Update: The standalone should now be available! Sorry for the delay!
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You do have some unnecessary code, the plugin does not need main method:
* @param args the command line arguments
public static void main(String[] args) {
// TODO code application logic here
Also, you may also want to remove the following in your onCommand method:
Server server = getServer(); // remove this line
Finally, you are calling "event.getPlayer()" even though you've already made a reference to player at the start of the onCommand method "Player player = event.getPlayer();".
Once a reference has been made you can keep using it, don't keep calling the event.getPlayer method. You've kind of chopped and changed in there.
player.playGameSound("trade_success"); //correct use
event.getPlayer().setInvisible(false); //should just be player.setInvisible(false);

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Here is a screenshot I managed to take after throwing weapons at it for a few minutes XD
Violet you can't place the weapons on there. However, I believe the new Unity version will enable you to place objects such as weapons where you like 
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Hi everyone,
I hope you and your families are all safe and well.
The new Medieval Realms plugin that is being rewritten for Rising Worlds' Unity version is coming on nicely. After four months of work I have just completed the first stress test on the land claim system - AXES 2.0.
For an in depth progress update please take a look at the blog:
https://medievalrealms.co.uk/a…xes-2-0-first-stress-test
Stay Safe,
Yahwho
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Seeds are all unique and sudo infinite. You can enter your own seed - and should.
Land generation will work on a sine wave and it will then have something like perlin noise layered onto it and weathering algorithms.
The seed, usually acts as a "random element", and salts the procedural land generation.
The same seed will always generate the same world. It's very possible to have seeds that are similar.
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the old version won't go anywhere and Red is working hard on making the transition less destructive
unfortunately the buildings no longer exist. 
Think you missed what the previous poster said joni909
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Server.getLastKnownPlayerUID(String name)
This would need to return an array as players can have the same name.
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Hello Hallo.
Will the map markers be working with the new API? Not a big deal if they are not. But I like the idea of being able to place other players location on the map. I've not looked too much into the methodology of how this might work being as the API access currently isn't' there.
But I'm guessing a refresh timer that grabs the players x, y coordinate and then refreshes their marker on other players maps. How many times have we gone exploring with a friend only to loose them in the woods aye? 
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Sorry it did not fix the problem. Worth a shot though.
Are you sure it is a server side issue and not a client side issue?
If you are using Steam you can follow these instructions to validate your installs https://support.steampowered.c…le.php?ref=2037-QEUH-3335
Just one more thing, you mention that it is yourself and your son who are having the problem. If you are planning on just playing together have you tried creating a local LAN game as opposed to a internet WAN server?
Hope you get it fixed!
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Yeah I agree with you Minotorious but yeah worth a try and it's hardly a complex plugin to write 
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Hi,
This is a simple plugin that sets players to visible... if they are invisible.
Source code:
import net.risingworld.api.Plugin;
import net.risingworld.api.events.EventMethod;
import net.risingworld.api.events.Listener;
import net.risingworld.api.events.player.PlayerEnterChunkEvent;
import net.risingworld.api.events.player.PlayerRespawnEvent;
import net.risingworld.api.events.player.PlayerSpawnEvent;
public class MRForceVisible extends Plugin implements Listener {
registerEventListener(this);
public void onDisable() {
public void onPlayerEnterChunk(PlayerEnterChunkEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
public void onPlayerSpawn(PlayerSpawnEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
public void onPlayerRespawn(PlayerRespawnEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
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Install instructions: download the MRForceVisible.jar file. Create a folder in your plugins folder called MRForceVisible and place the MRForceVisible.jar file inside this folder. (Plugins folder should be inside your \RisingWorldDedicatedServer\ folder. If it's not there you will need to create a new folder and rename it plugins).
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Hi, OK let me bash that together
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I'm not sure if this is the right forum, or if this issue is already known about.
But the master volume controls in the games audio settings do not affect the audio from plugins.
Just thought I would raise this issue.

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This is more a possible workaround that a fix.
This code would check every time a player moved into a new game chunk and check to see if they were invisible, and if they are, it would would then set the player to be visible.
Let me know if you need help wrapping that into a plugin.
public void onPlayerEnterChunk(PlayerEnterChunkEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
public void onPlayerSpawn(PlayerSpawnEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
public void onPlayerRespawn(PlayerRepawnEvent event) {
if (event.getPlayer().isInvisible()) event.getPlayer().setInvisible(false);
Display More
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Please see https://javadoc.rising-world.n…pi/objects/Inventory.html for inventory API access.
You could hook into the onPlayerDeathEvent, grab the inventory of the player, store it, and then add certain items back to the player on respawn.
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Though so! Then this is strange 
I just saw a player on my server wearing a modern military helmet, and modern military clothes. When asked player claimed "couldn't remember" where they got them.
Just checked with my normal player account and indeed these items are locked in the loom.
Not a huge issue... it's only clothing. But very odd. 
(Edit: It wasn't a rogue admin giving them out - being as though I am the only admin on MR)
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Are these items droppable via chests, fishing, or elsewhere other than the Loom? 
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Ah brilliant, missed that in the API.
Getting the Clothes object and than adding to it makes sense. 
Many thanks red51 
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Looks looks some of what I've asked for is in https://javadoc.rising-world.n…orld/api/objects/Npc.html
I can see a getClothes method but not a setClothes one.
I'm assuming that's because it is a little more complex, as it would need methods such as npc.getClothes(Type.shoes) npc.getClothes(Type.hat) etc.
Still, would be super useful to set clothes of an npc, even if it was limited to full 'costumes' which would mean only one method with a parameter. Such as npc.setClothes(Costume.Armour1);