I approve of clay + also approve at sitting at a table regardless if it's boring or not. More for immersion.
Posts by ArcticuKitsu
A new update is now available, introducing fishing, climbing gear, clothes and more!
Latest hotfix: 0.8.5.2 (2025-05-01)
Latest hotfix: 0.8.5.2 (2025-05-01)
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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)
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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.
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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
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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.
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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
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[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.
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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.
....... 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.
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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?
Quotesettings_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..........
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[Change] Furnaces now provide warmth to the player if he is nearby
Awesome! I wanted to suggest this because they do provide heat from melting stuff. Thanks! Beat me to it!
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Also, I do have the poster bug issue as well.
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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.
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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.
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I see Avanar experienced the same spider behaviour I experienced where it either side-steps gun fire, or is just immune to cross bows, bows, and such. It's either one or the other. It's fine for melee though.
Also, the hotfix did fix things but it did become laggy again to the point it became quite frustrating. I only stuck with it because I was experimenting for science..... I shall do the whole logging thing when I'm more awake, but I do have more fun results to post.
Part 1 (Pathfinding & Ambush):
https://clips.twitch.tv/ArtsySquareWalletVoHiYoPart 2 - Immune Bandit:
https://clips.twitch.tv/IncredulousHungryWormPupperI'll do the whole diagnostic thing when I'm more awake... For now, two lovely clips above. I was simply chillin tonight stress-testing things in general.
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This is a hilarious video But the sudden performance drop seems to be quite strange, since you're not moving at all... do you run any plugins? Did it happen in singleplayer or multiplayer (if it's in multiplayer, was there another player on the server at the same time)? Maybe you can enable the client debug console (open the config.properties file and set "game_debug_console" to true, then save the file and run the game again) and play a little bit until you experience the lags. Then quit the game and go to the "Logs" folder in your game directory. Please forward the latest log file to us (either create a topic here, or send it via PM to me, or via email to support@jiw-games.net)
Glad you found it amusing
Yeah, it is strange.... Reading more into this thread "maybe" it is the rats? Maybe. It was on both singleplayer AND multiplayer which made things strange. It was constant on both sides. Also, it was both me and nobody as well. I also have Animal Breed Master, but that also lagged out singleplayer...
For clarity, that clip was made in singleplayer while other clips were also from multiplayer. I wanted to test out the update thoroughly. And sure, I'll do just that once I play Rising World again.
- skeleton could be looted and have bones on them (head, chest and or bones). it would take less time than pick the ones on the ground, and maybe they would be useful (magic spell for creating squeletton, undead or npc ??? )
I +1 this. I was desiring (and forgot to note) how we should be able to loot the stuff on the skeletons, including themselves. Would it be too much to ask to also have a book to "tame" the skeletons so they can be our buddies? I would love skeleton minions :evil:
- bandits more tanky, stay the day (I know they do now but perhaps not for ever) and perhaps randomly spawning in abandonned cabin (like rats)
I like the idea of spawning bandits in cabins. I wonder if that would be too much?
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no... its good as is. this creates real incentive to build better weapons. i went down with a bow and arrow and was quickly overpowered. a crossbow and a repeater are better suited or just a sword with a little skill
This one is good
https://clips.twitch.tv/SolidBumblingChoughWOOP
Trying to find a clip to share of where bandits & especially skeletons came running at you at lightning speed. The clip below the skeleton runs around a bit too quickly to the point I feel they should be slowed down by a "tad"... I did say "hell of a lot" .... Just slight weight to them.
https://clips.twitch.tv/DeafGrossGarageUnSane
What we have now is awesome, and I'm glad bandits guard the forest. I am seeing animals populating the biomes nicely, it's nice. Also, in my opinion, I feel we should have bandits all the time to keep you on the alert.... That's just me I guess, and a "few" other people.
Also,....... Am I the only one stuttering a lot when playing Rising World because I feel it should be smoother. Maybe it is me because I was also streaming, but I feel it's Rising World needing to be optimized again. It used to run silky smooth.
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Edit:
Bear turned into a statue for me. Still could kill it.
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Oops, that was a debug square that was used for pathfinding Will be fixed shortly!
Seems to have been fixed. Awesome. No more red squares from what I can see.
