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Aesirkin

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Everything posted by Aesirkin

  1. "Fruiting" occurs at growth stage 6, so it does seem like you're moving a little slowly. Assuming you fertilize your plants with compost upon planting, you should be able to move them to "Young" within 1.5 days. Just 3 more growth stages will get you to "Fruiting", which can be done as quickly as 4-5 days. Are you actively managing your crops? If you don't do anything to them they will grow very slowly. If you water them when they're dry, and apply compost and worms and fungicide when they need it, they should grow much more quickly for you. Growth and events are very random, though. I have a garden of just over 100 crops. I often have crops hitting growth tier 20 while others are barely "Young"; and the majority are in the tier 10-12 range. This is normal, and meant to approximate reality. You may just have gotten unlucky with a lot of weeds. You could change the likelihood of weeds in blockPlaceholders.xml to remediate this. Also keep in mind, though, that when you harvest you get more crops than with the standard system. The first 3 tiers give nothing, but after that you receive an additional crop per tier. So although you harvest a lot less often, you still get a similar yield per time harvesting. This just helps keep you from constantly needing to replace over and over. But if you really want to speed things up, open blocks.xml and find every instance of PlantGrowing.GrowthRate; cut the value in half and see how that works for you. I don't know if this will work in an existing game, though. You'll need to test.
  2. Thanks. The Nutrition Buffs just has some lines to append values for foods in various other mods, and I'm not using all those mods. Those appends will just be ignored. The RangerMod appears to just be an ignored append line as well. I have no idea what bm-playerunderground is but I assumed it was Botman too. I'm using the en_zombies mod, which adds many many new zombies. Are you thinking that could cause the issue? If so, any thoughts on where the bottleneck is? Sorry, meant to say business internet. I had residential FIOS. They told me the only way to get a static IP was to upgrade to business FIOS, which was $20 more per month. I was paying more for the VM than $20 month. So I decided to upgrade the internet, order in some parts, and build a server. I stuck it in my office and am trying to sort out the issues now.
  3. I'm guessing this is the right log file? I'm not running an enterprise datacenter; I'm just a guy with a server in his basement trying to fumble my way through this. 😛 I welcome suggestions for improvement.
  4. Thanks. I'm using AVG Free and did this already. I also made sure the Firewall had exceptions for 7DTD. I'll try it on my local machine and see if that helps.
  5. I've been running a dedicated server for a couple months now. We had a variety of performance issues with our VM host, so I built my own dedicated server and am hosting it on a business ethernet connection in my office. I'm connected as a player from a machine in the same room, connected via Cat6 cables; so I essentially have a gigabit ethernet connection to the server. All issues have disappeared except for one. When new zombies spawn in, the game 'pauses' for half a second or so, even for me (so I don't think it's a connection issue). This is perfectly manageable in everyday play. However, during blood moon, zombies are spawning constantly. As such we get continuous pauses to the point that the game appears to stutter. FPS seems fine between the pauses. I ran perfmon on the server during the last blood moon and CPU usage never exceeded 10% (on a 6 core cpu), and no individual core exceeded 30%. Over half of the available 32GB of RAM remained free at all times. Network usage rarely exceeded 1MB/sec. The server has a very fast M.2 SSD and % disk time never goes above a couple percent. I just did a blood moon with three friends and it was pretty bad for everyone . By 2/3 of the way through it was nearly unplayable, and at times felt like I was getting 1FPS or less for several seconds, and then fine until the next stutter. But again, I don't think this is a framerate issue but rather a repeated 'pause' issue. This blood moon was, by far, the worst we've experienced. Here's what's different from the previous ones: Max zombies increased to 64 from 32 Smaller base; zombies often were running around within a few blocks of us Base was made almost entirely of railings to create a cage Base was designed for heavy molotov and pipe bomb use, so more fire than usual I had 3 SMG auto turrets running; I usually don't use them. Stutter remained after they ran dry. Dynamic mesh is turned on; it was off for a while on the old server but that didn't seem to make any difference. It's worth noting that all players are playing on very different machines in terms of performance, but we all experience very similar severity of this issue. How do we reduce or eliminate this pausing? Or can anyone at least explain what causes it to give me somewhere to start trying to figure out a solution?
