Posts by Miwarre
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My first attempts at blueprints, so possibly something might have went wrong...
Staircase ramps here, in two slopes: 30 degrees (actually ca. 31) and 45 degrees. I tried to follow the real world guide lines for staircases, which tell that
2 * step_height + step_depth = in the range 61 ÷ 64 cm
In fact, for the 30° slope the result is 65 cm and for the 45° slope it is 60 cm, which are reasonably near. Each comes in 4 variations:Internal: assumes to be between two walls
External with a wall in the right
External with a wall on the left
External with no wall at all (you will need to break some piece to open the access to the staircase where you need it)The presence or absence of a wall affects the shape of the banister. All staircases raise by 6 block, equivalent to the common 3 m floor height.
Also, I tried to use colours and materials as neuter as possible to suit different styles and contexts; I believe they should suit almost any house style, except the most rustic ones. For banister 'legs', the most common practice, at least in my area, is to use a darkish green; as the only available green was too bright, I opted for black.
Hope someone fill find them useful.
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Yes, I saw your ships and your posts contributed to push me at a real attempt. As you can imagine, I am after something more traditionally characteristic of my area. Thanks for the suggestion!
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Spirited by the water update, I am trying (since a while) to make a boat, a small boat, similar to the ones used by non-commercial fishers in my area, small but with a reasonable shape. I am ready to accept small glitches and not completely round surfaces, but the general effect should be convincing.
I started from the hull, which I expected to be the most difficult to replicate convincingly. So far, I tried the 'band approach': horizontal (or primarily horizontal) series of planks forming the hull shape. The result has been a disaster:
after the second band, things go totally awry and it seems impossible to place more pieces without huge holes, awkward angles/or and protruding edges (as a scale, the whole hull is approx. 3 blocks high; ignore the provisional backboard, it is just a temporary piece to visualise the end).So, I will now try the 'rib approach': making vertical curved 'ribs' (no idea of the actual English word for them) out of the keel to attach the hull planks to, which in fact is how this kind of boat is actually built.
If you don't mind, I'll post updates here on how the work goes on. Possibly I will not succeed, but it is a great way to familiarize with the construction system anyway.
In the meantime, any suggestion is welcome!
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Unfortunately that is inaccurate information.I play on the same server daily for hours while being in Europe with a ping between 100 and 150 = red color
that error does not show up, and i dont lose connection.neither do the other Europeans on the same US based server
while @Felixsited has a green ping between 40 and 60 on the same server.
You are right, I was trying to narrow down the problem before overwhelming the OP with details and I should have said "if... the connection MIGHT be problematic". As you seem to know the specific operating conditions of the OP, do you have some specific advice for him?Still, knowing if the problem shows up with all or most servers or is specific to a single server would help. Also, if this happens with other multi-player applications too or only with Rising World. As would help knowing more about the OP setup: OS, processor(s), RAM, background applications or services...
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Always with the same server? If this is the case, it might be that server which is too far away or not very reliable. Which was the ping value for it (the number at the left side under the server name)? If it is yellow or red, the connection is not reliable.
If it happens with all the servers, it might be your line which has a bad moment. I would try again after a while.
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With pesto!!!!
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Grapes are definitely needed. But, as an Italian, I mostly miss olive trees and olive oil! How can you survive without olive oil?
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BIG ISSUES here!
Frst of all, I share most of @Trillnar considerations and concerns: me too, I'm not interested in killing monsters, rather mainly in making things and I find easier and more reliable to do it on my own worlds. Still, there are at least two considerations I would add:
1) FOLLOW THE RULES: creative mode is fine and fun, I myself could mostly not do without it. Still, the need to stick to 'real' building rules (assuming they are represented by what you can do outside of creative mode) forces to ingenuity and make things more interesting (we can do that in single player mode too, but it is not the same).
It is true that normal mode is quite limited (I mostly miss plank painting and other shapes than rectangles) and at the same time it is itself 'too easy' in some respect (the smelting furnace which runs without fuel being an example). But we may assume these will be fixed in due time. So, being forced to 'stick to the rules' is an added source of interest.
2) COLLABORATION: this is harder to achieve, as it requires a committed group of players, some kind of agreement and of planning in advance, etc. etc. but the possibility to collaborate on the making of something more complex, bigger and/or more precise or with several sources of inspiration is potentially a big source of interest (and of fun, if this is your type of mind).
It is not very common in games, but I hope RW will make this path possible, perhaps helping it with some infrastructure. I have no solid idea, but I believe it is a path worth exploring and thinking about.
