Gerne, der Server ist 24/7 offen. Ingame chat wird nach discord übertragen, kann ich also auch immer lesen
Und wer mag kann auch mitlesen. http://discord.gg/8h3yhUT
Posts by Devidian
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Hey there,
before the great shutdown (when unity version was announced) i already started to create my own LandClaim plugin as i was not satisfied with the areaprotection we were using in the Java version. But as i did with all my (planned) plugins i stopped working on it.
When i setup my unity server i tried some existing plugins but they were not working as expected, so i started with my own plugin again.It is still not 100% where i want it to have but the main features needed as MVP are working so far.So i want to invite some players to test it on my public development Server. The server is calledOmega Zirkel - Plugin development & Testing, current test:OZ LandClaim
NOW FIRST OFFICIAL RELEASE:https://github.com/Devidian/rw-plugin-oz-land-claim/releases
Remember also to install latest OZ - Tools from
https://github.com/Devidian/rw-plugin-oz-tools/releases
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I recommend to bind the command `/lc open` to a key or mouse, this is almost everything you need to do using it.
Current features:- Claiming by players themself based on Chunks
- Players have a basic claim limit (can be configured)
- Players get more claims if they have more playtime on a server (rate configured by admins)
- Players have to stay a configurable time in a chunk before they can clime (prevents new players to grief areas
- (Planned: "soft decay" of chunks / protection based on playtime)
- Players can turn on "chunk view" where they can see chunks
- Current view: shows the current chunk borders in yellow
- Owned view: shows the chunks owned by the player in green
- Other view: shows chunks owned by others in blue (and other colors in the future)
- (Planned: color for special areas, areas for sale, pvp areas?)
- Players that claim a chunk become "owner" of that chunk
- all other players are "guests" by default
- Players can give other players different permissions for their claim
- Resident: mostly the same rights as owner in the area but cant change area stuff
- Friend: can build and destroy own stuff, cant terraform, can use chests
- Guest: default level, can enter and leave the area but has no overall rights
- Prisoner: you need slaves? this is the permission you need, but they cant do anything (like guests that cant leave)
- Exiled: someone is unwanted? exile him!
- Players can release their claims - if they don't want it anymore (!anyone else can claim then)
- Players can rename their claims
- Players can expand claims (i don't want to have a 3 by 3 area of 9 single area chunks, i want to have a single big area 3 by 3 )
- Claims can be expanded up,down,north,south,west,east
- expansion will respect claim limits and time in chunks but it will sum up all time so you only need to stay in one chunk)
- you cant expand if a chunk in direction is claimed by other players
- Players can split claims with more than 1 chunk into single-chunk claims
- Admins can change permissions on any claim
- Admins can release any claim
- Admins can rename any claim
- Admins don't have claim limits (configurable)
- Admins don't need to wait to claim (configurable)
- Admins can create special areas with special permissionsets
- rest-area (resting area with no hunger and thirst, no pvp etc.
- pvp area
- trap area (go in and never find out (Jail)
- general special area (name public places block areas from claiming)
- Other features:
- Plugin is fully translated to german + English, more languages possible (just ask)
- An overlay shows up current chunk status and time needed to claim
- Claimed areas will work even if plugin gets uninstalled as it uses ingame area functionality
- Connections to discord for claim/release announcements using my Discord Connect Plugin (optional feature, no need for Discord Plugin)
- In game announcements
- confirmation window when expanding, splitting or release areas to avoid mistakes
Features in progress (what im still working on) before i release first version to public
- currently only bugfixing
Features planned after first release:
- Players can sell their claims to other Players (first version wont use any currency, i plan to create a seperate plugin for that)
- other players can buy claims if they have enought free claims
- selling and buying will be announced ingame (and optional in discord)
Now is the best time to test and give any feedback. Hope to see anyone testing next days.
Best regards
Devidian
PS: You are welcome to join my Discord if you speak english or german if you need any live support with my plugins or have any feedback. => http://discord.gg/8h3yhUT - Claiming by players themself based on Chunks
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I'm currently working on my own LandClaim plugin and noticed some things:
- if you use `area.setPlayerPermission` before `Server.addArea`, the permissions are not persisted to the database.
- if you use `Server.removeArea` before removing all player permissions from the area, the permissions stay in the database with no valid area.
Might not be critical but it cost me much time to figure this out
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Just noticed there is no hoverStyle.borderWidth.set shortage (and others), so i wrote an extend to UIElement with some helpers.
Display MoreJava -
Works on my servers too, even if triggered by discord slash command.
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I can confirm this, its funny

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yes it seems so, i did it too, marked it as workaround in the comments. For now its ok to work with.
BTW this is my method to create the area:Display MoreJavaVector3f chunkOrigin = new Vector3f(chunkPosition.x * 32, chunkPosition.y * 64, chunkPosition.z * 32);
And i call it like this:Display MoreJava -
Some exceptions i got while testing:
Codejava.lang.NullPointerException: Cannot read field "handle" because "net.risingworld.api.objects.Area.INFINITE" is nulljava.lang.NullPointerException: Cannot read field "handle" because "net.risingworld.api.objects.Area.INFINITE" is nullIm not sure (joking) but a public static final field should not be NULL ? red51
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The docs say addGameObject should not be called so often, so i tried to update the Area3D object but it seems not to update it actually
Display MoreJava -
Its for my current plugin im working on Land Claim - (i started it for the Java version but never finished it before the unity news).
Its an option to turn on borders of the current chunk, if the player moves to another chunk with active option the virtual border is updated to the chunk he enters.
The player does not need to set any area, its calculated from the chunk he enters, so in theory the tool is not even needed but if i do not activate it, the area is not shown.
