Posts by ArcticuKitsu

A new update (0.9.3) is available now!

    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.

    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..........