Posts by ArcticuKitsu

A new update (0.9.2) is available now!
Latest Hotfix: 0.9.2.1 (2026-05-13)

    You're getting a +1 from me. Awesome! Love the Titanic, the Olympic, and Britannic. When I get the time and patience I'll grab these then try and explore them. I love what you've done here :thumbup: Being a ship buff you're getting a nice solid +1 from me.

    Originally trains were supposed to be the next update (after the npc update), however, unfortunately the Steam changes in October last year force us to go into a different direction... I will post an announcement about the next updates and our next steps in a few weeks.

    Sad to hear about this because "we" were looking forward to the trains update. Still have everything set up waiting for trains to be added hoping we'll still have a good chance to play with trains. Hope it isn't delayed too badly. Looking forward to seeing what's happening in the next announcement.


    I feel Minecraft did it the "best" with Traincraft (ironically better than Train sims) because you could set up your railway however you wanted and it would handle like you would trains to behave. Love how you could place both solid & liquid cargo in specialized carts to even dispense it into liquid storage "below" track. I loved the simplicity in loading liquid carts with water & lava and it would just transport it to then "export" the liquid into a liquid storage tank below train tracks.


    If trains do get delayed then I at least hope more features could be implemented into the trains then (if possible). Thought I'd just mention Traincraft for Minecraft because who knows who may be lurking, reading this so they could experiment in the meantime.

    [Bugfix] Fixed some desync issues with npcs in multiplayer


    Glad to see you fixed this. Haven't confirmed it with how busy I am, but glad to see it's fixed. I'll confirm this "soon" during my Easter breaks. :D


    Thank you, Red.

    you have to create a new plugin for that. You could use the Backpacks plugin as a reference, since it works in a similar way (instead of opening the backpack, you just have to remove the food item from the inventory, update the health/hunger/thirst of the player and maybe play an eating sound effect).
    You can also check out the documentation, it also contains some example code: javadoc.rising-world.net/net/r…ts/custom/CustomItem.html

    I may struggle horribly with this. When I gain a proper day off I may fiddle with this because I promised one person I'd make a Candy Factory with consumables so I have to see this through. I may have to ask for help though if it pains me to much, but thanks for helping me with what you could.


    Was hoping to use strawberries and corn to make candy, to then consume it, but I guess that may prove to be "difficult", or just "messy". Hopefully I can figure it out later..... :S

    The CustomItemLoader plugin contains a list of all animations (as a txt file)

    I probably should have noticed this earlier. Missing out on the obvious, or something. That should help. Thanks

    Something like that was actually planned, but unfortunately it wasn't ready in time... it's still on our list ;) In the meantime, you could use the editnpcclothes <clothes1> <clothes2> ... command to set clothes for an npc (e.g. editnpcclothes tux_jacket tux_pants tux_shoes, or in order to add only a single clothing item, use editnpcclothes add fedora for example). Although it is quite tricky to get the proper names of the clothes...

    I'll try to get a list ready as soon as possible :)


    Thanks! These helped nicely. Just however wish we had a list of items, clothing, an animations. Even a full documentation so I can make full use of the item loader plugin. I already posted about it but would love to insert candy so I can consume it while aimed at a friend (same post as above). Just struggling with the consumption part, and such.

    Sorry for another posting but I seem to be having an issue where these blueprints keeps prompting me without giving me a chance to exit. Can it prompt less in multiplayer instances (Singleplayer seems to work fine). It also seems to auto-place the models without letting me orientate and etc. Can we get an 'X' button, and tone down the constantly prompting of the menu?

    Can we get some more documentation so we can add in food items, among other things? I would love to add candy which can be consumed like strawberries, and such. The way I can use these plugins is by reverse-engineering things in template form with seeing a similar pattern, I would use that template to do similar things. I need more documentation to look at so I can make sense of things.


    A list of animations currently in Rising World, and etc. How do we consume the candy, what animation do I use, and etc?

    Actually the repeater is supposed to be much more accurate than the musket... maybe there was some sort of desync going on in this particular case? I'll take a closer look at the problem^^

    When these bugs occur I simply lose my common sense. Yeah, of course rifles would be far more accurate than a musket. It's just how the bugs present themselves I just react to how the bugs behave.... Zombie mode. Good luck sorting out the de-sync. Hope they're easy to fix.


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    While doing an improvised stream tonight I came across a weird thing I wish could be streamed line. Just a "quality of life" type suggestion for Dummy NPCs wishing the menu we gain on 'EditDummyNPC' could extend to clothing selections and items. I wish you could go through clothing so once you set clothing you can go back and change it something else. ONe of my loyal viewers changed his mind and I struggle to change it back.


    I love the 'GiveNPCitem' command though, that's handy. Wish for an 'Editclothing' menu similar to the 'editnpc' menu. That was a good menu.


    I'm slowly making my way back into using features I haven't used before because how much fun Rising World is making things lately.


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    Also, can we PLEASE get an official and updated console command? The one I refer to is dated. Can we please have an up-to-date console command thread? Please?


    https://forum.rising-world.net…ommands-to-spawn-objects/

    Finally got it working by using test models from:


    https://free3d.com


    Still noticing issues where the plugin needs have a new main menu with following options:
    1) Current (OBJ & Texture prompt)
    2) OBJ & Texture imported in one go
    3) OBJ & Multiple textures support.


    That is, if it that is possible. So close! There's so many models with many textures that it becomes a bit difficult finding ones with singular textures. Was told to add a 'Class', and I don't know how to do that.

    Yeah, we were supposed to get sticks and stones for a long while now. Even around the whole water update there was mention of having loose sticks and stones littered about, but if we can get sticks from the hedges and various plant matter that be nice. As for stone, just loose ones around cave openings and around other places would be nice. Even around beaches.


