Posts by ArcaneDesmond

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    I think that nothing has changed with the texturepacks.
    Here's my example. I made the texture before longer time, but it still works.


    Be aware that you have a folder named "Texturepacks", and call the file "Mytexturepack" for example
    and compress it in a zip-file. Without compression it does not work. DDS-format is clear.
    For wood planks and textures you need 2 sizes 256x256 and 512x512.

    @Deirdre I'm not going to argue if your texture pack works or not if it does good. However take a few minutes and go through this "pinned: texture folder" and let me know how many links actually work for downloading resourcepacks. Not a single one they all give you error code 404: Page not Found. I've even asked someone previously for a link to try their resourcepack and yet again 404: Page not found. Maybe the URL's are foreign links that do not work in the US, I don't know.


    Here's what I suggest about this section of the forums.
    1) Mark your thread starting with the name of your resourcepack/ texture pack (version number) and tag it as a resource pack or texture pack.
    2) Any question one might have about texture packs and how to make them make a couple more pinned folders in this one for those discussions.


    As you dig around through this folder at the moment you will find maybe 2-4 actual texture packs. The rest is all yadda yadda. Sorry if I sound blunt but I prefer just to cut straight through and say it like it is. If this offends some people I'm sorry but I hate beating around the bush when we could tackle things head on.

    @red51 After going through a lot of what's been said here I have a couple questions.


    1) With this new API will we be able to add new plants, animals, food and or mob drops?
    2) Can we add new custom blocks, crafting recipes, tools and functions?
    3) In the game files I have seen 16 different types of ore, tanning racks and a lot of other stuff. Would it be possible for us to activate these through use of mods?


    Love the game and sorry if I sound a bit anxious, just very excited to see what we can do with the new API. Keep up the awesome work! The way these updates keep rolling out we'll be in beta by Christmas :thumbup:

    Or we could start making mods...

    I will gladly leave the creation of mods to the coders. What I meant earlier was contacting the mod devs, and staff over at Curse. These guys really know what they are doing. When the new API is released they will look into it. A few modders from Curse and the Minecraft Forums are interested in this new API and how much flexibility it can add for modding. The decision for rewriting their mods much like Team CoFH and several others say it's not likely to add technical mods until some type of energy is added to the game. Personally I have no problem with anyone making mods, in fact I encourage it. @Chrisx84 I am willing to bet would be among the first to make a windmill move of it's own accord using the animations added by this new API. @Miwarre I can see enhancing her GPS mod to do a multitude of things, maybe add beacons through use of animations and other technical aspects. No longer will you need to get lost if a beacon from 10,000 blocks away can display your home coords in the distance. Portals can be enhanced to take you to a flat dimension basically stitching 2 separate worlds. One for Mining, and one for building, having fun and enjoying the game. I messaged the makers of Buildcraft and they said the same thing as TeamCoFH the game needs a power source before they can start on anything. I for one am really looking forward to trying out everyone's mods. I'll even do show casings on them :)

    I think it's kind of strange that the same day I was thinking about this and writing this up that the new API was announced for drop. After reading all the details I say yep that's the RW -Forge we've been waiting for and my idea of an RWSE just went...Bloink like a penny in the storm drain. Now there's the modding API we've been waiting for. Time to make some noise on Curse. :)8)

    Hurray! Hurray! Hurray!
    The list includes practically all the things I was hoping it would and which I need for some ideas of mines. This is going a BIG help for scripting!


    Another useful addition which does not seem to fall into any of the listed categories is the possibility to add a player to a group programmatically, in practice a script equivalent of the setplayergroup command.


    And another "Hurray" for the documentation!!!

    Awesome! Taking control of world events makes me think rain is coming, the storms are rolling in. The spider webs and dusty bones behold the spiders lair. The world grows dark the caverns deep what lurks beneath your feet? Arena's will be built with teams all made to fight the winner gets sacrificed to the mighty God of spiders. This is going to be a very cool update and I'm loving the concept already. Sincerely hope we get gigantic spiders or at least be able to resize them to 40 times their intended size. I would love to create a world where there are clans and a drive for each side to be the best. Wage wars for domination and take their lands by force. Loving this!! <3<3

    As with many (most? all?) scripts, commands are issued in the CHAT, not in the CONSOLE!


    Open the chat, type the command(s) with its initial '/' and parameters as needed and press [Enter] to execute, as if you were telling something in the chat.


    To open the chaT, the default key is [T]

    Okay :) My mistake. When I read over your report of how the mod worked I presumed entering the commands meant opening the console. Thank you for helping me to rectify my mistake.

    Perhaps if I explain it this way when you play Minecraft without any mods you're essentially looking at a bundled game. If you want to mod it you go to forge.net/downloads and download the appropriate version that matches the version of Minecraft you want to play. On here think of it as the Beta's you can opt in to play instead of using fuel for example you can go back and play an earlier version without updating your world.


