Display MoreThey are sprites, something like:
I'm not sure what the number is for warning symbol from the top of my head.
You could write a super quick iteration method to print them in order.
Thanks
Display MoreThey are sprites, something like:
I'm not sure what the number is for warning symbol from the top of my head.
You could write a super quick iteration method to print them in order.
Thanks
Thanks...worked well. Is there somewhere I can find what graphic icons I can add via hex code?
eg the yellow triangles used on the Noci Server
How do you change the color of the text....... on my server I added a \#FFFF00 in the description to make the text following go yellow........ however all this did is stop my server appearing online.
Display MoreThanks a lot for your feedback! Sorry that I've missed your post on Steam... IDK why this happened
Yeah, this was indeed an oversight, but we will change it with the next update
Currently the rifle comes with 5 bullets by default, but probably it's better to remove the gunpowder requirement We'll change that with the next update, too.
Unfortunately the game cannot get the attack speed from the database (because it solely depends on the animations), that's why no DPS is exposed yet... adding this is still on our to-do list and probably will be available with one of the next updates. But maybe we could at least expose the "damage per hit" in the meantime until more information are available
Good point! I'll put this on our to-do list
Yes, animals are indeed too strong... we will reduce the damage with the next update, but probably we'll also add a "hit damage factor" setting (but only available through the config file for now).
This was mentioned a few times, so maybe it's better if we remove bears for now from the grass field
Defensive animals currently ignore if you attack one of their mates... previously they already got angry if one of their mates just got the "alert" state (which was already triggered by a gunshot or when cutting down a tree, for example), but players were confused by this behaviour. So right now they just ignore it.
But some changes to this handling are still on our to-do list
Red........ bears appearing in grass fields is realistic...... they do not appear in just forests alone........instead of removing the bears from the grassfield maybe the way to do this is to reduce the chance of bears generating there.
When the issue was seen on Medieval Realms where the table "biomes" was being read from the local computer, Red changed it so the table was read from the server.
Couldn't Red do the same thing with the table recipes_objects....... that table is the only thing stopping me now from carrying on with modifying Rising World.
From what I see, only 2 tables are needed to be read from the server and not from the local computer.
So this means my 100 player modified server I am paying for will only work for me and no one else until server-side customization happens? That is disappointing.
I was setting up this server for the last few weeks for my friends to play on but did not realize this was not going to work.
Am already changing the data manually.... wanted to let Red know that changes made to my server is now seen also on Medieval Realms server as well which they shouldn't be.
To test what is happening, I went on the Medieval Realms server as seen in the picture below where it shows Medieval Realms in the bottom left corner.
Despite the recipe for camp fire being a recipe for my Run And Hide Gamer Server this recipe is now also been shown for Medieval
Realms as this is being read from the gaming PC and not from the Run and Hide Server server.
Sorry Yahwho.......was on your server for a minute to show this was happening for a change made on my server.
Hi Red,
For almost a year I think, I have modded Rising World by using DB Browser for SQLite to modify the database and give Rising world a different look with more trees, etc and African wildlife in the default Rising World biome...... not the Savannah. . Was playing a new look Rising World as Single Play for some time and then hopped on to Medieval Realms last year and played on that server for a while. Then Yahwho for Medieval Realms saw one of my youtube videos and I think contacted you when he found out that my changes to my single play were being seen on his Medieval Realms server.... I think you then changed it so that the table biomes was read from the server not the local computer when accessing Medieval Realms.
2 weeks ago I set up a Ping Perfect server on the multiplayer side of Rising World with a more advanced African version of the Grasslands... what I call now the African Grasslands. Intending that everyone who went on my multiplayer server would see the new world I had created for Africa.
In SQlite I modified the table biomes and changed the data to give the default Grasslands a new look as seen here
So checking with the people using my online server, they can see this too which means they are using the tables biomes in the file Definitions.db on the server.......
Then I started getting people saying they were unable to craft things on my server such as the camp fire.
By default the camp fire needs 8 stones and 2 pieces of log and what they were seeing on their computer was the camp fire needing 8 stone and 2 pieces of logs... however despite having these they were not able to craft a campfire.
Now apparently the reason for this is that on the server in the file definitions.db in the table recipes_objects I have this in the recipes column for campfire
8x stone, 2x g(treelog), 10x grass, 1x coal
Instead of the default
8x stone, 2x g(treelog)
So this is what I see with my changes to definitions.db on the server adding grass and coal is as shown here
As you can see with my changes, to make the campfire as I see it I now need to also find 10 times grass and 1 times coal. Happy with that and it works for me on the server....note...this is the same file of definitions.db on my computer as it is on the server
The problem is with people who go on my server with the modified recipes for campfires....... they do not see the picture as I have it above...all they see on their computer is that the campfire needs 8 stone and 2 logs and despite them having those 2 things, they cannot make a campfire because the recipe in the database for campfire states they also need grass and coal but this information does not appear to them as all they see is what is shown below which does not show anything about grass or coal required.