Unfortunately npc spawn has an impact on the performance... but it's getting better once the first wave of npcs is spawned in new chunks.
Yeah, I'm gaining constant stutters which I haven't had before. It's really effecting my play through having lost the smoothness of the playthrough. Can't say about others, just very laggy and stuttery making it hard to either play or stream on Twitch.
I've released a small hotfix which fixes this issue
Thanks for the hotfixes fixing various things. The big one now is the constant stuttering needing to be smoothed out. It really effects my CPU usage, I can't battle bears and the like.
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A few more notes being skeletons need to be slowed down by a hell of a lot. They run too fast at times when trying to get to the player. I love the bandits & skeletons when I did fight them in a test world. They have nice payout reward for when you do attack them. I also found spiders to be interesting with how they dodge ranged weapons. They almost seem to be immune to them by side stepping.
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New error putting on Iron armour to remove the desert clothing.
QuoteWindows 10 (x64) 10.0 Java: 1.8.0_131 amd64 0.9.5_39 -H:4096 -D:3072 (Steam)
AMD FX(tm)-6300 Six-Core Processor, M5A78L-M LX PLUS, 16366 MB (4242 MB Heap)
NVIDIA GeForce GTX 1070 Ti 20190206000000.000000-000 25.21.14.1891
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Error occurred during application-update (25)
java.lang.NullPointerException
at aO.f.a(SourceFile:174)
at commons.JIWApplication.update(SourceFile:299)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:198)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
at java.lang.Thread.run(Unknown Source)
https://clips.twitch.tv/PleasantFlaccidHummingbirdBrainSlugWhen a tiger killed me I lost two stacks of musket balls when looting my body.
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Spotted a few things already with the update.
1) Leopards & tigers spawn quite quickly with the update. Still gauging the threat level.
2) Random red square floating.
3) General lag with the terrain when moving & on mount. -
Kind of glad the update was pushed to Tuesday & Wednesday because that's when I can play it the most. The bad part about this is now Red51 can't fix the bugs the players themselves found to make it more polished for both Tuesday and Wednesday. See you tomorrow in Rising World "IF" it does release tomorrow
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This may seem random, but I'm loving the recent updates to Minecraft showing Mojang is FINALLY listening to their fanbase again.... In some manner, that is. They're not listening as Red51, but they are taking note of things making Minecraft more enjoyable to play. I absolutely love the addition of foxes, parrots, barrels, illager patrols, zombie turning into Drowned, and all that fun stuff. Even the lovely campfire.
Rising World still owns everything PNB style, as with the proper barrels. It's funny how I'm now building more barrels in Minecraft thanks to Rising World. It's the easiest in both games. The campfire thing you can do in Rising World is also able to be done in Minecraft. It's amusing. With the recent hostile NPC update I'm now curious how hostiles in Rising World shall behave, also for "science" reason when compared to Minecraft side of things. There's also the grinding stone to fix your tools, something people have been requesting Rising World tools to have. Durability on tools was a big one. The traveling merchant is also something Red51 wanted, but only in singleplayer game. They should also be in multiplayer, as they are in Minecraft. I find it amusing how they're done in Minecraft because they roam everywhere. Traveling merchants would also be best on multiplayer servers with how lonely it can still get on servers with time-zones, private servers, and the like.
Rising World, I do hope you have plans to allow me to tame either foxes (normal & arctic fox). I can't wait to have cuddly foxes as my pet while feeding them berries, and such. For Minecraft those parrots are adorable, if quite a bit of a troll. They mimic the sound they hear around them making you think zombies, creepers, and such are roaming in your base. It honestly makes me quite paranoid making me be twice as cautious in picking out sounds.
There's a lot in the new 19wo9a Snapshot making me see Minecraft in a whole new way. While I wait for Rising World to release their update I'm also seeing what Minecraft has to have Rising World learn from. There's many things to learn from Minecraft & vice-versa.
I feel bad for all the things Red51 has to do because Rising World is still a beast of a game. One person working on a very beast of a game. Also, sorry if I'm posting way too much Minecraft postings..... Mojang is finally doing things properly that I have to note things seriously. These are actual worthwhile things which I would also love to see in Rising World whenever they're ready. No rush, but Rising World would need a few of these features, even 1-upping Minecraft in what they do.