Posts by yahwho

    These severs are running on different machines, on different subnets but with same external IP.


    I did ask a few players if they could see the server on their list - they said they could see it(!) I definitely couldn't see it. I tried both with player count and alphabetical listing (and a couple of client restarts). After changing the server visibility boolean setting back on my test server and rebooting everything (including the routers) the server reappeared on my list.


    Thinking about it, it's probably as you say Red - a networking issue with lost UDP packets.


    Upshot is everything is working as expected. . . So, if it's not broken don't fix it!

    I've have been trying with what we have already (I will persist). Just more direct methods would make it easier!


    I'm currently working on some basic flocking behaviour for chickens. Super still in the kitchen code :D

    Thanks Red. It was the in-game list. I can see it too now - phew!


    I think I know what was causing it :/ I have two servers running here. One is the main public one running off Windows 2012 the other is my local test server which runs locally on my workstation (not always running). I discovered when I run my test server people could see the name of the test server in their (ingame) server list - even though when they connect to it they actually connect to the 2012 server (clearly as the WAN routing is setup that way). I didn't want the test server to be visible so I changed (on the test server):


    Code
    server_list_visible=false

    It appears that by doing so on my test server it removed my main server from the list too =O . I've changed it back to true now and renamed my test server to have the same name as my public one. No one will ever know :rolleyes:


    All seems fine now! I assume as the servers are on the same external IP and same port it confuses Steam even though their internal LAN configurations are totally separate.

    I would think that method is for when a player attacks a NPC.


    The event would (I assume) return which player was doing the attacking.


    But I agree - can't wait till we get more danger with NPCs - skeleton warriors or bandits in dungeons! :thumbsup:

    Hi,


    Can someone tell me how I would get a chunk position using event.getPosition() ( being as though there is no event.getChunkPosition() in the onPlayerCreateBlueprintEvent event method).


    :S:S

    found it!


    Code
    event.getPlayer().getInventory().removeItem()


    Code
    net.risingworld.api.objects.Inventory
    public void removeItem(int slot, Inventory.SlotType slotType, int amount)
    Removes an item (or more precisely, reduces the stack size of the item by the provided amount) from a particular slot in the inventory.
    Parameters:
    slot - the target slot you want to remove the item from.
    slotType - the target slot / inventory type.
    amount - the amount you want to remove.

    How about a new pickaxe. . . mithril tipped!


    I also like the idea of tools degrading and requiring sharpening / repair / replacement.