Thanks, M.
P.S.: the risk of a total wipe affects single player worlds as much as it affects multi-player worlds: sooner of later we will face it on all our worlds.
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About electricity, given the nice sun which always shines in RW and the unlimited amount of surface, photovoltaic panels could be more sustainable than in reality and possibly, with a bit of tweaking for the sake of gameplay (but also of 'deep realism', see this post of mines), more efficient and easier to make. It is also rather simple to implement visually (well, VERY simple, as you can't see electricity!); it would 'only' require code to manage energy propagation and conversion to movement and a few (static) meshes for a few devices (the photovoltaic panel, a battery, an outlet, perhaps a cable).
Steam is suggestive, but fuel supply would be hard (and without the need of fuel, it would be too simplistic, wouldn't it?).
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Well, we already have coal (ok, it does not burn, I know, at least not yet...).
Oil does not implies lakes, ponds or seas -- at least not on Earth -- which makes it easier to implement visually. It does implies refining factories, though, and pipes and gasoline stations and... POLLUTION!
What about electricity?
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Thanks, Legens. Just for info, a complete script adapted from Yahgiggle and Richies script for the Rising City server and using this function is posted here.
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The start problems on Linux and SteamOS should be fixed now
I'm sorry for the long time it took to sort out these issues
Indeed!!! IT DOES WORK! Huge thanks for your commitment and support. And don't worry: it was well worth the waiting!
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This sucks, all I am getting is the starting window and then the first logo flash and the game crashes. Nobody can help me?
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Ok, I should of searched first. I found that Red is working on the issue. Thank You
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Indeed! A thread about the Linux-specific issues with the water update can be found here. For us 'penguinians', the thirst goes on... -
Did this script change recently? It used to show coordinates. I wiped my old server and forgot to backup the script. Is this under version control by chance? Is there another plugin intended to give coordinates instead of the compass?
You may try this simple script I adapted from Yahgiggle and Richies script for the Rising City server. It outputs the player heading (using the function posted here) as well as N, E and Altitude coords.It works fine in my (Steam) client, but I did not test it in any other context. If you run it, I would appreciate letting me know if it works or not. Thanks!
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I assume you are speaking about a MIDI piano keyboard. Technically, it should be possible. However, it would require an entire new section of code to read incoming MIDI codes and route them to whatever code is currently playing the piano sound. I can imagine this may look to many a bit out of scope and perhaps a way to divert development resources much needed elsewhere. I also imagine that additional features, almost standard in a play package (ambient parameters, patch change, and so on) would look even more inappropriate an overload for an already very busy dev team.
Just my 0.02 €, though.
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Miwarre: Is there eventually a file called "hs_err_pid" available?
Thanks for the reply and for looking into the matter.No "hs_err_pid" file is created in the main RW installation folder or any of its sub-folders. Shall I look for it in other places?
I set "game_debug_console=true" in "config.properties", just in case. This seemed to create a "Logs/1464292109.log" file, which is attached below. As a result, the "info" file is shortened and now it simply says:
CodeMiwarre how did you get rising world to launch in a terminal, This is very useful for debugging
To start Steam RW from terminal, I looked in the properties of the menu short-cut for RW which says:
steam steam://rungameid/324080
and I just enter this command from the RW installation folder (probably it does not matter, but who knows) at a terminal command line. No idea if the command is specific to Linux or generic. -
Linux Mint 17.3 64bit, 12GB RAM, AMD HD 5770.
Since the update, RW no longer starts: at launch, a black filled is created, lasting for a couple of seconds, then the programme shuts down, before even displaying the JIW logo screen. I tried from the Steam client, from the menu and from a terminal command line, with no difference. From the terminal, the only output is:
Running Steam on linuxmint 17.3 64-bit
STEAM_RUNTIME is enabled automaticallyI also tried removing everything and re-downloading the package from Steam, also with no difference.
The info file in the RW installation folder says (no other log or error log seems to be generated):
Code
Just in case: After removing everything (I moved the RisingWorld folder elsewhere, including the Worlds sub-folder), the programme still recreates the local worlds, before shutting down. Are they cached somewhere else?Thanks for any suggestion.
EDIT: Forgot to mention that RW was running correctly before the update (for almost 150 hours of game play).
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This web site will show you how many people purchased the game via steam.
Interesting, thanks for the link! Any idea why April 17th had such a surge of active players? Did anything special happen that day?