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Apocalyptical Survivor

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Everything posted by Apocalyptical Survivor

  1. I've seen servers that have the capability to use teleport aliases (e.g., "tp home" or "tp mine") and I'd like to add this to the hosted server used by me and my friends. I've been told that I need a server manager like RAT or CSMM to do it. Well my hosted 7DTD.net tier XL server claims to have Alloc's Fixes and CSMM support, but I can't for the life of me figure out how to access the CSMM dashboard.I'm told I need to create a webtoken with permission level 0 to give to CSMM control over my server. Videos I've seen make it seem easy, just hit F1 in game to bring up the coonsole and type "webtokens add TokenName TokenPassword 0" and in the videos this results in a new webtoken being created. When I do it, however, I get "unknown command" from the console.An alternative I'm told is to use telnet. I'm not at all familiar with that tool, but my Win10 has Microsoft Telnet installed, but I have no idea how to use it to connect to CSMM.Can anyone more experienced in this help me with this task? Any insights or suggestions are appreciated! Thanks.
  2. Thanks, Papa, that's helpful to know. I think that video is indeed outdated, as most of the commands they suggest just don't work in my A21.1b16 console. I also understand that Alloc's is already installed on my hosted server. The video says you can confirm this by simply accessing the console in game and typing "version". In the video when they do this, the output explicitly shows the 3 Alloc's mods installed. But when I type in "version" I get the version number but no indication of any mods installed. So I don't know where to go next, but I'll keep researching this. Thanks again.
  3. Yeah I saw that guide, but I'm not sure how much of it is applicable to my situation, they don't do a very good job of making that clear. Do I really have to set up the Ubuntu OS on my PC? A statement like "Alloc's Fixes" are required to be on your server first", leaves me baffled. My subscription to the highest tier of server hosting on 7DTD.net claims that it comes with Allocs and CSMM, so how much of the CSMM guide do I ignore (installation, Ubuntu, I presume) and at what point do I start following the guide. Unclear. They explain how to create a web token to add the ability of CSMM to control my server, but tell me to use "your Telnet client" to do it, or to just do it from the in-game console. I figured out how to use Telnet and logged in but "webtoken add" is not a recognized command. Also, from the in-game console, "webtoken add" is not a recognized command. Those are the sorts of ambiguities that leave me puzzled. All I really wanted was the simple ability to create aliases for console commands, so that me and my friends could do a "tp home" or "tp mine" command. I would also like to be able to set resource reset regions, etc., which is why I decided to make the plunge and figure out CSMM, but I'm thinking this may be over my head. Unless you're aware of a more noob-friendly guide. I know, "noob friendly" isn't a phrase generally associated with setting up a dedicated gaming server. I'm close to giving up on this objective, but I feel a moral compulsion to power forward until I figure it out. Thanks for any suggestions or insights/
  4. I can't for the life of me figure out how to access the CSMM dashboard to use their web interface. I'd appreciate input from anyone who's successfully done this. Thanks.
  5. Yeah, I searched long and hard for an answer and found none. If I'm reading YourMirror's response above correctly, it appears we need 3rd party software to do this, at least that's how I interpret the references to RAT, ServerTools and Botman. I'm not sure what csmm is, so I'll research that in the event it's a console command? Update: I just learned that CSMM is available directly integrated via the highest tier subscription at my server hosting service (7DTD.net), so that's the route I'm taking.
  6. When I visit certain public 7DTD servers, they often display a list of /tp commands I can use while on the server., For example, /tp home, /tp trader, etc. I'm renting a hosted server and would like to set that up for my players. How is this accomplished, is there a good comprehensive guide on this or can someone simply walk me through the steps to implement just this command and I'll extrapolate the rest? Thanks for any insights and suggestions!
  7. I know it wasn't possible in previous playthroughs of mine, hoping they've added that QoL feature?
  8. As a programmer, I'm always reluctant to add more parameters than expected for fear of array overruns, but it's interesting that it worked!
  9. Thanks for all the great suggesitons, guys. After playing Diablo IV for the last couple of weeks, it's extremely refreshing to visit a good community again.
  10. Ah, nice to know, thanks. Although I ultimately shied away from going that far. My group was happy just having 10 pts per skill level and the stock 300% xp modifier. Seems like a very satisfying pace.
  11. I haven't been able to figure out how to use the editing tools, but I suspect I might be able to use them to do what I want. I've created a world and started my game on it. But I don't remember where all the cities and POIs are and I'd like to be able see the entire exposed map, if just for a few seconds so I can locate a good starting location to set up shop. Is there a console command to do this, or a way using the Editing Tools? I need a way that shows the coordinates so I can write them down and head there in game. The more specific and step by step you can be, the better. Thanks for any insights or suggestions!
  12. You change the slider values by going into the XUI_Menus folder, opening the Windows.xml file, and then searching for the THREE locations where the slider values appear. You can search on XPMultiplier to find them. The last 3 entries are something like 175, 300, 600, I forget, but the last 3 I know start with 175. Just change those 3 values to whatever you want. You could for example change them to 600, 2000, 5000, and those values will actually show up in the pregame sliders before every session, as 600%, 2000% and 5000%. It's wild but will really thrown things off if you go too far off the deep end.
