Posts by ArcticuKitsu

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

    I had it working fine in SP. So yes, maybe some server-problem?

    So, it's singleplayer only? I guess it doesn't want to read while on a server. ?( Shark noted it works fine for him on his server? He noted it worked fine on his server so I'm wonder how I'm screwing things up this time. It's something simple again.


    I could try confirming this in singleplayer then for both this and the backpack because it seems to hate it on servers.

    [New] Snow, coal and hellstone is now available as block texture

    Awesome! The snow, coal, and hellstone are a neat little addition. I also tried out a few of the plugins having fun experimenting with them. The Jukebox was nice, as with the position plugin. Made use of the baseball bat. I however am having issues with the potato gun & backpack. It reads them but it won't really select the backpack in the menu; It won't show the model of the potato gun.


    Also wishing the potato gun worked by feeding potato into the gun by putting potatoes in the ammo slot. :whistling:

    Nitrado probably messed this up, or maybe the way I uploaded it onto Nitrado. The way it wants me to upload is wonky that I gain a "?" icon. I can fire it, but it won't show the model. It won't read the model. Invisible gun.


    I was also hoping you could manually load the gun to fire the potatoes.

    You just need to unzip the Backpacks.zip into the plugin folder. The file path must look like this: ..\RisingWorld\plugins\Backpacks
    In there must then be the directory "assets" with the included files and the file "Backpacks.jar".
    Then it works fine. The backpacks are then found in the normal workbench under "backpacks".

    Did this. It does read, as with the potato gun, it just refuses to load it in within the crafting station. I can see it in the crafting station, it however won't allow it to be selectable. Maybe it's the way I had to upload it onto Nitrado with it forgetting something.

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    I have better luck with muskets, but not bandits.


    I meant to say rifles, not bandits. I have better luck with musket but not rifles.... Late night typos.


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    Thanks for the video! Maybe this could be related to some sort of desync... you obviously hit the bandits in the videos, but apparently this hit wasn't processed by the server for some reason I will check out what's going on there!


    You're welcome. More desyncs eh? Good luck. Yeah, it made it difficult to the point I either had to melee or flee.


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    There is indeed an issue with picking up gravel from a grinder... this definitely needs more fine-tuning


    Good luck :thumbup:

    Yeaaaaahhhh....... Bandits are being a little bit weird for me, unless I'm aiming at them weirdly. Their path-finding is indeed wonky with them being unable to get around ponds and ravines to get to me. Same with animals. I can't even kill bandits properly with a rifle (repeater) with muskets being far more reliable here. Happy with what we have, just a little more polishing hmm.


    Loving what we have though.

    I approve of the ability to look at the map while exploring. It would be handy. I also would love it if we (by choice) could appear on a map to see where we're wandering at. Lastly, my biggest suggestion, would be to have maps be wide screen, not square. Wish we could skim through maps in a widescreen manner.

    Alright, I'm placing this in 'server help' but it can also be in 'client help' sub-forum. I was mainly playing on my server.


    - Rifle Inaccuracy:


    Rifles seem to not be able to hit bandits, and if they can it's fairly rarely. I keep trying to hit bandits time and again, just can't. I have better luck with muskets, but not bandits.


    https://www.twitch.tv/videos/405416867


    Is this correct? I seem to have better chances with a musket. The highlight also doesn't show it, but I managed to kill only 1 out of the 5. Just one.....


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    - Rock Crusher:


    Just wanted to note that when I place stone in the crusher it tends to get clumped up in a section refusing to be picked up. I picked it up and dropped it again to find it still does it. i would struggle highlighting the gravel to pick up. (View below attachment for examples)

    If you guys do get one functioning can you please let me know? I would love to test it out. I would start making platforms dedicating to elevator movement, in whatever manner they are.

    Awesome, so I was being blind then. Well, we need to make sure it's in the spotlight next time. We need a way to spotlight these properly. A single thread to link to all the fun plugins?


    Also, thanks for linking the plugin. I'll see about making use of it eventually :)

    I recall Red51 releasing the Plugin API with the ability to allow for elevator use. We have the ability to have functioning elevators, so .... Why do we not have any?


    I was reminded of this last night when going through my mines for a good 5-10 minutes heading down and back up again. It took forever. We have the capabilities of having them, so why do we not have them in plugin form? Even if we had to dig straight down, and etc to teleport in stages. If we're able to have elevators, let's have them. I don't want to be pushy, and I"m sorry if I do sound pushy, but if someone is able and capable of doing it, let's have it?


