Posts by Miwarre

    Thanks to @diegomarino80gongo for his suggestions (and to @zfoxfire for the summary of what is presumably going on under the hood).


    I wholeheartedly agree with practically all Diego's suggestions, we seem to be on the same plan here! A few, marginal, comments:


    Animals: "too many edibles animals": well, a lots of animals ARE edible!


    "i'd like to see some disease on cattle": nice idea! With two caveats: 1) It should not be (or only very very marginally) random, but usually with some reason: not enough food, or water, not enough care and so on. Otherwise it would become a lottery. 2) Healing herbs are a nice touch, but finding herbs in the tall grass is again mostly a lottery.


    "more dangerous animals": well, not all Earth areas are (equally) filled with dangerous animals -- which played some role in civilisation evolution --. But mostly, it should be a matter of reasons and equilibrium: dangerous animals should come with techniques and tactics one can learn, become adept at (perhaps gradually) and adopt to decrease the risks, as most rural populations do in absence of powerful, mechanical defence and attack tools. Otherwise: again the feeling of playing a lottery game.


    Threats: "fire, earthquake, flood": ok, we have no control on earthquakes, but we can learn where they are more probable. Fire and flood: for the major part, they are caused by humans themselves, the exceptions being usually periodic, but then we enter the field of climate models which is rather complex and daunting and I do not expect to even be implemented in a game like RW.


    "[human] diseases": same as above: there should be reasons (thanks for listing the most important) and ways to react.


    Anyway, you depict an environment much like the one I would imagine myself. Thanks for such a summary!

    The latest trend in RW scripting is to implement some kind of (basic?) economy through scripts.


    I am trying to collect references to scripts of this kind. Please suggest additional relevant items (possibly with their links) or better references.


    - Rise by SpielEule (never published?)
    - Rising Citys money system by yahgiggle (unpublished?)
    - Skynet in Freak R Us server (unpublished)
    - VorNet by Chrisx84


    Frankly speaking, this is not the place for blunt advertisements, but an indication of the respective strengths of the different systems may help the players.


    Thanks, M.

    Thanks to @bleckman and @Chrisx84 for their comments.

    AP 2, VorNet(duh) Zscript, portals, //tpa, world edit, Compass and MyMessages is all i have on my server


    Am I right in assuming that:


    1) Zabka's Zscript is more for admin than for 'regular' players? (still a useful suggestion, though)
    2) "//tpa" command is included in s3mt3x's Teleport?
    3) WorldEdit by LordFoobar / yahgiggle is also is not something to leave the players have fun with?
    4) Chris' VorNet is mostly economy-oriented and then falls in a category I would like to keep separate?
    5) yahgiggle's MyMessages is somewhat specific and might go beyond a 'basic' configuration?
    6) ditto for yahgiggle's Portals?


    Then, Compass by yahgiggle is indeed something players may expect to find.


    I'll update the list in the OP. Thanks, M.

    First of all, for a private serving of players, even more if located in the same building, a dedicated server adds very little to the LAN-shared solution. It is true that the load of the serving is separate from the load of each player, but the added complications (and inevitable delays) of networking make things somehow more cumbersome.


    That said, I have NOT tried what I am about to suggest, so take it with great caution and backup everything before modifying anything. Also, I am assuming a Steam-based installation; I believe non-Steam has the same folder structure, but possibly starting from another top folder.


    Both the RisingWorld folder (the single-player version of the game) and the RisingWorldDedicatedServer (the dedicated server version) folders have a sub-folder named Worlds, where the worlds created with each version are stored, one sub-sub-folder for each world, as in:


    RisingWorld/Worlds/MyPrettyWorld
    an/or
    RisingWorldDedicatedServer/Worlds/NewWorld


    World names may depend on several things. In particular, the name of the world sub-sub-folder of the dedicated server should match the "server_world_name" line in the server.properties configuration file.


    The idea is to copy the contents of the single-player world folder into the dedicated server world folder; i.e., following the example above, to copy the contents of .../MyPrettyWorld into .../NewWorld.


    But, as I already said, better to be exceedingly careful when messing around with file and folder contents...

    Looking for comments / suggestions about:


    Which scripts would you suggest for a basic setup of a public server, implementing the functionalities most players would expect nowadays? That is, not considering specific features which may appeal to a fraction of the users and may accommodate specific playing styles (also, I would keep separated scripts dealing with economy / trade, as this area is still rather fluid).