Other players do not see the recipe showing they need grass and coal
So I know that when players using multiplayer server see the world I created they are seeing the data in the biomes table on the server.
However, when they go into the crafting to see how they make something like a campfire, they are not looking at the recipes_objects on the server which shows grass and coal in the recipe but they are looking at the recipes_objects on their pcs which does not show grass and coal in the recipe.
However to make the campfire it stops you making the campfire if you do not have grass and coal..... even though it does not show it on screen.
I also changed my server so that snakes and spiders are shy and will escape... I found out a few hours ago that my friend who has a snake phobia is chased by snakes even though when I am on the server, the snakes escape me and don't attack. This means the table npcs on the server which has behaviors and attackreaction fields has also not been read from the online file so she is seeing them attack because that is how it is on her laptop...despite what is on the server.
Is this something that can be fixed as people stopped going to my server as they couldn't do things as simple as making a campfire.
Is this a similar thing as what happened with Medieval Realms where the server was looking at parts of the SQL database from my PC to show online.
When playing online, should the players not all be looking at the whole definitions.db stored on the server and not the one stored on the local computer.
I know for multiplayer servers the biomes table is read from online but not sure why the rest of the file isn't.
I think from the top of my head you also have to allow remove tree or something like that in the same admin tools menu, this should stop the message, but if not let me know
I have tree destroy turned on , Tree Hit on and Tree Remove all set to ON
On my server I have allowed people to cut down trees when they are outside their area.... what I see is when they pick up the timber messages appear in white on the left side saying they need to own the land to do that...but they can still pick up the wood.
A message for each piece of wood they pick up.... can the messages not display if the area is unlocked allowing people to do things outside of their areas.
For animals you need to change the animals setting for trees the tree setting and so on oO
Sorry....didn't see the next button.
Have Hit and Destroy Terrain on now.....working well.
One player said to me a few hours ago that he was not able to kill animals in areas that he did not own. Asked him to test that again now that I updated the terrain to be hittable.
add your userid to the server config file Server_Admins=yourUserIdHere
or you can click in the server console while logged in and type makeadmin yourname
Last question... I promise....... on the server when I make that change as admin the change applies to the server and everyone playing on it.......
I think I need to be made admin... how do I do that?
Can users on my server access that as admins or is that something I do on the server?
tri this version https://drive.google.com/file/…1kuCSlP2/view?usp=sharing <----- this version has had lots of the bugs removed and gives you far more options
Feedback I was getting from the plugin was that when players on the server go underground in a mine , they need to be purchasing all these areas just digging for ore or trying to dig their way back to the surface.
What they had been saying was it was fine to have the local home area locked down, but could the rest of the world be left as open and unlocked.
I think the main issue was having to add so many protection areas when they were digging the mine underground.
Display MoreUnfortunately the game does not sync the definitions between the server and the client. If you modify the definitions.db on a multiplayer server, it works properly for everything that's solely handled by the server (e.g. things like npc health, biome related things, spawn definitions etc), but if a particular definition is used clientside, the client won't see the serverside modifications (e.g. things like asset path of an item, animation or move speed of an npc etc).
When it comes to the crafting recipes, it's a bit tricky, as mentioned by james1bow : basically it's handled by the server (so if the client sends a craft-packet to the server, the server checks if the client has all ingredients in his inventory - based on the serverside definitions of course). However, the crafting UI is shown clientside, so it uses the clientside definitions. Before sending a craft-packet to the server, the client also first checks if the player has all ingredients (based on the clientside definitions), to prevent the player from sending useless requests to the server.
So if you modify the crafting recipes on your server, it won't really work, because the client wouldn't even send the craft-packet to the server if you don't have the required ingredients (based on the clientside definitions). If the ingredients are in your inventory (so the client sends the craft packet), the server will perform the ingredient-check too (but based on his serverside definitions) and remove the ingredients from the client inventory.
However, it's our intention to change that, so once a client joins a server, the serverside definitions will be synced with the client This hasn't been added yet because there wasn't much demand for it in the past, but we're trying to get this ready with one of the next updates.
Until then, you can only change settings which are only used serverside, e.g. everything that's related to world generation (biomes, spawns etc), damage dealt by items or npcs, food/consumption values (health/hunger restore) etc.
If I understand it correctly, what I can do is change the recipes on the server to the default vanilla ones so people on the server will have the original crafting system.
For me, I can have the modified recipes on my computer so when I go online to my server I will see the modified recipes because they are being read from my local computer.
From my understanding, the recipe has been changed in the game for other players....just they do not see the new graphic as shown in the below image showing that they need to have grass to build a camp fire... all they are seeing is the image for the default game which is stones and logs only...not grass.....
I modified the SQL file definitions.db with new scenery and new recipes but it appears that people playing on the server are not seeing the changes I made.
I think Rising World is looking at definitions.db on their local computer instead of the modified definitions.db that is saved on the server.
At this stage people on my server cannot build a campfire or build torches as they cannot see the new recipe on the server needed to build those items.