  13. The game offers a slider of up to 300% experience, and on our private server we decided that wasn't enough to satisfy everyone's desire to progress at a faster rate, and so I learned how to change the values of the slider to go up to 500 and even 1000%. But users reported that after changing this setting in their game, there was a corresponding increase in the xp needed to reach the next level, effectively wiping out their increased progression. I doesn't matter if you get 1000 times more xp per kill if it takes you 1000 times more xp to level. Is it possible to raise the amount of xp given per award to one of these higher percentages, while simultaneously keeping the existing amounts needed to levell up? Thanks for any insights or suggestions.
  14. Yeah, I tried that and you're right, it takes more time and anyway I'm not big on pet management. I put up with it to get the extra storage early on but not at the cost of my stealth.
  15. Well then so much for carrying a drone around during stealth POIs. Stealth is already touch and go, taking away drones makes it a little less appealing. But honestly, the drone pathing made them pretty wonky to begin with, so I guess no big loss.
  16. "Drone sounds don't affect stealth" Confusing polarity. Does this mean that they now DO affect stealth? Or that they were fixed to NOT affect stealth?
  17. I've started playing around with Treasure hunting and find it's a great way to gain a boatload of ammo, and it's a reasonably fun mini-game. But I'm stuck on what I think is a bug? I'm on a quest to find a treasure and the quest journal shows no distance to the treasure. I look at the entry on the right side of the screen where my quests are tracked, and it states simply "Locate treasure Nearby". But there is no treasure box on my compass, no yellow circle on the ground in view, nothing whatsoever to indicate where in fact my treasure is located, "nearby" or otherwise. My other treasure maps all have a distance listed and even show up on my compass, just not this one that is "nearby". Is this just a bug, or am I missing something?
  18. I'll agree that there's some confusion here, but I'm not sure where it is. You state "The actual game design principle is 'for a given baseline difficulty, increased risk should lead to potentially increased reward". That is a sound game principle, but the critical key is how one interprets those words. What is "increased risk"? And where exactly does it come from? If one chooses to play at a higher difficulty, one should expect that encounters will be more challenging, more likely to fail, and that the chance of dying will be greater, meaning greater risk of failing the quest or losing experience. And with that greater risk, should come greater rewards, all resulting from the choice to play at a higher difficulty. How is your stated principle in conflict with the issue I'm raising?
  19. I didn't say the game was too easy, I said that *I* was finding it too easy and I considered raising the difficulty level. What I learned however is that if you do that, you increase the difficulty without getting any additional reward, which means that all you get by doing that is more challenge. More challenge is not in and of itself my goal, my goal is more fun, and that usually derives from the standard formula: more risk = more reward, i.e., better loot. The disappointment of extra effort without any payoff other than extra challenge was the point of my message. A simple observation (apparently shared by others), no need to complicate it with additional interpretations.
  20. I agree that this is the risk of playing an early access game and playing it intensely. It's a trade off and, personally, I'm glad I made this particular trade. I've often come back to games I've enjoyed and left, to see what's new. And it's most always fun to start over fresh. In that regard, I'm a true believer that the journey is the reward, so maybe I'll move on and come back and re-take the journey when the landscape is new. Meanwhile, this particular journey has been fun as hell and although I'm not at all complaining, I am disappointed in the same way that I am after finishing a great book.
  21. I guess what I take away from the variety of responses here is that it's unknown what if anything will be added in the way of an endgame, and some pessimism at the possibility. But as most of you must be aware, this game is one hell of an accomplishment as is, it's not easy to build what these guys have built, so I give them a LOT of credit for both competence and vision. As developers, they've surely played this game to death and I'm confident that they are very aware of what it feels like to reach the end and experience that "now what" feeling. This is of course in tension with their principal desire to get the thing shipped, and it sure seems like it's close from my perspective, but then A21 seems to present some pretty big changes, so maybe we're just at the start of a new direction. I don't know, but I'm betting that they have some great things in store for us in the future. It's been a long time since I've been as hooked on a game. I didn't mean to suggest that I'm level 300, I'm far from it, I think around 160 or so. But I've got all attributes maxed, all of the perks relevant to this character maxed, and a lot of extra goodies thrown in for good measure. But I am at that "now what" point and trying to decide between rolling a new character/map (again) or just playing on to see how zombies progress into late game. Either that, or go find another game and come back later, after A21 perhaps.
  22. Counter productive? If you raise the risk of dying, it seems intuitive that you should be compensated in some way. In virtually every game the formula is: Greater risk = greater reward. The greater challenge may be sufficient compensation for some, but it's odd actually to not have greater rewards accompany greater risk. Not a showstopper for me, but I find it strange and I have seen videos where streamers continue to play on the default difficulty explicitly because they are not getting rewarded for playing on harder modes, so I'm pretty sure I'm not the only one who's made this observation. @BFT2020 Excellent response, thank you very much for that detailed information!
  23. The bane of so many great games, what to do once you're level capped and fully geared. I'm doing all T5 quests now and I enjoy them, but I'm wondering if there are other plans afoot to add more of an "endgame", more to do?
  24. I've found the game getting too easy so I've started to up the difficulty level to get more challenge. But I have some questions about how this works. 1) It doesn't appear that you get any better rewards from higher difficulties, is that the case? If so, I hope this changes. If you're going to take greater risk, you should get greater rewards. 2) Is stealth affected by this? I have my stealth perks maxed, I'm wearing military armor with mufflers and mobilizers, I'm always in sneak, I used a compound crossbow, yet now in the higher difficulties I seem to wake up more zombies than I ever did before. Coincidence, or is something affected by difficulty level? 3) Any other side effects of raising the difficulty level that I should be aware of? Thanks for any insights or suggestions.
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