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
Posts by james1bow
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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.
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This plugin packages all meats.
Install: download all 4 parts. extract part1 (the other 3 will self extract). move the butcher block folder to you're plugins folder.
To Use: Craft and place a butchers block(workbench/WTG/butcher's block.
Press "F" on the butchers block and select open.
Place 24 of the same meat into the butchers block(bacon type meats you need 24 stacks of 4) .
Press "F" once again and select package meat's.
To open Package: place packaged meat into the butchers block. press "F" and select open meat.
To remove: press "F" and select remove.
Tested on single player and multiplayer.
To Do: add sound effects.
Future Plan: packaged meat spoiling system. ice box powered by snow to stop it from spoiling?
For any issues comment here or contact me on discord(link in signature).
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Unfortunately there is no way to access the player preview UI element from the API
They require some special handling to render the object dynamically, unfortunately such an element was never exposed to the API...
Hmm... it looks like syncing the skin retroactively was never fully implemented... that's why the skin actually gets changed, but it doesn't get synced with connected players
Changing the skin in the OnPlayerConnect event works though, because the player hasn't been loaded for other players yet at this stage...
I can't think of a proper workaround for this unfortunately... but we will make sure that this gets properly implemented in the new version (once the API is ready)
simple work around. created a gui that allows the player to set the skin color and features. save them to a db and they just have to reconnect. this also allows for player to use multiple loadouts. #000000 doesnt work for skin color but i defaults to the players profile skin so if you mess up you set it as #000000 to reset. the beard's are not player model specific(can put beard on female player model now) but hair styles are. i would ask that in the unity api hairstyles not be male/female specific.
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Are you talking about the Java-version?
yes.
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im looking to add the player model to a load out screen so players can change their looks. is there a way to use the player preview model (the one on the inventory GUI) via API?
Also, i cant seem to get any of the stuff for skin's to work.
public void setSkinTest(Player player){
Skin skin = this.player.getSkin();
skin.setSkinColor(0xff0000);
}
Edit: they work but the player has to re connect to the server. only way o could get them to work was to add it to the onplayerconnect method. am i correct in thinking the player model cannot be changed once its loaded into the server?