The next update will be available on Friday, October 31, towards the evening (GMT+1)
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Das settarget Portal ist nur eine visuelle Darstellung von dem Portal Ziel Ort. Das Plugin speichert als Ziel die xyz Koordinaten wo du /settarget gemacht hast.
Man steht im Portal (Blaue Farbe) um zu dem settarget Ziel Ort (Grüne Farbe) zum Teleportieren.
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Wie LoneRanger gesagt hat, die Portals sind Einweg, d.h. du brauchst ein Portal A am Markt mit ein /settarget am Hafen und dann ein zweite Portal B am Hafen mit ein /settarget am Markt.
Wichtig: Die Portals und die /settarget Ziele müssen nicht auf einander sein, d.h. Ziel A und Portal B kann daneben einander sein aber müssen nicht am gleichen xyz Ort sein!
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what we did when this appeared was use the terrain tool on the edge of the bad chunk, that usually brought the chunk back to life
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But those names don't appear in game as the name that shows up in game is hard coded inside the blueprint file.
What you can do is place them in your world and blueprint them on your own to change the name. Or you can use the Blueprint Texture Editor and change the name field (I think I had left that option available) But that only works for old blueprints.
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I am really sorry for the long delay 😅 I am trying to get the new version out asap but I got a new job recently + moved to a new city and it has been extremely busy 
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To alter things like the furnace fuel amount you don't need to edit the game's code directly.
All of the info is stored in an SQLite database (i think the name was definitions.db) inside the commons.jar archive. All you need to do is extract that database make any changes you want and then repack it back in and start the game. 
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Have you set the server_list_visible option in server.properties to true?
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Unfortunately no, items lose their content once thrown down with the Q key 
But there are plans to make items placable in the future
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What are your system specs?
Have you already tried altering the LOD settings the game provides?
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There is a plugin that already does this with a gui but unfortunately you still have to do the X*20in conversion yourself: https://forum.rising-world.net…-version-0-0-2-now-ready/
Maybe you can use that for now and ask the creator to incorporate the conversion part in it.
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The game's sizes are not in meters but in blocks with 1 block approximately equal to 0.5m which is the same as about 20in.
When using the size command you enter the block size not the size in meters e.g. size 1 1 1 on a wood beam creates a block sized cube i.e. a cube with a = 0.5m = 20in
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No I don't really have another way to contact him 
You can try sending him a message from his profile here on the forum 
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That is a plugin error not a game one, the server log should also have the name of the plugin and the name of the plugin creator so if you could also post that info here we can find who is responsible for fixing this 
Edit: from the de.pbplugins I am guessing it is one of @PatrickBronke's plugins
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It is not a matter of seed but a matter of server settings:
| server_world_type | Normal | Defines the worldtype when generating a new world (valid names: Default, Superflat, Surreal) |
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Oh, and that blueprints will still work - so people can save their builds? I've been telling people that too
it is red's intention to keep old blueprints compatible yes 
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Sorry if this has already been asked, but just to confirm, the new version will require a world reset?
yes due to the new world generation algorithm
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hmm that should work and if you leave it there the map should work fine. I could try to join your server sometime tomorrow to take a look at the situation 
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ok good then once the world has been generated and the name has been set in the server.properties file you shouldn't have any problems with the maps.
Just make sure you don't change the name in the server.properties file.
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hmm ok let's start a bit more basic,
1) are you using a hosted server service like Nitrado or are you hosting it yourself?
2) are you using the "play with friends" option to invite people to your local world through steam?