    (The following list is updated according to the suggestions posted below)


    1) Basic selection:
    Area protection by yahgiggle
    Compass by yahgiggle
    Home by TutMeistensNix
    Teleport by s3mt3x


    2) Server admins will expect to find:
    WorldEdit by LordFoobar / yahgiggle
    Zscript by Zabka / yahgigle (last, updated version)


    3) Additional scripts players may expect to find installed:
    MyMessages by yahgiggle
    Portals by yahgiggle


    Corrections / additions? Also, if anybody knows of a better link to some of the scripts listed above, please let me know.


    Thanks!

    As far as I can tell (which might be not very far!), the same apply to chests too. There are technical reasons which make modifying collections of items through scripts difficult to implement?

    I agree with @Moderndaybardx: entering in great detail about melting points, melting techniques and metal shaping techniques is likely to make the game and the game experience cumbersome, more than entertaining, at least for the majority of players. So, I believe his suggestion of broad-ish categories with nominal labels, is preferable.


    Perhaps even less than 10 melting classes: 5 or so? Otherwise we would need 10 kinds of fuel, perhaps 10 kinds of smelters and so on. Same for metal shaping: casting and forging, as a blocks, are possibly enough, without entering in the innumerable details of the various kinds of forging, the various types of tempering and so on.


    About the metal list: I am sure you know that bronze (copper + mostly tin) and brass (copper + zinc) are not metals, but metallic alloys. Which raises the point of having a way to make alloys in RW, I believe this rather important for @red51 and the dev team to keep an eye on, as bronze historically has been quite relevant; and for very good reasons, I assume.


    Do not take me wrong, but I find peculiar that your list only seems to consider metals are a material for weapons:


    *) Silver and gold have never been used for weapons, but did play a major role in human history and technology.
    *) Brass too does not make for good weapons -- bronze is better and possibly easier to process -- but is very useful for metallic parts where the strength of iron is not necessary (and for musical instruments, but this is another story ;) ).
    *) Aluminium might have a low smelting point, but processing it has always being difficult for other reasons and it is still today one of the most expensive to process; aluminium was once considered more precious than gold and I assume nobody ever thought of making weapons out of it.
    *) Metals were and are used for a great many other things of everyday like, in addition to weapons: just let's look around us and see.
    *) And yes, we definitely need lead and tin!

    "raw ground beef": I suppose it is something like the meat à la tartare: raw ground meat (usually not beef, though, but calf) with lemon, garlic some herbs, etc etc; precise recipe varies from place to place. I ate it frequently when a boy and I liked it, even if I was not (and still I am not) very fond of meat.


    In Italy, and probably elsewhere too, raw meat is also used for Carpaccio, calf meat sliced in thin leaves and treated with lemon and oil (olive oil, of course), "customisations" may include thin chips of Parmigiano, capers, some savoury salad, etc... It is considered kind of a luxury dish, as the meat has to be of very high quality (so, not properly primitive) and I like it too, occasionally.


    And, incidentally, I find sushi disgusting: really, tastes are heavily influenced by where one grows in.

    Finally I had time to use the new fuelled furnace (well, the regular one, not the big: it does not fit in my workroom LOL).


    Definitely VERY NICE! :D:D And the infamous bug is GONE!!! :thumbsup:


    Possibly the coal value is a bit too high? I have no idea how big a piece of coal is supposed to be, but smelting a load of iron ore takes 36 fuel units, which is less than ONE piece of coal.


    If my reckons are correct, 1 stack of coal allows to smelt almost 27 stacks of iron ores; isn't too much? maybe 1 piece of coal = 10 - 15 fuel units would be more balanced? (15 fuel units => 1 coal stack for 10 iron ore stacks).


    What do everybody else think?

    Thanks for the reply and for the suggestions.


    I forgot to mention the important points that I was not in full mode, resolution same width and slightly small height than the monitor (to keep the task bar insight), undecorated, exactly as you suggested.


    It is hard to call and manage the process monitor (I'm running Linux) without a mouse cursor but, I agree, there would have been ways to progressively close the other running apps and perhaps remain with the RW error dlg only; still there seemed to be no way to call it back in focus to acknowledge and dismiss it with [Enter].

    Just my two-cents-worth comments; not even an advice, just comments.


    A) If it is just you and 3 - 4 friends, I would go for the LAN option: easy, quick, no additional cost. Keep each other informed of servers being accessible and of IP by other channels and play. Even more, if stability over a mid-term time (some months) is not important for you.


    B) If you expect a more massive population and/or value to idea of the world being available 24/7 for a longish period, I personally would opt for a game serving solution (a company providing servers already configured for specific games, including RW). Also easy and quick, a game serving solution removes most of the fuss out of configuring a server and its networking tricks.


