Posts by james1bow

The next update will be available on Tuesday, April 29, in the early evening (UTC+2)

    Do you mean the last update (i.e. 0.4), or the latest hotfix that was just released an hour ago? If the server takes a few minutes to reconnect, it could be the port checker which halts the server until all ports are open (this was actually already implemented for TCP connections, but only the recent hotfix also takes UDP into account).

    Do you have access to the server console? In this case there could be an indicator what's taking to long. If it's the port checker, you will see an ongoing output like "Checking ports...." (with lots of dots behind it if it takes long). If it's not the port checker, it could be Steam which takes a long time until it's connected (Steam is fully connected if you see this message in the log: "[STEAM] Server connected, public IP -> x.x.x.x").


    How did you restart the server exactly? If you kill the process, it typically takes some times until the TCP connections (for the server query port) gets closed automatically on Windows. But if you shutdown the server gracefully (either by using the "restart" or "shutdown" command), the server should be able to restart immediately.

    when i said least update i meant 0.3. i have a script that kills the process, i will do a better job shutting down the server as i do get the checking port..... ive installed the hotfix and will keep an eye on it

    i had noticed in the last update if you closed the server and restarted it would take a few minutes to reconnect, i just dealt with it. the issue with players getting stuck at 5% had never happen before so i figured it was a new issue. thanks for all the hard work

    i can confirm the issue, windows server 2019. ran fine until the last update. loading players get stuck at 5% with no client server requests. i simply restart the server and it works for a few hours then fails again. using pfsense for my router with a cisco 24 port switch. ive looked at all the the ports and everything is fine.

    thank you both for the replies , was worried about a high use item holding a few thousand timers into memory.


    as for the custom crafting station's i presume i could interact with said static object to craft custom item's? tbh i would like this approach better from a learning standpoint.

    Nice work on the new unity update as well.

    as im new to java and programming in general, when timers finish a Runable do they stay in memory or do i need to kill the timers? also im wanting to create a custom crafting station but i havnt seen anything in the api about it?

    thanks in advance

    few questions, is the java version of the game going to remain active even though it will not be updated? as in will it still be playable online? even if the game itself will not be updated will the plugin API ever get updates from API requests? i would still like to learn to make my own plugins for the java version.

    red51 when adding a player to an area is there a way, or can you make it so we can apply specific area group permissions to individual players? Not just as a default area permission.

    i mad e4 permissions groups pve/pvp for defaults and ownerpve/ownerpvp for the actual area owners. they both show up for the default and user permissions tho.

    thank you for the reply. this is how i figured they work.

    what are the permissions system priority? user group/default area/area player permissions?




    i have a pve player group, a pve default area permissions, and a pve owner group to use fro area owners.


    i want to allow pve player to fly, but not in area's someone else own's



    ive also noticed the server setting :Permissions_DefaultNewPlayerPermissionGroup=pve does not work.



    *UPDATE*


    ive changed the player group permissions (pve) to no fly. areas permissions for owner (pve) to fly. if a player does not own the area they cannot fly in it. if i add them to the area they can fly. but, once they leave the area they can still fly unless i reset their group permissions

    Hi Red,


    I run MR on a dedicated Windows server, I assume it will be possible to run both the unity server and the new version at the same time?


    Also, will the new version have any automatic restart functionally. I've had to manually restart MR ever morning for the last few... years... :dizzy: as for some reason or another the Task Scheduler wouldn't reliably start the server script after shutting the server down. Which is odd because I use TS at work for running scripts and that always works. *shrugs*

    a little late but i use restart on crash to reboot the server. as long as you can schedule it to close it should work well. i used it for 2 java rw servers and the unity server. only for the unity server in case of a crash/hang it will load it back up.


    https://w-shadow.com/blog/2009/03/04/restart-on-crash/ this works best for me as i use the discord to close the server. i checked the options on crash on no response and not running option.

    every time a player leaves the server their group permissions are removed. ive checked file permissions and they seem ok. also rich text would appear to not be working as well.(cant add color to name tags/chat color)

    server loads now. switched machines and forgot to install vc_redis. still has an error . can join and play the server tho.


