oooh I see, hmm that is tough one I would wait until red51 sees this thread, he might have a way around that.
Posts by Minotorious
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As far as I am aware if you are after the 2 week refund period steam policy states there is no way to get a refund for that key
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yep I tested too and it does compile and seem to work correctly but since the IDE error shows up I would try to either fix it or use something else instead just in case.
btw removing the final flags from the variables fixes the warning but no idea why tbh.
PS: not sure if you saw my message above after I last edited it but I would recommend using switch anyway as it is faster than if
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hey so I was in a hurry before when I replied and basically wanted to also ask as to why you are want to use a byte instead of an int, you already mentioned that it is for optimisation but I am not sure if that is actually the case.
See this thread for example, it has a much better explanation than what I could write here about the topic: https://stackoverflow.com/ques…ead-of-int-and-float-inst
Also according to oracle's documentation: byte: The byte data type is an 8-bit signed two's complement integer. It has a minimum value of -128 and a maximum value of 127 (inclusive). The byte data type can be useful for saving memory in large arrays, where the memory savings actually matters. They can also be used in place of int where their limits help to clarify your code; the fact that a variable's range is limited can serve as a form of documentation.
Did some more testing now and even though I am not sure why the else if brings up that warning I know that switch doesn't so to be safe I would recommend using that instead (it is also faster in most cases
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I will look at it in more detail later but take a look at this one for now, might fix it quickly: https://www.javatpoint.com/java-byte-compare-method
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Can't say I remember tbh if it is different for objects
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I would think that is intended behaviour as from the game's side the event happened and then a plugin decided to cancel its action.
To avoid the player losing the blocks you would need to add them back to the inventory after cancelling the event
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I would recommend a bit more research before jumping to conclusions and crucifying disney/lucasfilms. From my understanding disney wanted to fire her for months anyway and she just handed them a reason in a silver platter.
Maybe her last comment that actually got her fired was not the most controversial thing she did but she definitely did do a lot of the other things they accuse her of e.g. mocking pronouns by adding beep/boop as her pronouns on twitter only to later retract claiming "she didn't understand pronouns" (come on it is 2021...)
The youtuber (Vera something) you posted the link of seems unaware or simply chooses to ignore the other things she did do and there is evidence of.
Not saying that any of that should have got her fired but let's not pretend she was a full on puppy democrat.
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For survival.. In that case we can get rid of most work benches. Why have a grinder? Just do it in inventory. Why have a spinning wheel? And so on
I like the idea to recycle unused blocks. But just change the shape with a click is not what I'm used to from rwNot really the same thing though, all that would change is that instead of picking the shape of a block on the blockbench you would just craft a generic block there and choose the shape when placing it.
Gameplay-wise it doesn't change anything really unlike getting rid of crafting benches that you mentioned. Also the recycling would still be there for when you made too many blocks of a specific kind that you no longer need.
Unless ofc you really need the immersion value of a block costing 4 stone while a half block costing 2 stone or a triangle block 3 stone to make etc.
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The first option is exactly what 7d2d does for the blocks and it is the most convenient thing ever, I have countless times crafted the wrong shape in RW
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red51 ich fände das auch eine gute Idee, könnten wir vielleicht drei neue "Flags" (wie die English, German, English/German) erstellen? So dass alle Plugins in dem gleichen Ordner bleiben.
Also etwas wie Singleplayer (grün: #7fbf7b), Multiplayer (lila: #af8dc3), Singleplayer/Multiplayer (gelb: #d8b365 oder #ffffbf)?
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I had like potatoes all over the place and they just kept hanging mid air for hours, so I did not see that happening. But thanks for info I guess I have to look at some setting for how long I allow items to be laying around, remember I changed that because they kept loosing there tools, but that is some time ago, so I'll goo dicking, anyhow thanks.
it is the settings_item_despawntime (see for more info: Overview of "server.properties")
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I anyone tries this and get frustrated about the potato mess all over the place, I have created a potato cleaner can be added by adding these lines to the original right after the impulse:
PotatoCleaner potatoCleaner = new PotatoCleaner(projectile);
Timer killProjectile = new Timer(1, 2, 0, potatoCleaner);
killProjectile.start();And create a PotatoCleaner.java in the same folder as original source file with :
package net.risingworld.api.example.customitem.gun;
import net.risingworld.api.objects.WorldItem;
public class PotatoCleaner implements Runnable{
private WorldItem potato;
public PotatoCleaner(WorldItem pota)
{
potato = pota;
}
public void run()
{
potato.destroy();
}
}Basically it creates a timer that destroy the potato after a 2 count.
FYI they disappear by themselves after a minute or so anyway
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The plugin API doesn't support models with multiple textures atm if I am not mistaken, that is why the plugin was probably made that way and doesn't either.
If the model is using multiple texture files UV mapped on it there is no way I know to bake that into a single texture file for the game to use. The only way would be to either use shaders in e.g. blender and bake a texture out of them or to hand draw the texture on the model
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just an FYI I am not sure if the invisible player problem some servers experience can be fixed with the API methods, I believe it might be a deeper server related issue but definitely worth a try
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What you can try:
1) Right click on the risingWorld.exe file and select properties, then go to the compatibility tab and tick the "Disable Full Screen Optimisations" tick box
2) Go into windows settings and disable mouse trails if you have them enabled
Hope it helps
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oooh it is a pingperfect server, we have had problems with them in the past, you need to contact them and tell them to fix the problem on their end.
I think it has to do with writing permissions and the plugins not being able to write/access on their databases.
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ok did it also create a .db file inside the assets folder?
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hmm that is really weird, not sure what to make of it without full access to the server to try things out
Could you please do the following:
0) shut down the server
1) delete the whole Portals folder (make a backup before). The one directly under plugins
2) create a new Portals folder under plugins
3) download the .jar from the first post here and place it inside alone (without extracting it, the META-INF, resources and Portals folders should not be there)
4) start the server again
5) is a folder called assets created with a .db file in it next to the .jar automatically?
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hmm that is weird, and after doing /portal select if you click on the map nothing happens? no red square appears to select area?
Do you maybe also have the portals script installed on your server that could be interfering?