    1) You run the forge installer using the right-click/scroll/java(tm)binary
    1A) To install RWSE you would run it as a stand-alone script in the scripts folder.
    2) Forge installs all the necessary files and MCP
    2A) RWSE would install as soon as you click play. What it would do is install all the necessary files & libraries it would need into the common/scripts folder
    3) Minecraft now has a mods, config, libraries,and additionals that will allow the game to run.
    3A) RWSE now has a folder named script-extensions which in this case is renamed as mods. Here is where you place your multi-threaded scripts in their own retrospectively named folders such as Computercraft for example. These multi-threads are your mods compacted to run when you press play with the help of RWSE. each multi-thread has it's own subfolders containing the textures, animations, objects etc..


    What I'm trying to say here is the scripts folder is essentially a mods folder within itself. You add GPS, Compass or whatever and it runs.
    Lua can run on multi-threads the same exact way as Java. So in regards to a script-extension based API being integrated into the scripts folder you can rewrite any and all Minecraft mods to be compatible with Rising World in itself without disrupting the vanilla features. Instead with your now created muit-thread mods you can add to the game without harming the vanilla content.

    @Miwarre I'm having a problem with the commands. They aren't working. I tried the following 1.) Tilde- to bring up the menu and typed /gps nothing happened so I tried the other commands again I got the same result of "Unknown Command" So I tried it again without the / again nothing. At this point I'm confused. The GPS looks great but why are the commands not working? If I'm doing something wrong please help me to understand. Thank you for your time :)

    Before I jump into this please read my statement first:


    I do not wish to step on anyone's toes nor do I wish to cause conflict between persons or offend the great work of @red51 . He has done an amazing job with this game and I believe we as a community can come together and assist by creating a RWSE: API that will allow mods, new textures, class files and a scripts-config. Only if we can work together without stepping on anyone's toes can this be accomplished. When I began playing Minecraft Forge which is a similar API was created that allowed the first of many mods to work with one another without disrupting the vanilla folders at all. Lua has this same compatibility as Java with the exception that it could run more smoothly. If anyone feels distressed or alarmed at this post please do not be afraid to voice your opinion as it is not created for controversy but as a step towards a brighter future for Rising World. With that being said let's get started.



    In the RS Example 1.jpg you can see there are various folders one of which is "Scripts" which is what I wish to bring up today. Now suppose we created together a script-extender named [RWSE (version number)] and added to the scripts folder and hit play. It would generate other folders with their said components much like RS Example 2. the script-extensions otherwise known as the mods folder would consist of a collection of scripts (mods) written in Lua that can now run simultaneously together. The "Options" as to which I added would essentially be the extension program itself which would allow the script-extensions (mods) to run.


    The "script-config" would allow you to change the configurations of the scripts if you needed to make changes to the script-extensions/mods. When you look at (example 1) you see scripts is basically already the mods folder in general. When you create a script to work with the game you simply ad it and click play and it works just fine. When you start stacking scripts (mods) sometimes you might encounter errors because of a configuration error. This is where the RWSE comes into play it organizes your scripts adds a script-config folder for you to easily go in and make changes much like you would in a Minecraft configuration file.


    What will RSWE look like? Let's look at Forge exhibit 1: In here we see various file of different types and names but one sticks out above them all "Paulscode." What is Paulscode and how does it relate to a script extender? Paulscode is in itself a script extension created for Minecraft to allow mods or in our case additional scripts to run together, hence MCP. Lua and Java are almost completely identical programs. If the mod "Computercraft" was rewritten and added into the new scripts/mods folder with RWSE it would work. So what am I getting to? Didn't @red51 already say he was working on this? Yes he did say he was working on it and the game updates as well. If we (as in the script writers) came together as a modding community with @red51 's blessing and created the RWSE as a superficial scripting api that would install itself we would be providing a great assist with the developers.


    I honestly don't know how to write scripts or mods for that matter, but I do understand how it's all put together. So I ask the developers at this point: Can we please create a superficial temporary modding script that will in no way harm the content of your game? It will install itself in the scripts folder and create a multi-thread that will allow more sophisticated scripts to run?

    well when you are using a windows OS you need LUA for Windows that you can get from my link above

    Got it, thanks.I didn't see tat before as I was preoccupied with something else also. My whole purpose for trying to get Lua installed today was because of a singular Minecraft mod. "ComputerCraft" is the one and only Minecraft mod written entirely in Lua and works with games both written in Lua and Java. I want to make an attempt to make it work with Rising World. Recipes, some programming and textures would have to be changed for it to work properly but I do believe it's time to mod Rising World.

    i've installed it but never seen that!?


    did you get it from LUA website or from somewhere else

    Joni it downloaded from lua.com as a notepad document as lua 5.3.3.tar.gz. Yeah I'm a noob at heart when it comes to Lua as I have never coded at all. Since I can't delete this thread if anyone has any advice please keep it simple. I was born in 81 not the today's computer savvy world.