    I'm just asking this in a confused manner "why?" and "when" type thing. ?(


    Also, if there is an elevator plugin it's not appearing in the search, or maybe I'm just being "blind" by not seeing it out in the open somewhere.

    how to add item and custom music ? ?(

    Still waiting on Red51 to share the example plugins with us so I can start diving deep into items & sound side of things. He's a busy guy so I don't want to rush him, but I'm also as curious as you are. There's many anime things I'm wanting to add, some candy related; I'm wanting to keep alive in Rising World. I'm being patient here waiting for when the time is right to mess about with these items :D

    [New] Command "deleteallnpcs" now optionally accepts a type and range constraint

    This works nicely, but it still deleted my tamed horse. No biggy. I was a little saddened, but spawned him back in with a saddle. Repopulated the saddle bag. All the horses, pigs, and sheep are now RIP'd. Well, not all, but most. It also wouldn't register cows for some reason. A moose attacking me also statued again when attacking me... They always statue when attacking so I put it out of its misery by shooting it to eventually hanging it up on a wall.


    I have a "No Moose Kill" policy because of how majestic they are. They're like the guardians of the forest. Two of them however decided to attack me because of self defense against a bear...... And bandits.


    Rising World was playing mostly smoothly with any stuttering being on me end at this point. Things are smoothing out glad things are working out.

    A higher spawn rate means that more npcs spawn...

    Yeah,.... I slowly realized this more and more as time went on.... I feel so stupid.

    A spawn rate of 9.0 is equivalent to "900% animals", or more precisely, there will be 9 times as many animals spawning A value of 0.5 means that only half as many animals spawn.

    Yeah..... And you get the result I shared. Yeah...........

    I'm sorry about that We will expand the "deleteallnpcs" command shortly, so it can be used to delete certain npcs only, or only npcs within a certain area etc.

    :S ....... No worries, I shouldn't have been so hasty, now I hate myself for doing what I've done but it "may" be a happy accident? If I didn't do it someone else may have.... That one was a ticking time bomb. Alright, I guess we have animal hunting season on my server trying to bring it down to a tolerable level.


    I only wanted to bring the 'ticking' thing down to a managable level to stop the frame rate but I only made it worse. *shrugs*. Live and learn.

    ALright, I was trying to make the NPC spawn rate "higher" so they wouldn't spawn so much, yet instead I made it spawn more? What I do wrong?


    Quote

    settings_npc_respawncheck_cooldown=10000
    settings_npc_spawnrate_animals=9.0
    settings_npc_spawnrate_enemies=1.0


    The right settings?


    https://clips.twitch.tv/ObeseToughBarracudaBCWarrior


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    Edit:


    I changed the second line to 0.5 now..... I now have a major cleanup to do now, damn..........

    Been having fun streaming this while weaving through various issues the update threw at me. Loving the update, the bandits, the skeletons, rats, spiders, and such. The update is still rough, yet awesome all around. The video below are the "highlights" of the stream of when I found the game to be at its "most fun", thus sharing them hoping you guys shall enjoy them also. Was fun streaming, was interesting noting the lurkers. To those who where there lurking, thanks for lurking. Can't wait to stream more :)



    Red51, thanks for giving us this lovely update. Thanks for also releasing those hotfixes, and the like. :thumbsup:

    What do you mean exactly? Do you just want them to not attack you anymore, or do you want them to actually help you fighting other hostiles etc? Currently we don't have a mechanism in place to have actual "buddy npcs", but that's definitely planned

    Well, what I mean is somehow seeing a skeleton to then attach their "soul" to a craftable book which would be made "magical" in some manner. Maybe we loot this book from the dungeons, or maybe we can craft it... Whatever works best from your POV. We could use this book to control them that even if they "die", they would still be able to be re-summoned while being safe in the book. Whatever equipment we'd give them, they'd keep, thanks to the book. I don't know how you would do this but would love to have skeletons as minions, as we find in every other RPG game out there. Skyrim, Dragon's Dogma, or whatever when you play as a 'Sorcerer', mage, or whichever.


    Having them be your body guards at the least would be amusing. But if it's planned I won't pressure you, just feeling a new void opening up thanks to this update heh.


    Sidenote: I keep forgetting to mention we should be able to loot from skeletons. Some skeleton bones, whatever they're wearing, and etc.