I've had a few messages about inventories disappearing post update. Has anyone else experienced this?
Posts by yahwho
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This update may have stopped the API workingBoth plugins on MR no longer work.Binary Source format in plugin was not set to JDK 20. Worked before though... even on the crazy low JDK 11
All good now. User error.
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Awesome!
LOVE the bread oven
Excellent work JIW Games!
Oh, and thanks for thinking about us "oldies" with the mining helmet
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yes the weather and time effects the power the panels produce,
if (Weather.name.equals("Default")){WeatherEffect = (float) 1.2;}
if (Weather.name.equals("Clear")){WeatherEffect = (float) 0.8;}
if (Weather.name.equals("Breeze")){WeatherEffect = (float) 1.2;}
if (Weather.name.equals("Overcast")){WeatherEffect = (float) 2.0;}
if (Weather.name.equals("Rain")){WeatherEffect = (float) 5.0;}
if (Weather.name.equals("HeavyRain")){WeatherEffect = (float) 7.0;}
if (Weather.name.equals("Snow")){WeatherEffect = (float) 9.0;}
if (Weather.name.equals("HeavySnow")){WeatherEffect = (float) 10.0;}
if (Weather.name.equals("Cold")){WeatherEffect = (float) 4.0;}
if (Weather.name.equals("Fog")){WeatherEffect = (float) 12.0;}
if (Weather.name.equals("DenseFog")){WeatherEffect = (float) 15.0;}
if (Hour == 0){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 1){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 2){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 3){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 4){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 5){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 6){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 7){SolarGen = (float) 5.5 / WeatherEffect;}
if (Hour == 8){SolarGen = (float) 10.0 / WeatherEffect;}
if (Hour == 9){SolarGen = (float) 20.0 / WeatherEffect;}
if (Hour == 10){SolarGen = (float) 40.0 / WeatherEffect;}
if (Hour == 11){SolarGen = (float) 60.0 / WeatherEffect;}
if (Hour == 12){SolarGen = (float) 80.0 / WeatherEffect;}
if (Hour == 13){SolarGen = (float) 110.0 / WeatherEffect;}
if (Hour == 14){SolarGen = (float) 80.0 / WeatherEffect;}
if (Hour == 15){SolarGen = (float) 60.0 / WeatherEffect;}
if (Hour == 16){SolarGen = (float) 40.0 / WeatherEffect;}
if (Hour == 17){SolarGen = (float) 20.0 / WeatherEffect;}
if (Hour == 18){SolarGen = (float) 10.0 / WeatherEffect;}
if (Hour == 19){SolarGen = (float) 5.5 / WeatherEffect;}
if (Hour == 20){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 21){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 22){SolarGen = (float) 0.0 / WeatherEffect;}
if (Hour == 23){SolarGen = (float) 0.0 / WeatherEffect;}
i think you will understand that
Love it mate. That's really cool.
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I mean doable in the future. Don't think we can change receipes afaik at the moment.
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Yep, it's very doable via the API as a plugin. Just would be nice to have in the vanilla game
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It would be great if the game could have a charcoal kiln. Players could add logs, and after a set time, collect charcoal.
Charcoal could be used for fuel in the smelting furnaces, or used in ingredients for item recepies.
I've been thinking about creating one myself for MR. But it would probably be better as a vanilla item
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Well, maybe not with API as it is. A lot is missing. But games just use virtual cameras to render 3D objects onto a 2D canvas.
It may, in the future, be possible to setup a camera(s) facing where you are building and have something similar to the takeScreenshot() method at regular intervals. Creating a time-lapse video.
In the meantime you could always use a second account and then screen capture from that if you want to record a build from a third perspective.
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Hi everyone,
Legacy Medieval Realms thread can be found here.
The first Medieval Realms plugin was launched back in 2017. Since the new game engine was announced I've been working on a rewriting MR from the ground up. So, after two and a half years in development, my first version of Medieval Realms for the unity version of Rising World is now ready.
The best way to desribe the mod in a handful of words is as a "Procedurally Generated Data Overlay" plugin.
Medieval Realms works a little like Rising World's world generation, in the sense that it creates chunks of virtual data, data that the MR plugin then links into.
This data includes (but is not limited to) procedurally generated, irregularly shaped, Realms. These Realms belong to one of the four NPC Monarchies; Human, Elven, Dwarven, and Cursed and form the bedrock for all future MR development.
Current features in the first release are as follows:
- Realms Procedural Generation and Integration (RPGi) - the all new bedrock system for Medieval Realms world generation.
- Advanced Crowns Economy System (ACES) - version 2 of Rising World's first ever economy system - Crowns.
- Accolades eXtended Ensconce System (AXES 2.0) - version 2 of AXES 1.0 player controlled land claim system. Now with caching and Advanced Permissions Control (APC).
- Kingdoms - currently there are only NPC Kingdoms, but everything is ready for Player owned/controlled Kingdoms to drop in future updates.
- 45 Avatars - choose your players in-game avatar. There are currently 15 avatars for each faction.
- PVP/PVE game modes - switchable game modes every seven days.
- Land Deeds - take ownership of the land and name your areas. This also includes an automated decay system. If players do not log in for a long time (6 months) their land can then be taken over by others.
- Over 250 pagan gods - forming the backbone to the Magic System (in development).
- Statistics - including deaths, survival times, land ownership, realms explored.
- Leaderboards - currently there are; survival, financial, land ownership, and explorer leaderboards (no GUI for this yet though).
- Bounties - place bounties on other players heads for PvP players to claim.
- Fast Travel - players can travel to spawn and can set their own Personal Fast Travel Point (PFTP). In future updates, player will be able to set, name, and share multiple PFTPs.
- Friends - add friends and family to share full access rights to each others land and build as a team.
All these features are accessible via a (temporary) graphical user interface. Once all of the MR core features are ready, I will invest some time into making the UX "pretty".
You can read the full Dev Blog over at https://medievalrealms.co.uk/v…ate/medieval-realms-0-2-0
Screenshots
Monarchies
Elven Avatars
Human Avatars
Dwarven Avatars
Realms (statistics) Menu
Deeds and Land Management
Options Menu
I think that all for now?
Earning CrownsYou can earn crowns (currently) via three methods:
1. Time Played ~players will stumble upon a few crowns here and there whilst playing. This isn't going to make you rich.
2. Mining Gold ~ mine for gold, make the gold ore into ingots, and then sell them to the bank located at Bedridge Castle.
3. Finding Gemstones ~ whilst mining, if you are lucky, you will come across gemstones, gemstones are "insta-sell" at the moment. Once the custom items are back in the game you will need to take your gemstones to the gem shop to sell. -
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Hi, can anyone provide a simple example of using the Wrap to wrap UILabel text?
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very nice, I can imagine on modern servers using streetlights this being very useful
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Hi, is there any way to detect these events yet?
Or will these come with player change state?
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but by setting the damage too zero and the id to -1 it gets around this, but of cause once cancel event has been added for construction i will change my code to use that.
That's a great workaround yahgiggle
My MR plugin (v1) is all but finished except it was missing these construction event cancel methods so I delayed the released until next RW update... but... now it looks like I may be able to implement the same workaround as you've mentioned.
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Hi yahgiggle
I've also done something very similar for my server plugin.
However, aren't the construction events missing something very important for these kinds of plugins to work? The cancel method?