    I don't know if Notepad or Notepad++ understands the language that popped up on the screen. I thought Lua was an easy program I could download and install, instead it came as a notepad.xml. I just wanted to try and create a couple scripts for Rising World :( Instead my Notepad and Notepad ++ started behaving as if it was talking to me :whistling: The program would sift through pages on it's own and sometimes go up or even down. Maybe Lua is an Alien sentience that I could open notepad and say hi to ;) If anyone has a clue why Lua is behaving bad instead of installing can you please help me? Here's a pic of what Notepad looks like in Lua

    1) A separate script would work well but adding it to the existing script might also eliminate any incompatibilities.
    2) Hours and minutes sounds great. I wouldn't worry too much about the seconds unless your going to match it the clock to the game tick speed.
    3) To turn the clock on and off using /gps clock would be great. I've actually wondered about the positions on screen the lock would serve best at, but I'll leave that to you :)
    4) the 12 hour format is what I know best If someone told me the time was 17:34 I would have to pull out a pen & paper. If 1500 is 3Pm then I guess my answer would be 3+2= 5:34 PM. I don't know if I got that right lol :)


    I've never made mods before because computer code is like a labyrinth that goes on forever. If I did understand it I would move the compass to the top (centered) of the screen and place the clock in position beside it. Some say Java is easy, but when you get started you wonder what goes first. I think I'll leave the mods to the wizards much like @Miwarre & @Chrisx84 . You guys are awesome :thumbup:

    There is also this GPS script (by me, shameless plug...) which has some additional features, including a home and waypoint define / tp feature.

    This however does work and is a nifty little tool. Had to screenshot the commands so I could use them. @Miwarre It looks good and yet I still wonder if the clock could be done in the same manner. Not complaining as it works unlike the Compass/Kompass Mod. Miwarre if you don't mind me asking can you add a command called /help that will bring up a list of all the commands? Maybe you do have it and I was just too anxious to try it out and overlooked it. Great mod :)

    Check out the thread here:
    [Script]Compass / Kompass


    There are actually two versions posted there. One has a .rar extension, the other is a .7z file. both are posted on the first page, within a few comments of each other. One of them shows the arrows with the cardinal directions. The other I think just shows coordinates and depth. I forget which. Would be nice to combine them into a single script since both features are useful.


    You can drop extract one and drop it into a subfolder under scripts in your RW directory (or under scripts on the server you want it to appear on). I tried running both variants at the same time (just created two separate compass folders with slightly different names) but that did not work.

    I tried the compass which was a .7z file and got an error when loading Rising World saying: [Error This game does not support family sharing] so I took it out and deleted it. As far as a .rar file I don't think I seen a link to download that one. I'll go check again but the .7z is incompatible with Rising World. What I did was put the .7z in here: C:\Program Files (x86)\Steam\steamapps\common\RisingWorld\scripts exited then hit play. Unless that .7z goes goes some place else it took a one way trip to the recycling bin. Sorry

    Found it :thumbsup: ! Thank you @yahgiggle Can you please add this under the mods pin folder so if anyone else is looking for it they can find it also? Anyways I can't wait to try this out and it's got me wondering if this same script can be adapted to the clock as well. Oh I am so happy I could hug you <3 :) Now to figure out how to install it you're a :saint:

    I've seen in some videos both singleplayer and multiplayer that the cardinal directions are shown on the bottom of the screen along with the elevation. What I don't know is if this is a lua script mod, in-game feature or if I'm just losing my mind. I could spend days digging through the thousands of entries under mods or just come out and ask. So I'm asking: What is it? Is it a feature that requires a special activation code? Is it a script that I have to install if so where do I find it? Is there a tutorial in layman's terms and not scientific? If this is the wrong thread pardon me because where exactly does one ask these questions?


    Sample:
    >>>altitude: 67>>>
    >>>North>>>>


    That's pretty much how this cardinal direction script or whatever it may be is showing up in others videos. There's no way it's a vanilla feature because I would of noticed a while ago when I first crafted the compass and clock. I don't know what this is and I would love to try it for myself. So for whomever can read this message please create a pinned folder and mark it Lua Mods so that lua mods such as this can be displayed for download. Even if it's just a script it would be very neat and clean if it was marked and tagged under a Lua Mods folder. Am I aggravated yep so maybe it's time for me to shut up and wait for a response.. oh yeah I have to click submit ^^