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Zipcore

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Zipcore last won the day on January 5 2023

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  1. I hope this includes escaping all other xml relevant chars like <>/, there are also some utf8mb4 ones which can cause weird issues on the server. It is not escaped in the severadmin.xml and player.xml too.
  2. Totally with the above post. All I know is that it seems to corrupt the player .ttp when the player disconnects or sometimes even with new players on the server. They become stuck at creating player with no errors in the logs and only a backup or deletion of the .ttp file helps.
  3. Since there is a global zombie limit this is not really a bug. But I valued it as one since it's one of the most frustrating things in this game when you and your friends can't do quests at the same time at different locations. Here is how is solved this "bug" by adding a simple new setting to the game: A 2nd zombie limit for zombies spawned by chunks/biomes, heatmap etc. This drastically improved spawning rates of sleepers when doing a quest and my friends complained a lot less, also ignoring the bedroll inside check for being able to start a quest made questing much more smoothly.
  4. While the fun pimps work on it here is a server-side hotfix I made for dedicated servers. Since I reported this bug somewhere else already I will not go into detail about this, beside that it's unclear if it fully fixes the issue or just symptoms, however I got a lot of feedback already that it's working. DL: https://cdn.discordapp.com/attachments/406072882041716746/1132005497143316671/A21ZombieFix.zip
  5. Well to be honest, some servers would like to disable this feature. But fine I will revive my bed-fix mod from the last time player spawns could not be trusted due to bugs. But clearly a quality loss of this feature is forced.
  6. Wait does that mean we will have no option to disable this feature? It would be really appreciated if that setting would be fixed and not force us all to allow that feature on servers.
  7. Summary: When setting AllowSpawnNearBackpack to false inside the serverconfig.xml it has no effect. Game Version: A21 b317 Pastebin: https://pastebin.com/fdBbvuWy Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC: on Status: NEW Bug description: When setting AllowSpawnNearBackpack to false inside the serverconfig.xml it has no effect and still does players spawn near their backpack when they died. A quick look at the source code revealed that the setting is not fully implemented and never checked if set to true or false. There is no way to disable the spawn near backpack option.
  8. - I was never talking about huge efforts. And yes mods are there for changing such things, but currently there is nothing in the game which allows us to change this using xml mods. - Easy to get resources is just a manner of your serversettings, if you set the loot respawn time low and don't have high loot abanuance (which does not affect the harvest rates) - True realism is not really needed - TFP state already that they like to support more players in future (when doesn't really matter just that they want to) - Progression meight not be the best word to describe that, but it's more like a cycle which gives more reasoning to looting/crafting/trading - That is up to the server owner if they like to let players craft level 6 items or not. - It makes it more rewarding when you find another good weapon which maybe has 0.1 less on some stats which would be trash without this. - Which is why I'm suggesting them this? The solution is simple to implement, solves the issue, still allows no repair and is purely option and gives modders much more freedom, whats wrong with that? - I don't see how this is an argument here. I'm fully aware of no guarantee given for anything ebside the things listed in the main post of this thread, which is totally fine. They had a similar system once in the game which was complex and made items loose quality on repair. I totally understand why they got rid of this system, but they didn't replace it, they just removed it. Just because you don't want this feature doesn't mean that it's bad or not worth the effort (which is really not much since I could code that myself into the game as a client side mod and know what it takes), having this as a xml only version so it can be used as a server-side mod would be much better. Not everyone likes to play this game with high loot, looting the same cities over and over again when the map has more to offer and don't want to stop the game when they have good equipment which can be barel improved which makes looting less rewarding since you only do that for raw resources and then wipe the server or wait for the next alpha because you had a fast playthru in a game which doesn't need an real final ending like minecraft for example.
  9. I just want that they add it at some point. Such things need to be smoothed out so they are not just a half baked thing which disappoints the players. And it's a lot of work to get this type of thing done right. they have their reasons to delay this feature for soooo long.
  10. It would ... - encourage players to explore more and find new resources, as they would need to constantly search for materials to repair their equipment. Make use of custom prefabs or even custom maps, special zones using mods can help a lot to make it fun to explore. - make resource management more important, as players would have to carefully consider how they use their repair kits and other resources. - encourage players to trade more with other players, to get tools, weapons they had no luck to find (level 6) or crafted with really good random stats. - add a sense of realism to the game, as in real life, equipment wears down and needs to be replaced eventually. - add a level of strategy to the game, as players would have to carefully plan and manage their use of equipment in order to make sure it lasts as long as possible. - add a sense of progression to the game, as players would have to constantly upgrade their equipment as it wears down. - encourage players to craft more, as they would need to constantly make new equipment to replace the old. - make the game more challenging and rewarding, as players would have to constantly adapt to their equipment breaking and finding new ways to overcome obstacles without it. - allow to balance highend tools/weapons, like finding legendary items which are worn out faster so they can be repaired very limited but maybe have high durability But you are totally right when you play pure vanilla with some friends with meight not be the issue solver and other things would have to be done first. But there are plenty of servers using server-side only mods which could profit a lot by this simple addition which could be 100% optional but gives modders a very handy way of balancing.
  11. But you still need to give players a reason to craft the parts. Without any mods the parts of weapons and tools are one of the most useless item category currently in the game.
  12. One thing is to have slower loot progression another is maintaining your gear once you reached the late game. Those are two totally different things. The new system will probably be good to have a better progression in early and mid game. I'm talking about the late game where players stick to the very same equipment over a very long time. Beside of that my suggestion is simple and can solve a lot of issues with OP tools/weapons. Additionally this would open a lot of doors for modders.
  13. 🤠 With the new repair system for vehicles do we see changes to the repair system in general or is this vehicles only? For a long time I have a huge issue with the current system and it is one of the bigger reasons why players lose itnerest in this game after a while. But I may have a solution for you which is very easy to implement and has huge potential without the need to 600 quality levels again. - The Issue - There is no replacement for the quality loss on repair system: - Players don't need to keep looted weapons anymore (only for selling a bit) - Players don't craft tools/weapons anymore - Late game is affected most by this - Solution - Add a simple repair counter to items. Add a simple property to set the repair effectiveness multiplier by the repair counter. Maybe even a mode you can set per item which allows linear or exponential effectiveness loss but thats just an extra I guess.
  14. https://community.7daystodie.com/a20-bug-database/confirmed/powerdat-overwritten-with-empty-file-when-server-is-shutting-down-during-restart-r605/
  15. Maybe we should stick to one thread only: Here are already logs/details added.
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