    [ERROR] DllNotFoundException: Unable to load DLL '../Java/JDK/bin/server/jvm.dll'. Tried the load the following dynamic libraries: Unable to load dynamic library '../Java/JDK/bin/server/jvm.dll' because of 'Failed to open the requested dynamic library (0x06000000) - The specified module could not be found. (WinError:126/0x0000007e)

    JIW.JNI.Wrapper.JNI.CreateJavaVM (JIW.JNI.Wrapper.JavaVM& vm, JIW.JNI.Wrapper.Env.JNIEnv& env, System.String[] options) (at <00000000000000000000000000000000>:0)

    RisingWorld.PluginAPI.JavaRuntime.Init () (at <00000000000000000000000000000000>:0)

    RisingWorld.Server.GameServer.LoadWorld (System.String worldname) (at <00000000000000000000000000000000>:0)

    RisingWorld.Server.Main.InitServerContext () (at <00000000000000000000000000000000>:0)

    RisingWorld.Server.Main.OnPostInitialize () (at <00000000000000000000000000000000>:0)

    Steamworks.ISteamMatchmakingPingResponse+ServerFailedToRespond.Invoke () (at <00000000000000000000000000000000>:0)

    RisingWorld.Common.JIWApplication.Update () (at <00000000000000000000000000000000>:0)

    UnityEngine.Debug:LogException(Exception)

    RisingWorld.PluginAPI.JavaRuntime:Init()

    RisingWorld.Server.GameServer:LoadWorld(String)

    RisingWorld.Server.Main:InitServerContext()

    RisingWorld.Server.Main:OnPostInitialize()

    Steamworks.ServerFailedToRespond:Invoke()

    RisingWorld.Common.JIWApplication:Update()

    This indicates that one of the native library could not be loaded :wat: Either this file is missing or broken (it's the "native.dll" which should be located in /Data/Plugins/), or it requires some dependencies which aren't installed on that machine...


    Maybe try to reinstall the server (in case the dll is just missing or broken). If it still doesn't start, please let me know.

    ive reinstalled twice and verified files, same outcome. im wondering if it may be graphics card related.

    Rising World Dedicated Server Version 0.3 (1) 2021-08-31 15:12

    Windows 10 (10.0.17763) 64bit (Desktop)

    Intel(R) Xeon(R) CPU X5677 @ 3.47GHz, 16 Cores, 3458 MHz

    PowerEdge R710 (Dell Inc.) 32751 MB RAM


    Commit: 2ecd3b8638ab77f80ae6d02cf849a17eb5646d2b

    Branch: master JobID: 5400

    _______________________________________________________________________________________



    [ERROR] !!! UNCAUGHT EXCEPTION !!!

    UnityEngine.Debug:LogError(Object)

    RisingWorld.Server.Main:HandleError(Exception)

    RisingWorld.Common.JIWApplication:UncaughtException(Exception)

    RisingWorld.Common.JIWApplication:Update()



    [ERROR] DllNotFoundException: Unable to load DLL 'native'. Tried the load the following dynamic libraries: Unable to load dynamic library 'native' because of 'Failed to open the requested dynamic library (0x06000000) - The specified module could not be found. (WinError:126/0x0000007e)

    RisingWorld.Native.NativeManager.Initialize () (at <00000000000000000000000000000000>:0)

    RisingWorld.Server.Main.InitDefaultSettings () (at <00000000000000000000000000000000>:0)

    RisingWorld.Server.Main.OnInitialize () (at <00000000000000000000000000000000>:0)

    Steamworks.ISteamMatchmakingPingResponse+ServerFailedToRespond.Invoke () (at <00000000000000000000000000000000>:0)

    RisingWorld.Common.JIWApplication.Update () (at <00000000000000000000000000000000>:0)

    UnityEngine.Debug:LogException(Exception)

    ExceptionExtensions:PrintStackTrace(Exception)

    RisingWorld.Server.Main:HandleError(Exception)

    RisingWorld.Common.JIWApplication:UncaughtException(Exception)

    RisingWorld.Common.JIWApplication:Update()



    [WARNING] Exit (1)