Posts by Harv

    Inspired by the Direction Trees Fall thread:


    Talking to/listening to/reading about other people in the game, I see that tree felling is a common issue with a lot of folks, including myself. I recently spent time designing and testing various tree farm layouts that would make harvesting wood more efficient. They pretty much all failed in one way or the other. And now it dawns on me -- in real life trees don't fall in a random direction when felled by an experienced woodcutter. The good ones can practically thread a needle with their accuracy.


    I've actually felled a couple dozen good-sized trees in my lifetime. The basic principles are straightforward enough that I had reasonable accuracy most of the time. Rising World is now bringing back those memories, except those principles aren't implemented in the game. Yet. :rolleyes:


    At the very least I'd think trees should fall in the general direction of the side you are chopping on, or maybe within a few degrees thereof. The animations and attention to gravity as the tree falls are already amazing. We just need some bit of control over the initial lean when it starts to go.


    If it's possible to have the wedge-cut become visible as you chop, even better. Gives you a visual aid to your aim. Not an absolute requirement, but it would add a whole new dimension to the task.

    Check for error logs in:


    ~/Library/Application Support/Steam/steamapps/common/RisingWorld


    Several of us here have very similar Macs and are running jes' fine. Just gotta figure out what's going on.


    Make sure everything is up to date (java, steam, etc). That's always a good start. ;)

    Same thing today. Crafting gui problem at first. Re-logging had no effect. Re-starting client had no effect. A few minutes later the problem cleared up by itself.


    Plenty of ram available (client and server).
    Gameplay was smooth.
    Pings were around 90.
    TraceRoute looked good:


    My traceroute [v0.82]
    ServeMe (0.0.0.0) Mon May 1 07:29:12 2017


    PacketsPings
    HostLoss% Snt Last Avg Best Wrst StDev
    1. router.asus.com 0.0% 2485 0.3 0.3 0.2 126.0 7.4
    2. astound-69-42-20-1.ca.astound.net 0.0% 2485 27.8 43.3 5.1 6543. 304.1
    3. 104.220.254.169 0.0% 2485 32.0 40.0 4.1 6525. 303.0
    4. 104.220.254.16 0.0% 2485 26.5 41.3 5.6 6468. 301.3
    5. cr1-200p-a-be-100.bb.spectrumnet.us 0.0% 2485 26.7 41.1 6.2 6520. 299.3
    6. cr1-529bryant-hu-0-3-0-21-0.bb.as11404.net 0.0% 2485 12.3 40.7 6.6 6463. 296.8
    7. cr1-55SMarket-hu-0-3-0-20-0.bb.as11404.net 0.0% 2485 18.8 41.9 6.6 6406. 297.4
    8. cr1-529bryant-hu-0-3-0-20-0.bb.as11404.net 0.0% 2485 30.0 41.8 7.1 6457. 298.0
    9. ae7-107.cr0-sjc2.ip4.gtt.net 0.0% 2485 21.1 42.7 6.1 6506. 297.2
    10. xe-8-3-0.cr0-sjc1.ip4.gtt.net 0.0% 2485 18.7 41.9 6.3 6443. 293.9
    xe-10-1-6.cr0-sjc1.ip4.gtt.net
    xe-9-1-2.cr0-sjc1.ip4.gtt.net
    11. as5580-gw.cr0-sjc1.ip4.gtt.net 0.0% 2485 16.2 41.8 5.8 6434. 295.2
    12. eth2-3.edge1.buf1.us.as5580.net 0.0% 2484 99.7 121.6 86.0 6499. 293.3
    13. 78.152.61.29 0.0% 2484 95.9 120.0 84.1 6445. 292.7
    14. 10.8.25.142 0.0% 2484 96.7 121.5 83.2 6489. 298.3
    15. 10.8.32.134 0.0% 2484 102.3 119.9 85.5 6433. 302.9
    16. 10.8.35.138 0.0% 2484 98.4 120.2 87.6 6405. 303.4
    17. 10.8.12.46 0.0% 2484 99.4 121.8 86.6 6354. 302.3
    18. 192-227-218-29-host.colocrossing.com 0.0% 2484 124.1 119.7 83.6 6294. 300.1
    19. 192-227-218-175-host.colocrossing.com 0.0% 2484 95.0 119.3 84.4 6237. 298.4


    Internet speed was fine:


    Download Speed: 94128 kbps (11766 KB/sec transfer rate)
    Upload Speed: 8791 kbps (1098.9 KB/sec transfer rate)
    Latency: 30 ms
    Jitter: 10 ms
    Packet Loss: -1%
    5/1/2017, 6:50:02 AM


    Side note: I was unable to upload pics larger than 1MB for this post today.

    It didn't mean that much to me until I built my ranch. Now my outer fence, horse stalls, and chicken coop cry out for gates and doors of multiple or scalable sizes. Not sure how difficult it is to animate scalable objects, but I thought I'd put it out there.


    Quote from Miwarre

    you can already do exactly that with the GPS way points

    'Tis an excellent plugin, Miwarre, but with my sluggish mental abilities I find it easier to leave the compass open and follow a pointer when running at bear speed through a dark forest than to try to interpret numbers as I go. :D


    Also, the compass updates even if you're standing still and just turning your head. Any intentions to make GPS do the same thing? It appears that you update on the changedBlockPosition event, prolly to lower the burden on the server. From my own experience with updating minor things on a frequent basis, it isn't as much of a burden as it might seem to use the updateEvent, especially if you just do a simple count compare and only take action on like, every 10th one or so.


    Gawd. Look who I'm giving advice to. 8| The plugin master himself.


    I am not worthy.

    I've been using and loving the new map item. It's way more useful than I imagined it would be.


    The only problem I'm having now is when I play the game at work (it's okay - I own the business ;) ) the map I generated at home is not there. I get by if I use ftp to copy it over, but I was wondering if there is a plan to synchronize maps between client locations.


    I guess the server would have to get involved, but I'm not sure what other paths of communication might be available.

    After getting crazy lost in the game yesterday, and screwing myself up by sleeping the night away in someone else's shelter, I had a vision.


    Wouldn't it be nice if you could click on a map marker and have the option to have the compass indicate the direction to that point?


    Too un-natural? Maybe require second tier compass or GPS tool? Anything that would link the map markers to a directional device would be most useful. 8)

    Now that I've got the map features working (thanks to zfoxfire and others) I'm really enjoying it. It's surprisingly useful that it shows not only your current location, but which way you are facing. That comes in real handy.


    At first I thought the right-click for placing markers wasn't working for me, but now it is, so I'm not sure what the problem was. I still need to see if I have any problems when I'm on my "work" computer, but I'm willing to write it off as senility on my part.


    Mapping my underground structures takes a little doing, since the map doesn't show underground terrain, but I'm sure Red51 has a plan for the future. For now, I just make a mental note where I am underground by observing where my arrow is on the map, then run back to the surface and stomp all over that area above ground to fill in that part of the map. Once it appears on the map I can then add appropriate markers.


    The map, in addition to the myriad of other features and bug fixes, makes this a very noteworthy update.