  6. Description Shady Grove is a PvE challenge server with a focus on long-term progression. We have many mods with no download required. Mods include action skills, EN zombies, challenge farming, immersive vendors, alchemy, H7SB seats and backpacks, Ranger Mod, nutrition buffs, and many more; some made especially for this server. Guides for the modded elements available in-game by just typing "How To" into the crafting search. We have a beautiful player shop area town with an inn, where players can claim space and build their own shops. Wasteland is now an end game radiation zone with real radiation and extremely powerful zombies, as well as a T5 castle end-game POI. No P2W. No gameplay advantages for donators. No unfair playing field at all. Brand new server hardware. Very fast; no lag; fast restarts. Regular off-site backups. Feel free to join our Discord at https://discord.gg/RuqsG6HxhN to get started, or jump right in: steam://connect/ShadyGrove.NightscapeGaming.com:26900 Details Version: A 20.6 Day Length: 2 hours Night Length: 4 hour nights (22:00 - 02:00); traders open at 02:05 Loot Abundance: 85% XP Multiplier: 75% Land Claim Size: 70 Land Claim Count: 2 Bot Commands Available: waypoints, home teleports, bot currency, etc Current Day: 184 Current Players: 2-3 that sign on daily; around 8 that sign on at least weekly Game Duration: We'll run until corruption forces us to restart, then we'll do so with additional mods to explore and enjoy
  7. Thanks. I considered that option. However, I'm familiar and comfortable with batch files, and I was hoping to avoid adding any unnecessary software to the server as every time I add something it drops my benchmarks noticeably. So I figured if it's possible to do at the command line I'd try that route first.
  8. Is there a correct way to shut down a public server via command prompt on Windows? I can do a net stop or taskkill, but I'm concerned about the effect of doing that if users are still connected.
  9. Thank you; I understand now. Is there any way to still have this done, but not as a background process? Possibly a rerender of all updated POIs on startup? Or is there a task I can schedule to run in the middle of the night? Or possibly just turn the aggressiveness of that process down (update less frequently or only for large changes)? It seems like this is a valuable feature that I'd hate to just turn off.
  10. Thanks for the feedback. That's very helpful information. A Ryzen 7 would be nice, but it looks like it's double the price for the cpu for a 7% increase in single threaded performance per benchmarks. So I'm not sure if that's justifiable. It's 300 both up and down. I ran some monitoring locally when playing on my existing server and noticed that my bandwidth usually sat under 1mbps. There were regular jumps to 12 - 16 mbps, but only for a moment. So I figure a server with 300 up should be able to handle a minimum of 19 players at the same speed my current server does. Probably many more since only the spikes went that high; average mbps was closer to 1. I have a little wiggle room in the budget and am thinking at this point the best use may be either more RAM or faster RAM. Or maybe a liquid cooling system to help OC the main core on the cpu.
  11. I'm sorry, I don't think I'll have time to work on making this compatible right now. The composter has a known issue where the timer does not tick in the UI correctly in multiplayer games. It *does* work, but the display is a little wonky. You need to close it and reopen to see the updated time remaining.
  12. I really can't find much on dynamic mesh. Many many Google results talk about disabling it to improve performance, but nothing really describes exactly what it is and what it does, and how it will impact players to disable it. I'll try turning it off during the next reboot. But would you be able to tell me what it is that I'm turning off and what potential issues I should look out for? Thanks!
  13. Sorry, it took me a bit to get time to work through this. Yes, those low framerates, and the intensity of the low frame rates, coincided with the lag we experienced. I did not do anything with dynamic mesh yet. I want to look into it and understand what it is and what the impact of disabling it is before doing anything. Thanks!
  14. I downloaded a log from the 6 hour session on the night referenced. There were 665 FPS reports in the log. Around 70 reported FPS below 20; some as low as 10 or 11. Is that abnormal? How regularly should sub-20 be hit? I assume once or twice would be okay, but 10% is far too high?
  15. I don't know for sure as I've not used nor looked at the code for SMX UI. However, from the description it appears to make changes completely on the UI side so I don't see any reason it would have conflicts with Challenge Farming. You'd need to test to be sure though. Unfortunately, again, I don't know as I'm not sure how this was done. However, if the soil fertility is high enough and the new crops created in Challenge Farming can be planted outside blocks I'd assume everything else should work. But the only way to know would be to try a game and test.
  16. I'm currently running a dedicated server on a popular host. The host says we should be good for 16 players, but we're starting to see increased lag and performance issues even with 5 or 6 connected. I suspect our VM is on an overly crowded server and am tossing around the idea of building a server and hosting it in my home on a 300mbps business FIOS connection. What I'm not clear on is what sort of hardware will get me what kind of performance. My proposed build would be along these lines: - Ryzen 5 5600G - 32 GB (2x16GB) DDR4 3600 RAM - WD_BLACK 1TB SN850 NVMe - Integrated GPU (a dedicated GPU isn't required to run a 7DTD server, is it?) I would be running Windows and would also have a number of websites running in IIS on Lucee, but they are all very low traffic. What sort of performance could be expected of a server like this? How many players could I reasonably expect to accommodate at one time? How many max zombies and animals could I throw out into the world before hitting problems? This approach will save me money, and I'm hoping improve performance. Will it work?
