this plugin with the NPCs in a merchant/vendor manner.Nice stuff! I also get the null error & it's because I simply close out of the list when not purchasing anything.
1) IDs: It is already in the pipe line, but it takes time, because all images have to be modified manually:
2) NPC: It will depend on how NPC will work and which 'hooks' the API will make available. But, if possible, it would be a nice idea. If I forget about this detail, please remind me, when the time comes.
Error: I do not get it (any longer?); it is probably something fixed by further development of the GUI back end.
Might I ask if you can add a currency value of what item we would need in our inventory to purchase the said plank, beam etc..? Example: [Currency] [Value] [Purchase] The currency would be the type that one would have for the purchase. The Value would be the cost of trade value 1-64. Lastly Purchase is the button we would press which you already have. It would account for what material we would need as for price, how much.
I am not sure I understand. Adding the buttons is (relatively) easy. But what would they do? Who/what is providing the money to the player? Who/what has to be notified of the expense in order to detract the expended amount form the 'account'?
It seems to me you are imagining to link this plug-in with another money system or banking plug-in. This is, in abstract, quite possible, but the two plug-ins have to understand each other in order to collaborate. I have released a proposal for a Banking interface to allow different plug-ins to talk about money, exactly for cases like this one, but it seems to attract little attention...
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Indenting does not look good, but I assume it is because the text is just pasted in the main section, rather than as Code (The "</>" symbol among the editor buttons).
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I might be easily wrong, but I think that server.properties are not retro-active, i.e. they do not affect worlds already created, only worlds created after the properties are set.
About permissions, you may want to double check them, YAML syntax is very strict and a missing blank may invalidate the whole file. I am fairly confident the following syntax group works on my server:
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Welcome on board, @AlphaWolf777! Looking forward for pictures of your castle!
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Oh GOSH!
First of all, all this discussion of 2D vs 3D, how much interesting it might be in general (and it is, for sure!), does not apply to RW: with all its mountains, valley, celestial bodies 'flying' in the sky, blocks piling up, etc., it surely does not represent a 2-dimensional world (or universe!).
Trying to come back to the original questions:
1) Clouds:
1a) Am I just day-dreaming or the clouds do move in the 'wrong' direction?1b) In the second case, would it not be the case to correct this, especially if this is, as it seems from outside, a relatively simple matter?
2) Weather:
2a) I believe the currently implemented mixture of weather to be a bit too much on the 'adverse' side. Is it just that I am accustomed to better weather or someone else shares the feeling?2b) How useful could be rated a single additional setting to 'tune' this mixture along the "favourable" - "adverse" scale? No request for a complex. detailed system to set individual parameters, just one value setting the server-wide average weather mixture.
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Miware have you started to implement any of these suggestions ?
Eventually yes! I have implemented the great part of the "global pool" suggestion (hmmm, easier... ) Now it is mostly a matter of debugging.
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PS @ Miwarre just because you have not seen it does not mean it does not exist. Flat worlds could exist in the 2 dimension universe. Fact that is the only type that could.
Agreed. However, we have no evidence that 2-dimensional universes do exist. I would like to stick to RW implementation, though, if possible.
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Thanks for the reply.
Hmm... so after restarting the server, the "reloadplugins" command works properly?
Yes.
Did this issue occur again in the meantime?
No. I hadn't much time for RW in the last two days, though. As an additional piece of info, in that so far unique failure occasion, I had the yellow warning I quoted above appearing in the console window but not the green message ("All plugins will be reloaded") which usually follows it.
There was the Java debugger running, I was editing the code and so on; so, it is possible it was just an unusual situation or a mangled environment to work with. It might even be possible some plug-in crashed while reloading and stopped the reload procedure from ending correctly.
I'll keep an eye on more evidences. Thanks for caring!
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Glad to have provoked such a lively discussion!
Things seem to me simpler than they have been described so far (for once! As I am the one usually pleading for complexity!).
RW is a model of either our Earth or of a planet rather similar to it: it rotates (as the day/night cycle implies), it has a sun (then it orbits) and a moon; it has an atmosphere and atmospheric phenomena and so on.
Graphically it is represented as a flat surface, which is not a problem: there are very few games (or even 'games' lato sensu) covering an area big enough for planet surface curvature to become an issue and RW is not among them, now or in the near future (which also is not an issue: plenty of things to do already!).
Given that, among the many things which look correct, nice, gorgeous... there is one detail -- cloud direction -- which 'looks wrong', no matter how it can be rationally justified, it 'looks wrong'; admittedly a small detail but of some consequence and which can presumably corrected relatively easily. I thought it worth mentioning.
Possibly it is because I live on the sea (hmm, above the sea) and I am accustomed to a wider horizon and sky than it is usual in a town and I am attracted (or affected?) by atmospheric details, who knows. I find curious that nobody seems to notice or to care, though...
