Posts by james1bow

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-11-05)

    Just to avoid misunderstandings: the game does not spawn new threads or something like that. It just creates a new JNIenv pointer everytime you access an API method from a new thread (that was not created by the game). It's a waste of resources ofc and could also result in other issues, so it's definitely a more serious bug.


    Unfortunately there are no more hotfixes planned, but I'll prepare at least a hotfix for the server which fixes this bug, would that work for you? The next regular update (which also contains the fix) should still be ready this year :)

    whatever works for you. I've added a sett8ng for now to disable multi threads in my plugin so really no rush. AS long as its not really creating hundreds of threads lol.

    i have been working on a rather large plugin and i NEED to implement threading. i have been driving myself crazy with an issue tho. it seems to me that if i create a new thread the API creates hundreds of new threads. i have done some testing and i dont no think it is my code. any input would be helpful.


    Java
    // Init player method
    public void initPlayer(Player player){
    if(rpCore.getConfig().getDevConfig().getMultiThreadEnabled()){
    Thread initThread = new Thread(new InitPlayer(rpCore, player, rpCore.getConfig().getDevConfig().getMultiThreadEnabled()));
    initThread.start();
    }else{
    new InitPlayer(rpCore, player, rpCore.getConfig().getDevConfig().getMultiThreadEnabled());
    }
    }



    Java
    //ps.debug method
    println("[RPCore/PlayerSettings]" , 9);
    for (Map.Entry<String, String> entry : settings.entrySet()) {
    String key = entry.getKey();
    String value = entry.getValue();
    println("\t "+key+": -> "+value, 14);
    }


    logs to show what i think is an issue

    Threaded threaded console output.txt

    NON-Threaded non threaded consol output.txt


    Again it may be me but o do not believe it is.

    Oh, that's actually intended ^^ This was meant was a preview of the new position (similar to hitting the move buttons in the menu)... but if you hit Cancel, the npc should go back to the original position.

    sorry the video is so choppy. but this is how i handled moving NPC's via plugins. maybe somehting like this would be better for moving npcs with editnpc.

    What exactly are you trying to do? i know some about D&D and i think i understand what your trying to with the billboard posters. I have been "tinkering" with interactive billboard images in the API. if you need something like a static billboard image i could put a small plugin together for you. so the way it would work, you place images into a folder. the plugin would allow you load those images into the world. i could make them interactive in case a "DM" needed to move them. would also be able to resize them.

    No. I want to know how far from their spawn point will they wander. Is it a set limit.

    Think of cows on a real farm. They can only wander within the fenced off pasture and no further. When they reach the fence they turn around and stay within the boundaries. (Their radius from centre field.)

    In which case we cannot move them to another field further away.

    I know that in a future update we will be able to lure them away but I figured it may be fun to work with what we have and herd them onto my farm which is a fair distance away.

    They will go wherever you put them. There is no limit. Keep in mind, some animals are in groups(herds), If you move one the others will fallow and they seem to want get to one another.

    That sounds good... I'll replace the barbarian vendor... Having a druid in the selection would still be nice (at some point we might have healing potions too)... at least he could sell herbs and bandages

    before i i decided to make it one plugin i was already reworking the vendors system. the new version on the plugin you will be able to create a vendor with a settings file so you will be able to theme them how you like.

    Will area protection no longer appear as part of the plugins? So, only in the complete package?

    everything will be in 1 plugin including my area protection when it is ready. tho you will be able to disable parts of it. not sure what the exact cause of your issue is tho.


    the idea behind the barbarian and bandit crests was, barbs and bandits are at war. the crests are a "Bounty" so killing a bandit will give a bandit crest, the bandit crest is used to buy things from barb merchants. barb merchant should sell barb clothing and such.

    To make things easier i have decided to put (Almost) everything into a single plugin so that installing the "Base" plugin will get everything working with defaults. im hoping to have this ready in the next 3-4 weeks! i will also include instructions to convert the old plugin data to the new plugin. if you have any suggestions or issues please join discord and let me know. https://discord.gg/Rf2Fwyc4Pk

    i have had a few folks contact me asking about setting up the plugins. is the setup to confusing? if so would it be easier if i just made it all 1 large plugin?

    something is up with ping perfect. there is a server im on every once in awhile, ping perfect moved their server to new hardware and they have been having alot of issues ever since.

    Quote

    I just read others complaining about 10 poster limit, is this only for server configs not single player?

    its not a hard limit. it can be changed in permissions.