    Maybe using those sticks to make a very primitive and highly fragile axe to get stone shards would be interesting to make stone axes.


    (Thinking Medieval Engineers when typing this)

    Hmm... I just rented a small Nitrado server to reproduce this issue. And actually it looks like the issue is related to the filenames (at least under Linux) 8| This issue should be fixed now, I've updated the backpack plugin (and the potato cannon) accordingly - you have to download it again. Sorry for the hassle!

    Many thanks! :)


    Seems to all work fine. I haven't crafted anything but I"ll assume it works fine until I can find time to craft both of them again.

    I concur. I would love some Medieval furniture. I loved the ones in Conan Exiles, and a few in Medieval Engineers, wishing they were in Rising World. I mean, with the example plugins you could technically nab them from one game to the next, but would also love vanilla style furniture so we wouldn't have to fight with much. Granted, we should not over-pressure Red51 either.


    Just simply concur'ing with this thread.


    We seriously need more bed types, door types.... Even gates to allow for mounts to pass through and such.

    I'm sorry, I just "broke" last night & this early afternoon when I made that posting because everything is in the correct spot. I extracted everything where it should go, yet it just refuses to do what it should do. I know it works singleplayer yet honestly mindbaffling confused as to why it won't work mutliplayer that I just mentally broke.


    :S Yeah, of course the plugins would work on both singleplayer and multiplayer.... I simply broke forgetting all common sense trying to figure this out.


    Why?! Why won't it work..... I'll fiddle with it again.... What is Nitrado hosting doing. ?(


    *Tries to troubleshoot again*

    Well, basically it's a "copyright infringement". It's more or less the same as if you upload music (which is protected by copyright) on your server and let your friends (or any other people) download it. In the worst case, if the rightholder finds out that you're using his music on your server, you may get into trouble...



    It wouldn't be a big deal if you're just running a private server or if you use the music in singleplayer (in this case, the game could be considered as a music player^^)

    Had to ask. Yeah, then there's the whole Article 13 in Europe and such.


    I do run a private server, and was reminded it doesn't really effect me, but just wanted to see what would happen. I meant to type this more in the Jukebox thread. Whoops :S


    Thanks for all these plugins though favouring the jukebox the most because how regionalized it is, but having this plugin is still neat. May fiddle with it later. Would love something more "continous" so this may suit such a thing later.

    Unfortunately the internal World3DModel class requires a single texture per object atm Although you could create your own class which handles multiple "World3DModel" instances (one per texture) automatically.

    Alright, I guess I'll have to eventually find a way to get single textures out of these models. I would create the "class" if I knew how so I may have to wait for an opportunity for when someone knows how to handle this so I can import 2 weapons, 2 characters, and such.


    Sorry for spamming your forums up so much but keep in mind when you see me venting just know that I'm just an inch away from FINALLY adding something I wanted to add since 2015 (and even earlier) just to be roadblocked by a single .png file & a .dds file. I'm so close, and this just pains me so much. I honestly want help here, and I do thank you for noting that.


    Multiple instances hmm..... Was wondering if that was even possible. May give that a whirl when I can hoping I can get it working then. As for the UNity bit, was worth a shot. I guess I'll have to forget about that trying to convert them into Rising World API side of things.

    How to set the size of the model?

    This is what I eventually want to know.


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    Also, I wish this plugin could handle folders with textures in them, or even read from the singular file itself. Most files today contain both models & texture files. Also, I have model files bundled with many other models so I wish it would also pick out all those different models so I can then plop them into the world.


    I'd be amazed if it reads Unity extensions because that's where my hang up is, and that's where the Japanese are with their models. That's where VRchat and a few other VR games are at.

    The examples are working fine for me? ... Thanks for the update Red

    Yeah, I'm honestly baffled because it was the simplest of things to do... Download, export, upload onto NItrado, restart server, run Rising World, and PLay... That's it! Was I supposed to choose the 'Source' zip? It reads both the things, but refuses to do proper things with it. Backpack isn't craftable (though it's there with glitchy preview), and potato gun is invisible.


    WHy do I honestly have to have these simple errors? ?(:huh: I'll just see what tomorrow brings......... Fresh mind, and everything. However thankful for the plugins we gained though.

    Just going to note this in general that we should have the ability to load in custom models (humanoids & animals) into Rising World. We should be able to have the ability to use any model, give them a character & AI class, then have them roam about the world as any pig, bandit, or other "living" entity in Rising World. Rising World is gradually becoming more and more powerful that I would love to eventually roam the world with custom modded NPCs (similar to Skyrim also) with how we can have Americanized & Japanese (anime), and even game characters roaming about the world. Granted, they're just body types, hair types and all....


    Think of Skyrim with CBBE, UNP, and other sorts while having their own presets also, but all unified into one model as their own living entity. Probably hard to imagine so I'll just leave that thought there.


    For example:
    2B - Nier Automata:
    https://bowlroll.net/file/129433
    (As it's own living entity borrowing Rising World or custom player made animations & behaviours)


    I don't specifically want her (I want something else), but for example's sake it would be neat if we were able to allow for these models to be their own living thing in Rising World, similar to bandits & dummy NPCs. That is, if Rising World's API is even capable of that. If the coding and source coding allows, then I would love it to be possible. This is also in response to the example object & item plugins we have going on. Again, that was an example. What I seek is different both model and object wise.


    Whoever allows for 3D models to be living entities in Rising World shall gain the highest respect from me that they'll be highly praised. Who shall it be? And when? :D


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    Disclaimer: Not seeking this "now". I am however desiring it "soon", in the scale of "months", or eve a few years. The sooner the better though because who knows how long I"ll be able to play Rising World for.