I do hope you'll keep the function for dressing the npc's... that'll be important when i port my plugin to the new version
A nice to have in the new engine would be placeable, scalable rocks/bolders for landscaping...
fantastic, I look forward to the next update. I appreciate you taking the time to look at this for us!
Hey @red51 ,
As you know im building an epic shop plugin for our server and am looking to get images for every item in the game, as it's difficult to collect all of them from within the .jar file as most of them are rendered in one way or another, would it be possible to create a special build of the game that removes the "PREVIEW" text from behind the item, and change the background color behind the item to #00FF00 (solid green) so that i can easily capture and mask out the background on all the items images?
I have 2 licences of the game, one on steam and one on the standalone version, so I would be able to run a special copy of the standalone version easily for development purposes.
I know you're busy with the new version update, but if you could do me this solid, i will forever be grateful!
I have found a lot of the items in the interfaces/icons jar however i've noticed that there are quite a few 'object kit' icons missing.. im curious if these exist somewhere for me to grab, or if you're generating them from the j3o dyamically... would make my life so much easier if i could add them to my assets folder xD @red51
EDIT: I was able to answer my own question... i just learned about the renderobject command. thanks! Now I should be able to write a routine that will render out all the objects into png's for my folder cheers.. great command!
Thank you red! In the meantime I will use the extracted png's from the assets of the jar file. hopefully the naming schema matches up with item.getName()
Is it possible to get the ImageInformation reference of an existing item?
Storage s = world.getStorage(1);
Item i = items.getItem(1);
ImageInformation itemicon = i.????????
Thank you so much!
@red51 any ideas?
Would be nice if we could trap when a storage gui is closed so we can overlay custom gui on top and have a means to dismiss it at the same time as they close the gui
I know it's to late for the java edition, but something to keep in mind for the unity version. cheers!
If you need a beta tester, I'd like to put my hand up... I can also help with the hype machine and do some online marketing for your relaunch if you're up to it.
I understand that its world.spawnnpc() but what is the short ID for human? Is there a list? I would have expected it to take the NPCTypes enum, but to no avail.
Can anyone help me on how to spawn a human npc?
RWTeleport adds the following commands to the chat box:
/tpa [player] - Sends a request to the player for you to join them where they are
/tphere [player] - sends a request to the player for them to join you where you are.
RWTeleport is consent based meaning, when you send a request, the target player receives a pop up gui window that asks them to approve or deny the request.
Planned for the next version
Ability to block players from sending requests
Its hard to describe but imagine using blocks to produce a hollow square which will be your wall and where your window will go. You use planks and the grid system to put panels on the wall, covering the open space for the window. you move around to the other side of the wall that you havent covered yet and place the window frame such that it cuts through the planks covering the other side (and with the difference modifer on ie: holding control+alt) when you place, allows the window frame to cut a hole through the plank. With a difference option (the ability of one object to cut through and alter another objects model) the possibilities of what can be created are essentially endless. At that point, so long as we have primitives we can model whatever we cant already find prebuilt in the game.