Your way is good to know but i think i would have to (re)move it somehow if the player moves or disables this feature.
edit: Ii just walked through the javadoc, maybe i can use setAttribute to store a ref to the area3d too, so i can update it on change or remove it precisely. -
Hey i currently try to show a virtual area but its not what i like it should be....
Ok first i tried
player.enableAreaSelectionTool(false);player.setAreaSelectionData(area);
but i dont want to have the selection tool activated, just show the area. If i then callplayer.disableAreaSelectionTool();
the selection is invisible again... i tried many things but could not get it as i like it.
Only once it closely behaved like i wanted it, but that was after many plugin reloads and gm switches.
After relog it was not behaving like i wanted it again.
UPDATE:
I've managed to to a trick to get it working like i want it to:if (!player.hasAttribute("selectionToolHack")) {
player.setAttribute("selectionToolHack", true);
player.enableAreaSelectionTool(false);
player.enableAreaSelectionTool(false);
player.disableAreaSelectionTool();
}If i call enable twice and disable afterwards the visibility seems to stay but the selectiontool stays disabled. This is not as elegant as i was looking for but still its working for now. I only need to do this hack once a session so i added a player attribute.
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The map you hold is one sector.
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server header is the header image you can set, i get this message too because i didn't set it up. It is not critical.
[ERROR] [17:03:10] Cannot find server header: '' (full path: /appdata/rising-world/dedicated-server/)
See server.properties:# Relative path to an optional server header image (shown in server browser if user selects the server). Recommended size: 1024x512 px
Server_CustomHeaderImage= -
Hier noch mal zur Veranschaulichung:
LOCAL in rot weil ich admin bin und im spiel chat geschrieben habe, LOCAL in diesem leichten fliederton kommt aus dem discord (farben können auch über properties angepasst werden) und geht an alle spieler. Das dunkel lila kommt aus discord über `/broadcast [channel] [text]` den channel kann man hier selber definieren, geht in der regel an alle aber so kann man die chat nachricht nochmal taggen. und zuletzt [SUPPORT] geht nur an den spieler der im discord verwendet wurde mit `/support [NAME] [TEXT]`
in der v0.16.11 sind jetzt 2 neue properties dazugekommen um den prefix also das "[LOCAL] " selbst zu definieren (kann man theoretisch also auch leer lassen "", hab ich aber nicht getestet) und um die nachricht im discord anzupassen. Default ist hier jetzt "[chat] NAME: TEXT" also ohne >
https://github.com/Devidian/rw…iscordConnect-0.16.11.zip -
Die Übertragung ist eigentlich immer relativ Zeitnah, mir ist aber gestern auch aufgefallen das meine Nachrichten schneller im Discord waren als die eines anderen Spielers, vielleicht Discord lag, war sonst auch nicht.
Die offline Nachricht wird nur gesendet wenn der Server ordnungsgemäß heruntergefahren wird. Er muss die Plugins entladen, dort wird vor dem kappen der Verbindung die Nachricht abgesetzt. Wenn der Server also einfach beendet wird kommt auch keine Nachricht. Das habe ich auch immer wenn ich meinen Docker container einfach hart neu starte.
Ja die Nachrichten im Chat sind solala, ich finde es eigentlich auch schöner über Webhooks. Da sieht es dann so aus:
das lokal bedeutet im spiel das es der normale chat ist. Wenn man als admin eine support Nachricht aus dem discord an einen spieler schickt also /support spielername text dann steht im spiel nicht [lokal] sondern [support].
Ich kann aber mal gucken das ich eine Konfigurierbare Einstellung daraus mache, irgend ein ersetzungsstring wie "[PLAYER_NAME][MESSAGE]" das wäre dann per default "[chat] [PLAYER_NAME] :> [MESSAGE]" -
Finally fixed my ci pipeline with maven and GitHub Actions so output is not bullshit.
So ich konnte meine ci pipelines endlich fixen und jetzt kommt da auch was vernünftiges raus nicht nur lokal.
https://github.com/Devidian/rw…/v0.9.4/OZTools-0.9.4.zip
https://github.com/Devidian/rw…iscordConnect-0.16.10.zip -
Ahh okay, also da sehe ich das Problem, der packaging prozess hat die Dateien nicht in einen Ordner verpackt, ich habe gerade neue deployments angestoßen sodass beide Plugins jetzt auch in Ordnern verpackt sind. Aktuell hast du alle ordner im root liegen, die kannst du löschen
assets ordner
i18n ordner
lib ordnerHISTORY.md
README.md
die settings kannst du natürlich behalten und die einstellungen dann übernehmen. Bitte lade die aktuellen versionen Tools 0.9.3 und DC 0.16.9 herunter.
https://github.com/Devidian/rw…/v0.9.3/OZTools-0.9.3.zip
https://github.com/Devidian/rw…DiscordConnect-0.16.9.zipWar mein Fehler, benutze zum ersten mal GitHub actions für auto-deployments mit Maven 😅
PS: Hab noch einen ci bug entdeckt, er packt die jars falsch 🤬😡 ich muss morgen gucken warum die jar files leer sind. da sind nur metadaten drin. hatte mir ein script geschrieben für einen dev server um da neue plugins zu testen und wunderte mich warum er die main klasse nicht finden kann. -
Pterodactyl kenn ich nicht, also den Namen hab ich schon gehört aber ich hab damit 0 Erfahrung. Aber das sollte eigentlich nichts ausmachen, wenn du die Plugins beide richtig unter `/Plugins/...` installiert hast. Dann hilft nur noch das Serverlog.
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Ist der Bot denn online? Hast du mal in die serverlogs gesehen ob da was drin steht?
Sind die Slash Befehle aktiv? -
oh ja ich sehe gerade im default steht auch
postChat=false
das muss auch true

Ich habe den ersten Beitrag aktualisiert, danke für den Hinweis