____________________May I draw the discussion also to the second point I mention in my OP? Nobody else finds the currently implemented mixture of weathers too on the bad side? Only a personal side effect of sunny Italy?
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Thanks @Alakaii for your comment: more details below.
the thing i and zork spoke about on discord was that the ghost town would generate rare and almost all Biomes will be toggle able like all the animals and racecourses
it would be something like the shacks but rarerI have nothing against deserted towns per se, even if I would welcome toggle settings as they may not fit all 'world projects'. In fact, in general I have nothing against this or that specific addition.
What I am trying to attract attention to is the balance between ready-made objects (be they furniture, transportations, buildings or entire towns) and tools and 'building blocks' to make new and world-specific stuff.
The new API (and the blueprint machinery) had some of the latter, but needs to be completed and extended (not pushing it, simply let's not forget about it); the last update had some of the former.
The great majority of the requests / suggestions are along the lines of "please give us this or that specific object", I think just as an example to the mine rail thread.
I would like to add more weight to the side of "please give us ways -- or better/quicker/simpler/more flexible ways than there are now -- to make our own village/boats/rail or whatever".
Simply that.
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Whaaaa!!! But the EARTH is flat!
Yeah! Everybody can see it, isn't it?
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While this sounds great and I would love to see more realistic clouds, Rising World is a flat earth so anything we know about how weather systems work in a round planet pretty much go out the window
Yes and no. It is not a matter of "more realistic"; clouds (as well as other weather effect) look very realistic for me.
Round or flat earth do not really matter, as 'flat' planets do not exist, as far as we know, and RW is clearly simulating a rotation (unless you assume that the sun and the moon are orbiting around the planet with a 1-day cycle). Would you consider "normal" to have trees growing downward below ground, on the basis that "this is not a real Earth"?
I am not asking to have the Coriolis effect implemented (which would be complex and totally overkill); I am just asking to have clouds moving in the direction we are accustomed to see in the sky (a change possibly requiring little more than flipping some signs): as deterministically as they do now, but in the usual direction. The current, opposite, direction looks strange to me and confuses my sense of orienting.
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The new addition of changing weather is definitely gorgeous! It is a very welcomed addition, it must have been rather complex to implement and it works very nicely.
There are a couple of points I find curious, though:
1) Clouds consistently go in the direction of sunset; the Coriolis effect should ensure that, in any rotating planet with an atmosphere and winds and with a rotation axis more or less orthogonal with the ecliptic, clouds go prevalently toward the sunrise direction. I understand that implementing the variability of direction observed in reality would be an added complexity for little added value. But, if a standard direction has to be chosen (which is fine), shouldn't it be the (very) prevalent direction observed in nature?
This might seem a marginal detail, but I find my orienting constantly perturbed by this contradiction.
2) Over time, there seems to be a prevalence of bad weather. It looks like RW is situated in a perennial Northern Europe Autumn! Maybe I've just been lucky to be born in Italy and to be accustomed to a greater prevalence of good/fair weather... I remember some weather customisation has been added but I cannot find the details any more.
Any chance it would be possible to add a nice-to-bad weather setting? A multitude of detailed settings (how much rain, how much snow, etc.) is not really needed, I think, just one value shifting from a high probability of nice weather to a high probability of bad weather(s).
Thanks!
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Would it be possible to display the actual texture ID? Either statically in the images (preferred) or in the GUI somewhere when u select one.It is definitely possible! I'll add them as soon as I'm done with the update of back-end plug-ins (mostly RWGui).
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I just tried the reloadplugins console command after the last API update and it seems to either not doing anything or just unload the existing plug-ins and not reload them. After issuing this command in the console:
- I get a warning "All plugins will be reloaded! | Warning: This is only intended for testing purposes!" (meaning the command was correct and has been recognised by the parser)
- No line about plug-ins is created in the server log
- No plug-in works any longer.
I tried with a local dedicated server. Any hint?
EDIT: After restarting the server it works!
Should this happen again, I'll try to collect more info.
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Assuming your host is running some Linux flavour, I tried to upload the same files as in the Planks-n-Beams plug-in thread compressed with tar-gzip (which should work on any Linux system running in this century... ), but the site is not accepting the file type.
So, I had to cheat with the file extension: remove the .gif part of the name of the attached file and try.
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Thanks for the file, @Groovaholic; info or not, it contains the details I needed.
I think I know the source of the error and it is probably already fixed in the new version of RWGui under development. It will be uploaded soon(-ish...).
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OK iv found out how and why I was getting this message, it will show up when I don't have the resources in my inventory ie. stone / iron ingot ect, and then close the GUI, but when you do have the resources its fine.
Thanks for the info; this helps. If you could retrieve the actual complete error info from the log, it would help even more...