Does Rising World support SRV records?
Posts by yahwho
A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-05)
Latest hotfix: 0.9 (2025-11-05)
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To clarify, after the server starts up, it appears in the player list, allowing players to join. The server can remain online for hours, but what can happen is that a player disconnects and then searches for it in the multiplayer list, it won't appear again unless the server is restarted—even after the client refreshes the list.
I know this doesn't just happen to MR. Sometimes players think the server has crashed when it hasn't - it's still accessible via the IP address.
we're thinking about changing that (so each server communicates with our server directly).
I think this sounds like a good idea

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Wa this causing multiplayer servers to drop off the multiplayer list?
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Only a couple more features to go red51

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Geist700, the worlds are finite. If you go too far away from 0,0,0 (the centre of the world) you will get to unplayable areas such as below:
In reality, without using the teleport command you would probably never get this far out from 0,0,0. Unless your mission over the next couple of years is to try walking and boating this distance.

Having said that, the playable area is pretty big (maybe that is an understatement) - the world is procedurally generated using the inputted seed from the center of the world (0,0,0).Because of this you can't see a preview because the world has not been generated yet.
Personally, I wouldn't worry about getting a preview, the islands in Rising World are exceptionally diverse. And at the end of the day they all use the same procedural generation!
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The return of mithril!

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Does that mean you just want a timer, like setting off firework in 30 seconds, for example, or do you want a timer which launches fireworks at a specific (ingame) time, e.g. 9 pm?
API to place and trigger fireworks would be nice too

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You're doing it wrong

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Tested and I can confirm it now works


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*plays suspenseful music*
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Thanks a lot!

Yes, the server also needs to be updated. It's update 0.8.1 now

Thank you so much!


I'm assuming we just do the
app_update 339010 now? No -beta unity?
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Star! ⭐
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A small tool so you have to hold right shift to drop an item.
Nice.

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The event onPlayerEnterVehicleEvent
Returns null values. So even though the console states:
So if you try to grab the passenger Player object you get null.
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Hi Red,
My plugin protects players doors from being opened and closed via the PlayerObjectInteractionEvent.
However, this does mean that all doors, be them locked or unlocked are unoperable by players who do not "own" the land.
I would like to make this so that players can open unlocked doors to explore builds.
IWith that in mind I've noticed that the event.getObject().getInfo() will return a 0 if the door is unlocked or a 1 if it is locked. (This return type is a Long - not sure why?)
Anyway, the main stumbling block is that this method (PlayerObjectInteractionEvent) isn't called if the player holds down the action key to access the objects radial menu - so anyone can lock or unlock a door.
Is there a method that is called when these kinds of radial menus are opened? I can't seem to find one? Maybe one does not exist!
Maybe we need a new method to check if a door/chest is locked or not? One that is invoked *before* the radial menu pops up.
(In addition I have noticed a small bug you may want to fix. When a door is flipped to enable "double doors", one of the doors radial menu is the wrong way round ("open" and "close" are the wrong way round.) See below: