Posts by angriff

    Well in survival mode free blueprints means you can build without needing resources which is not what survival mode should be like ;)


    Anyway the resource requirement for blueprints in survival mode is planned and will be implemented :)

    Boo.. then the builders of the world will not be able to play both sides. If I wanted to use a blueprint to put something new in a place or to duplicate something then it would be some sort of special ability to hold the amount of inventory needed for a building.


    You will make the game so hard nobody will play it because just survival mode is a ridiculously oneress venture with the game. There are thousands of survival only games that have failed.


    Make the admins turn off blueprints if they dont want them.... simple as that. Dont make the game unbuildable.



    Maybe it would be a good idea to put in the size command when not in creative mode as an alternative to destroying the game.

    I have been getting into Rising World by building a period area on my server. I have used both my own buildings and those of others. However, once you build the period structures they do not come to life until you enhance it with small objects. You know, the little day to day usage objects and things that make it seem realistic that people are living there. Things like a coin purse on the table or even coins piled next to it. Things like a brush,a small wine goblet or a bolt of cloth on a table that make the buildings come alive. I have noticed in some of the blueprints there are some really nice smalls. Things like small buckets and little bottles. Some are crude representations while others are really detailed and almost art. Some take a little imagination but not much to imagine they are what they represent. There is even an interesting use of a skull head candle, probably from a dungeon that I have not seen before, that is imbedded in a table that makes a candle lit dinner possible.


    I have tried to mimic some of them or add to the collection on my own. All to populate the space in buildings beyond the stock chairs and tables that can look out of place in a period scene. Yes, in Rising World we build Dioramas about some aspect of life we imagine. It is not always the formidable blockhouse or hidden subterranean PVP hideaway, that drives those in this game. It can be about ambience with realistic and alive beauty.


    So I wanted to ask some pointers on how people get really small logs for making fringes on carpets? I cannot make mine small enough, even though I see that it has been done. I wanted to ask the developers to add a capability to create the art needed for small objects that mimic a loaf of bread or a fork. An object that can mimic a mirror, I am sure it is not without difficulties but is something so basic to a living world that is seems empty and fake without it. I have seen some really nice smalls. Some, yes, even some I have built, that you need to squint a little to say, Yes that is a stack of coins on the table. Making small objects a little easier will raise the art form in this game to a level that not only keeps the artist builders but keeps the PVP that enjoys the feeling of being in a living breathing Rising Word. ;)

    For the plugin to be perfect, the game needs a "hardcore" mode, with rare ores and randomness in the crops, with climatic changes capable of killing food and trees. ^^

    We could steal and destroy crops, sell seeds and saplings... etc. You could turn off all that stuff in permissions then create a store/bank that admins stock or specialized players that have rights to farm or mine. It is quite complicated with the need to dig all the time.

    Yeah common mistake :P


    Glad it works now :)

    Ya this is a fun routine. People cant see the portal so you can make entertaining things happen.


    I wish there was a sound, music and animation routine like this. That way you could scare the bejesustobetsy out of them if you wanted :evil:

    There is an issue with AutoLevels (yahgiggle) plugin. I have the same problem, among other things in regard to this plugin (like flooding my server and eventually crashing it with repeated DB hits if I have many players on and I do not reboot the server (players will also get spammed with 'permission have changed' message until they relog). See here WARNING: [UdpSessionHandler] Unable to find ClientConnection for null
    To make the group stick, you have to 'reloadplugins' via console .. then it will stick after you move them into group again .. but it's only temporary, as next time they relog, the same p[roblem will come back even when the group is configured as 0 0 as stated in the docs.


    I am going to switch to the AutoLevel included with MIno's ServerTools plugin with the hopes that one works better.

    Link Please?

    Ok so I create this special group and put a player into it using the console. I see he changes he gets new permissions then Autolevel returns him to the previous group. It is a 00 group and it returns him to my highest 8888 group :S?(


    I had to hard code the database and reset all the groups to see if it would work..

    Thanks.. it is all jibberish to me.


    Poor ABM guy.. really nice plugin. People have fun with it. I have had the most issues with it. Itwould be nice if you could have a cost to Cattle breeding etc which would make it more important for certain players to do that.

    Here was a screenshot. I dont see any errorlogs. The regular log has some activity around one of the logins.


    Client 4 send ReturnAuthenticationMessage
    PLAYER CONNECT: loadtrain
    CREATEPLAYER: loadtrain (76561198245160090)
    LOADPLAYER: loadtrain (76561198245160090)
    REGISTER PLAYER WITH ELEMENT
    REGISTER PLAYER WITH ELEMENT
    2018/04/18 11:44 AM: Server Validate Auth Ticket Response: 110000110fb249a - 110000110fb249a OK
    SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
    SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
    SERVER: REQUEST MODEL INFO 0 net.risingworld.api.utils.ModelInformation@b07935fc
    SERVER: REQUEST IMAGE INFO 1 net.risingworld.api.utils.ImageInformation@780b5dfb
    SERVER: REQUEST IMAGE INFO 0 net.risingworld.api.utils.ImageInformation@40233b9e
    SERVER: REQUEST MODEL 0 net.risingworld.api.utils.ModelInformation@b07935fc
    SERVER: REQUEST IMAGE 1 net.risingworld.api.utils.ImageInformation@780b5dfb
    SERVER: REQUEST MODEL 0 net.risingworld.api.utils.ModelInformation@b07935fc
    SERVER: REQUEST IMAGE 1 net.risingworld.api.utils.ImageInformation@780b5dfb
    SERVER: REQUEST IMAGE 0 net.risingworld.api.utils.ImageInformation@40233b9e
    2018/04/18 11:44 AM: Server Validate Auth Ticket Response: 110000110fb249a - 110000110fb249a AuthTicketCanceled
    CLIENT 4 CHANGE STATE: Connected -> Disconnecting
    CLIENT 4 CHANGE STATE: Disconnecting -> Disconnected
    REMOVE: de.jiw.network.server.session.ClientConnection@7a4179f4 - 4 -
    2
    [TcpSessionHandler ExceptionCaught] /84.2.144.112:51359
    [TcpSessionHandler ExceptionCaught] /84.2.144.112:514252018/04/18 11:44 AM
    [TcpSessionHandler ExceptionCaught] /84.2.144.112:51392G.f


    INFO: Delete Client ID: 4
    [EndAuthSession] 284894362


    PLUGIN EXCEPTION (AnimalBreedMaster, 0.70.0, Carsten) ---->
    java.lang.NullPointerException
    at pluginapi.manager.PluginGuiManager.unregisterPlayerWithElement(SourceFile:60)
    at pluginapi.objects.PlayerAPI.removeGuiElement(SourceFile:905)
    at carsten.risingworld.abm.AnimalBreedMaster.removeGui(AnimalBreedMaster.java:2169)
    at carsten.risingworld.abm.AnimalBreedMaster.onPlayerDisconnectEvent(AnimalBreedMaster.java:246)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at pluginapi.PluginEventHandler.triggerEvent(SourceFile:206)
    at G.f.clientDisconnected(SourceFile:1628)
    at de.jiw.network.core.AbstractServer.triggerClientDisconnected(AbstractServer.java:166)
    at de.jiw.network.server.session.ClientConnection.disconnect(ClientConnection.java:208)
    at de.jiw.network.server.core.AbstractServerChannel.dispatchTCP(AbstractServerChannel.java:58)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:80)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:15)
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:105)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.access$600(AbstractChannelHandlerContext.java:38)
    at io.netty.channel.AbstractChannelHandlerContext$7.run(AbstractChannelHandlerContext.java:353)
    at io.netty.util.concurrent.DefaultEventExecutor.run(DefaultEventExecutor.java:66)
    at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
    at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
    at java.lang.Thread.run(Unknown Source)


    [TcpSessionHandler ExceptionCaught] /84.2.144.112:51326

    I have been on my server just piddling about several times when someone logs on. There is a flurry of Java script errors then they log off. I find this quite disquieting. It does not happen all the time for everyone. I want to know if these guys are trying to crash my server or something worse? Anything out there that has happened to confirm this sort of paranoia?


    Remember just because I am paranoid, it does not me they are not out to get me. 8|:S

    Would be nice to attach woodplanks and beams to doors so that the artist can make slightly different doors with textures and decorations. Right now the any enhancements to doors stay in place when the door opens. I see many fake doors people generate and it is really interesting but they don't open. I can see furniture makers making cabinets with smaller doors that are textured so that would cool too. :thumbsup::thumbup:

    There are so many creative builders here I am sure they would be interested in making stained glass windows for their Churches and fancy buildings. Making small items like wood that acts like colored glass would be a boon for those artists. 8o

    Another thing the PVP game needs is an attractant to players. Currently the worlds are HUGE and I mean HUGE. This disperses players who want to be far enough away to not be detected. However, this provides a game exciting while the player initially builds but seeing other players requires an active campaign. Right now the populations of servers is very low less than 10 players spread out over hundreds of km does not make for much chance they will be seen. The remote player can make everything he needs to live and even the glory of special armor is done in secret in dungeons.


    Therefore there needs to be an attractant that makes players chance of getting specialized or buying specialized equipment or supplies a risk. The dungeons are not the answer at all unless the entire premise for the game is fight zombie NPC in the dungeons alone. There is a fine line and the devs will have to see what they want as too much a requirement for teaming up will push off the players who want the risk to survive while they build nice structures. Possibly a reward for structures above ground could be in order. Players building grand battlements have a higher chance of survival in their above ground home but there needs to be some functionality requirements.


    Possibly the size of a farming lands for a large structure would be interesting. That is if you have a large structure above land you get certain crafting resources easier but the large structure requires you to have a corn field that is 75 by 75 blocks with hundreds of corn plants to sustain it. Add water requirement storage to the mix and you have a fight for resources.


    None of this may ever be put in but the idea of making players have increased chances of conflict will help the PVP game. Having requirements for large structures such as farming and water will also help the raiding type conflict. Caution to the havign things destroyed while offline frustration is always in order for this line though. 8|

    I just was perusing the blueprint forums and actually took the time to erect a few on my server to see what they looked like. I was amazed at the artistic aspect of many of of the structures. The intricate details that players went to in the medium of flat, round and stubby wood or blocks is amazing. The devs need add a method for signatures in these works of art. It is in total Awe that I salute you all. 8o:thumbup:


    They can add so much beyond the PVP aspect that attracts game players.