When you deleted the game did you uninstall from Steam and then delete the folder RisingWorld?
Posts by RunAndHideGamer
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Forgot to add the URL above........ now added.
When is the single player server falling over?
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I was just having a look here at what Red said back in 2016 re the same error.....but with JavaLibrary5.jar instead of PluginAPI.jar
https://forum.rising-world.net/thread/5332-plugin-yml/
I would try the API for 0.9.5.4 and see if you get the error
Do you have any plugins installed at the moment?
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I downloaded the API the other day for the mod I am working on....... just seen that for some reason I downloaded 0.9.5.4 from the top of the page.
Just having a look at 0.9.5.5 now
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My singleplayer servers won't open anymore, as of at least a couple of days ago. I haven't tried since the last update, so I am not sure when exactly they stopped opening.
My current PluginAPI is version 0.9.5.5, which is the most recent one I can find in these forums.
I get the following error:
Windows10 (x64) 10.0 Java: 1.8.0_131 amd64 0.9.5.7_39 -H:3072 -D:3072 (Steam)
Intel(R)Core(TM) i5-4690 CPU @ 3.50GHz, H97M-G43(MS-7924), 8125 MB (3186 MBHeap)
NVIDIAGeForce GTX 1060 3GB 20181010000000.000000-000 25.21.14.1634
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LoadingState:Error occurred while starting singleplayer game
pluginapi.PluginException:No 'plugin.yml' definition file found for plugin "PluginAPI.jar"!
Ifyou are the creator of this plugin, you have to put a proper'plugin.yml' file into the "resources" package
atpluginapi.PluginLoader.loadPluginFromJar(SourceFile:221)
atpluginapi.PluginLoader.loadPlugins(SourceFile:48)
atpluginapi.PluginManager.initialize(SourceFile:79)
atw.l.c(SourceFile:313)
atw.l.a(SourceFile:179)
atw.i.a(SourceFile:207)
atjava.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
atjava.util.concurrent.FutureTask.run(Unknown Source)
atjava.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(UnknownSource)
atjava.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(UnknownSource)
atjava.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
atjava.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
atjava.lang.Thread.run(Unknown Source)Have you tried downloading the plugin API for 0.9.5.5 again as the messages indicate something is missing.
If a new download still comes up with an error have you tried going back to 0.9.5.4 ?
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In my case after reinstalling I had no world files and started a brand new world..... still had the issue.
Is not a big issue for me though as I don't go into the sea any way and lakes appear normal. -
When i did mine, I deleted EVERYTHING Rising World before reinstalling - server files too
Like wise.... everything was deleted before reinstalling..... problem is still there -
I uninstalled and removed the folder....... and then did a complete reinstall of the game ..... however I still have the problem after doing a fresh install of game files.
I think this issue is somewhere else.
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As keitha7373 said...... I created a new world next to the sea and walked into the water...... this is generated by the game itself.
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empty your inventory then type setinventory in the console. This should set your spawn inventory to what you are carrying .
I am hoping to do this without going through the console.
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Have you verified validity of the game files in steam in case something got corrupted.
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Hi Red
I am working on the Prehistoric mod for Rising World and am needing some help with coding.
When the game starts instead of chopping down a tree, which early caveman would not have been able to do, he would have pulled leaves, wood and bark from the tree.
With apples and lemon trees you walk up to the tree and press F to pick the apples or lemons.
Can you let me know if it is possible to put code in place so that fruit trees in the game will produce leaves, wood and bark instead of apples, lemons and cherries.
Is there also a way via code to have the tree have fruit or honey say 10% of the time.
I assume the coding is done for the specific tree that you walk up to.
Also..... when the game starts the player has an axe. Can you let me know if there is a way that I can have the player start with nothing. I want the caveman to build the first tool.
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The mod is going to have a totally revamped food system......
65 million years ago :
Tomatoes were the size of berries;
Potatoes were no bigger than peanuts.
Corn was a wild grass with hard kernels in clusters as small as pencil erasers.
Cucumbers were as spiny as sea urchins;
Lettuce was bitter and prickly.
Peas were so starchy and unpalatable and had to be roasted like chestnuts and peeled.
Sea kale was a tough and tongue-curling leafy weed that grew along the temperate sea coasts.
Carrots were scrawny.
Beans were naturally laced with cyanide. -
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My plans for the dinosaurs will be tested with the T-Rex but what I am hoping to do is to have them in the mod with pathing functions included allowing for the models to move around.
Each dinosaur will have it's own sound. I think I will have Goosebumps if I hear a T-Rex sound during the game.
While I was hoping to have the Pterodactyl as well I don't think there is a way to add a flying animal at this stage.
I have to look at the code to see if each dinosaur has the ability to react differently to the players.
While the Brontosaurus is less likely to attack you, those such as the Compi and Velociraptor will attack if you are in their area.
The bigger T-Rex and Spinosaurus will hopefully sense you from further away and come crashing towards you.
As yet I don't know if any of the above is possible but this is where I am aiming to go with this mod.