found i minor bug. when equiping a cycle using right click from inventory it will not harves and i get this in the console Player james1bow illegal state: Vegetation remove: There is no sickle equipped
Posts by james1bow
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memory issue seems to be fixed. staying under 2.5 with admins flying. random goto coords spikes to 6.5 but drops back down to 2.5 with 30 seconds
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The terrain is wonderful and remapping my movement to the arrow keys seems to have been worked out, so Im definitely feeling the pull to step back into it.
Must have a map though as I cant go exploring and find my way back. If there`s a reason your avoiding a map, maybe a small crafting item that lets us place a marker and when we pull the compass up an arrow(s) are seen...Main base1, base2, etc ?
I think your really onto something here. RW has a vibe Im not seeing in the other survival games out there.
for now you can press F3 twice to get coords. write them down and use the goto command to tp there
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Thanks a lot for the log!
There is unfortunately a memory leak which causes the OOM error... we'll prepare a fix for this, it will be ready in the next couple of days
Actually the player count doesn't matter that much, it's more about how much of the world is explored during a session
i kinda figured the server shouldnt be using that much. set the vm up for dynamic ram 18-64 gb. dont think ive had a crash since.
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keep getting this crash. out of memory error but i dont see how 5 players could run it out of memory. maybe i need to assign more to the vm
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Maybe we could have a Rising World Alexa to put all the lights on and out. I use same lamps with same color and have to adjust each light individually.
maybe a control block you can wire lights to. use the control block to control the settings for all. timer blocks for flashing lights. switches to turn off lights control blocks and timers.
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I also didn't understand how boat controls work (tested on RIB), it just didn't move (but engine sound changed)
e to shift into drive q for reverse
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great work!
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which is not so simple as it sounds. german law doesn´t recognize "donations" in this meaning. jiw is not working for humanity but to produce something and sell it. therefore "donation" is not the right term. and finance administration would be really investigate why a company gets money "for free" from people who already paid for the product. economic-wise it makes no sense.
he would have to pay taxes anyways, therefore at the moment still the best solution is to buy additional copies of the game. ideally the standalone version. i know it feels "wrong" to buy keys knowing you won´t use them but if you want to support thats (at the moment) the best way.
i did not know this. it does make sense. maybe ill buy a few keys and offer them for prizes on the server or something
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from what ive heard the dev team is two people red and an assets guy i think. any type of sales system for real money would increase work load. i would think the best way to increase profits would be to get the game further along. that being said it would be cool if red wanted to set up a donations link or something.
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depending on how well the unity sdk works with the api i could see it being possible. I have seen some nice unity terrain generation using google maps data. as for it being an in game default of some sort would require alot of work to redo the terrain generation. the java api includes some terrain stuff so i would think it would be for unity at some point as well.
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love this idea. i myself have gotten the game 3 copies for my boys one for my wife and 2 for nephews. once im back to work(shoulder injury) i may buy a few and just throw them up here for whoever wants them?
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im hoping alot of the plants can be added via plugin once the api is available
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It's a shame. It's wrong, regardless any selfish justification.
Though it's especially bad because this is not a huge company like a AAA. It'sa very small indie dev fighting for each coin to invest it into development.
And then you complain there is not much to do.
Go buy that game on steam sale for 10 bucks. That's NOT expensive. If you can't afford that.. Don't play. Or save the money until you can afford.
On steam you can return it within 2 hours play time.
Believe me I'm holding back myself. In rl id say a lot more what i think about such mindset.
So you enjoyed the game. Then buy it... Here on forum
i agree 100 %. then to come here and ask for help with a pirated game!
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Did you just confirm that you played an illegal version?
i just confirmed there are about 200 rising world torrents on the pirate bay website. dled one in a vm and it works. not sure what red can do about it.
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Hello, great idea and work.
super plugin
I can't join. The link to your Discord is not working.Sorry about that https://discord.gg/CfNpxMkWxG
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This was one I was messing around with before but decided to start using npcs to give Them more uses.
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im wanting to start planning player placed able markets(buy/sell). im going to do this with a place able seller npc. i would like some input on the way it works. npc has attached storage player places items in said storage and sets sell buy prices. i was also thinking....i could do it so there is a buyer npc and a seller npc. when one is placed it uses all chests in a set area. player would then for example interact will seller npc select set prices and it would just bring up a list of all items/objects in game to set prices for. i think this way you could set all prices and just drop whatever in the chest as its collected. i feel this way if a player has a buyer and seller npc and someone sells something to it...it would automatically be for sale with the seller npc.
hope this makes sense. would love to hear peoples thoughts about this.
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Nice work. I would love to see player-owned vendors that they can stock with items for sale/to buy. Would be awesome if it was an NPC that players could place in their shop or wherever with a craftable vendor deed, similar to the way it was in Ultima Online back in the day. Or like the shops in Eco with a buy/sell menu.
I've actualy got something like this on my todo list. Once economy and auction house plugins are done.
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a basic economy system that serves as a "base" plugin for another plugin I'm working(Auction House).
Introduces 3 coins: Gold, Silver, and Copper. (can be traded player to player or used with the banker).
Interactive Banker NPC (convert physical coins to digital currency and back for use with my other plugins).
Banker, Exchange can not be damaged. but, they wont just stand there and take a beating. 3 warnings until they fight back.
To Come: Interactive Exchange NPC (exchange copper to silver to gold and in reverse).
ability to set location and look direction of banker/ex-changer NPC's
Admins only
how to set banker NPC:
1. place a human NPC(spawnnpc dummy) command.
2. edit spawned NPC(editnpc) command.
3. name the NPC Banker.
4. press f on said NPC and select set.
to remove NPC select remove.
Once the banker is set its name can be changed to whatever you like.
all player to use:
1. craft coins(Anvil/Coins.
2. press f on banker and select deposit.
3. enter amount to deposit(coins must be in regular inventory no quick slots).
coins will need to be deposited to be used in the upcoming auction house plugin.
4. to withdraw coins press f on the banker and select withdraw.
then press f on banker and select retrieve coins. (i ran into issues inserting coins directly to inventory).
coins can be used without being deposited for player to player trades.