    Before signing anything, I would make sure i) the server IS accessible in some way at file level (SSH console being the best, but even FTP can do, if nothing better) and ii) any automatic management can be disabled. This i) to allow RW customisation and ii) overcome delay or misconceptions in automatic game updates or similar.


    From the data on their web site, GTX seems affordable and reliable, but it is easy to create this impression with a web site (without actually cheating) and I did not personally try them. If anybody has actual experiences of game serving, please comment.


    C) Unless you have very specific needs and/or plan to use the server for other tasks, I would stay away from generic dedicated server solutions (like Linode). They usually work pretty well and give you all you have paid for, but assume some familiarity with host / network setup / maintenance which is usually not common in the average PC user.


    In any case, go for a Linux server! Avoid any other OS, as they are simply unsuited to the task.

    Is it me being short-sighted or there is no way to modify the player inventory via script? The existing inventory methods allow to query for the item(s) in a slot or for the list of items in a section; the only altering method does totally wipe the inventory out, which is a rather drastic modification!


    Having scriptable ways to remove / add / replace item(s) in a slot would be rather useful to implement pieces of an economy.


    I know LUA will be superseded. Still, in the meantime...

    UPDATED


    This post lists some findings about RW "seas", i.e. sizeable extents of salted water and "lakes", i.e. sizeable extents of non-salted water. I surveyed several different worlds created with the last version and I found the following:


    A) General


    1) Seas, lakes, as well as other geographic features like mountain chains, have slots, i.e. modular areas which can be occupied by such a feature or not. It seems that the decision to fill a slot with a feature is made randomly, depending on the world seed, when the world is created or the area is first visited.


    2) Slots follow a module of 1024 x 1024 blocks. Some features use single slots, some use clusters of 2x2 slots (i.e. 2048 x 2048 blocks).


    B) Seas


    1) Seas take double slots, i.e. cluster of 4 slots in a 2x2 group and then occupy 2048 x 2048 blocks.


    2) Of this 2048x2048 blocks, the actual water portion occupy approx. the 1800x1800 central part, the remaining approx. 124 blocks of frame is taken half by the sand border and half by the surrounding green.


    3) From the above, it follows that seas may occur every 2048 blocks along either axis, at the minimum:



    4) As said above, not every sea-slot is actually occupied by a sea. As far as I can tell, approximately only 1/5 of the slots are actually occupied by a sea; the other contains land of some kind.


    5) All seas of a world are identical; but the sea model is different from world to world. Vegetation and other local details, however, may be different from sea to sea within the same world (for instance, trees and grass may be different).


    C) Lakes


    1) Lakes occupy single slots, i.e. 1024 x 1024 block areas.


    2) Of this 1024x1024 area, the water part occupies approx. 600~800 blocks in the centre, the rest being regular terrain.


    3) Therefore, lakes may occur every 1024 blocks along either axis, at the minimum:




    4) Again, not every lake slot is actually occupied by a lake; as far as I can tell, approx. only 1/15 of the slots are occupied by a lake.


    5) Lakes are not all identical; however they are not all different either. It seems like a small number of 'lake models' are generated for each world (2? 3? more?) and reused (randomly?) for all the lakes.



    Hoping this might of some use to somebody, M.


    The waste of hunting in rising world is why I never do. Tribal people used every part of a kill for something and while I'm not saying we should have every single bone, though many can be used for different things nor every cut of meat, though a nice rump roast or lengua burrito would be a nice treat, I think a few basics should be considered mostly the parts that we couldn't have survived with out like water skins and sausage casings. Here's a link to consider as far as Sinews are concerned for primitive survival.


    http://sensiblesurvival.blogsp…ring-and-using-sinew.html


    Not only tribal peoples! In any rural economy, still in my youth, it was normal to use up almost everything of everything.


    Any edible part was eaten, including skin parts (one of the traditional dish from Milan -- not precisely a tribal economy -- is rice with cotiche, which are pieces from the pig skin: heavy to digest, but excellent!), blood (blood-made sausages were common in Italy until a few decades ago and still found as local, traditional specialities) and even cartilages (disgusting to me, but much appreciated by some) or bones (the ossobuco -- bone with a hole -- is another traditional dish from Lombardy).


    Skin, with or without fur, has innumerable usages, as well as feathers and of course bones.


    Still today, in our industrial economy, very little of animal carcasses is dump (sometime, not even when it actually should be!); if nothing else, it becomes pet food!