  17. Thanks. I'll see what I can figure out looking at the logs. I'm toying with the idea of just putting together a budget server machine and hosting here. My suspicion is that I'm sharing this server with too many other VMs and we're hitting bottlenecks somewhere regardless of what those graphs show.
  18. Thanks. When it happened last night there were 6 players online. I checked at the time and all had pings listed in the 20s or 10s (a little better than usual). Is there some other metric I can check other than the ping in the player panel that could help me determine if this is a network issue?
  19. I'm running my first dedicated server. We chose Ping Perfect as our host, and are now on day 105 (2 hour days). We restart every 6 hours. We provisioned 8 GB of RAM and above average CPU priority with 16 player slots. We usually have 2-4 players on at a time, but sometimes that jumps as high as 7-8. Max view distance was set at 7 (just decreased it to 6), max zombies is 36 and max animals is 12 (though I saw 62 zombies on the livemap the other day; not during a bloodmoon). We have many mods, and a few large player made POIs Over the past 5-10 game days we've noticed increased lag. When riding around we're constantly jumping forward or back (every 2-3 seconds). Zombies are walking in place as much as they're moving. And other similar issues. A restart seems to resolve it for a time, but it's coming back quicker and more frequently as we go. I checked Ping Perfect's stats page, and during these periods I notice nothing that seems the likely culprit. CPU usage rarely goes above 5%. Memory usage is usually just under 5GB, but sometimes rises to around 5.5GB; nowhere near our 8GB limit. Ping times for players are always sub 100, and usually sub 35. So all of my hardware reporting indicates things are running smoothly. Yet...lag... Where would I start in troubleshooting an issue like this? An example started around 8ish last night. I ran a mem command to check memory usage around 9pm while it was still occurring, but everything looks good, though not matching the graph (am I correct that mem reports server resources while memcl reports client?).
  20. Just FYI, we were having issues on our server with traders only giving low tier quests. We were seeing mostly tier 1s with maybe a tier 2 thrown in. And there wasn't an option to change tiers. I removed the trader lore modlet and immediately began being offered tier 4 quests. Not sure if that's a feature, but it felt like a bug, so I wanted to let you know. I removed the mod for now so don't rush to fix it for me.
  21. Thanks khzmusik! I'm closer to vanilla, so I'm going to give the A19 version a try. I appreciate you looking at it and, of course, you creating it!
  22. Thanks! I was looking for something completely different when this mod came up in my search, and I knew my one friend would absolutely love it on our server.
  23. Do you happen to know if the trader lore modlet is compatible with A20? I didn't see it listed in the A20 thread, unless I just missed it. Thanks!
  24. The Goal I'm working on a new mod idea, and would really like to present multiple options and allow the player to choose from among them. I'm not placing any constraints on the exact method of providing said choice, as I think I could work around several different approaches, and would love to hear ideas. Though I want something that's clean and intuitive from a UI perspective. I also welcome suggestions of mods that do something similar that I could look at. The Mod For reference, I'd like to create a "follower" system of some sort, that allows you to recruit followers, outfit them with gear, and send them on missions with food and supplies, with hopes that they will succeed and bring back rewards. I can do this using the PlantGrowing system by making the followers blocks, but could only offer one possible mission (upgrade path) at a time. Not to mention this is anything but intuitive. I'd much prefer to let players choose from various mission types or difficulties through some sort of dialog. What I've Tried My best thought so far was to create a new NPC and utilize the existing framework used by traders for quest selection. I tried copying the npcTraderTemplate entity_class, along with the associated entries from npc.xml and dialogs.xml, and added them to my mod with new names and custom localization. However, I keep getting this error: Unknown entity -614075134 NullReferenceException: Object reference not set to an instance of an object At this point I'm wondering if it's possible to create additional NPCs via a mod. And even so, I'm unclear on how I would control the available options, or if I could hook them up to a game_event or something else that will actually allow me to do much. Though I've never used NPCs or Dialogs before, so maybe I'm just doing it all wrong.
  25. Yes and no. I added a couple additional sections to the original post to help clarify this. But essentially, that word you see (seedling, fruiting, etc) only gives a general idea of growth tier. Any crop at tiers 1, 2, or 3 will be called a seedling, for example. So it's possible for your plant to progress a tier, but still have the same text descriptor. Your tier 2 crop may have moved to tier 3; it's still called a seedling, but it closer to moving into the "young" stage. Note that the color does change slightly as the plant moves through the tiers, giving you an idea of how different crops with the same descriptor are doing in comparison to each other. Here are the current growth stages: 1-3 Seedling 5-6 Young 7-9 Fruiting 10-13 Healthy 14-16 Mature 17-19 Strong 20+ Prize Winning
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