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SylenThunder

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Everything posted by SylenThunder

  1. This actually was an issue once. Had to build fences around your crops. I vote that he's working on a new encumberment system based on weight so that we can only carry enough blocks to build a small cabin, instead of something like a fully detailed version of the titanic.
  2. If that's all you want, you would probably do good with ServerTools. It's free and has the basics. (Not to knock on Botman, it's a good tool too!)
  3. Yep, that's basically it. I posted the detailed steps earlier here. You can add them to Steam too as a non-steam game, and that will give you the full Steam overlay integration.
  4. For your modded clients, just add the argument to your shortcut. For example, here's mine for Darkness Fals.
  5. Yeah, which is using the Workshop. Something that is planned, but not yet implemented. Mods are stored in the steamapps workshop folder, not on your appdata.
  6. Just got mine in the mail today. 2TB even.
  7. It was commonly used from Alpha 16 forward to run multiple versions without corrupting the configs, so it's not a real new concept. I'm just glad that it worked to move the location of the mod folder. Since I've been running clients like this since a13 or a14 it's second nature for me. I've usually got at least three different Alpha versions running, plus additional overhauls. Pretty sure the author for the ModLauncher will have a similar solution to integrate into their tool for people who are less technically inclined.
  8. No idea, but at least I was able to find a solution.
  9. No, their mods will work with however they have them installed.
  10. SUCCESS!! Ok so I tested it, and it worked perfectly. Unfortunately it is again something that some people will not be able to accomplish. (Khaine isn't kidding about people incapable of simply copying files out of a zip into the mod folder. I spent a few hours the other day with someone on the exact same thing.) Step 1 - Copy/rename serverconfig.xml. For this example I am using "a20serverconfig.xml". You want the file different so it isn't reset with an update. Step 2 - Edit the file to replace the following section starting at line 40. <!-- Folder and file locations --> <property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder --> <!-- <property name="UserDataFolder" value="absolute path" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! --> <!-- <property name="SaveGameFolder" value="absolute path" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! --> Your new section will look something like this... <!-- Folder and file locations --> <property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder --> <property name="UserDataFolder" value="D:\SaveGames\a20" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! --> <property name="SaveGameFolder" value="D:\SaveGames\a20\Saves" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! --> Step 3 - Create the folder D:\SaveGames\a20\Mods Step 4 - Go to your Steam Library, Right-click on 7 Days, and choose Properties. Step 5 - Add the following to your launch options. -configfile=a20serverconfig.xml (Again, your file will vary on what you name it. This is the example.) Step 6 - Close the window, and start the game. Now I can just use the config file in each separate folder, and tell the client where to go for all the data. No symlinks required.
  11. Unfortunately, this only helps to move the folder off the C drive and Appdata. We still need to solve the issue of how to run multiple versions of the game with different mod sets. Sure you could write a batch to run before you change versions to re-direct the symlinks, but that's not a great answer either. Going to head out and update my client to test a couple of things.
  12. You can already do this for the non-dedi client. Just set the values in the serverconfig.xml and then start the client with the argument -configfile=serverconfig.xml. I have not tested if this will change the location for the Mods folder though.
  13. That was my initial thought, but the grand majority of Steam games that use the workshop will find the mod folders in \Steam\steamapps\workshop\content\ Again you have the really big issue that Khaine brought up with running multiple versions of the client. I don't want to have Darkness Falls, Ravenhurst, or other mods all mingling together in one loadout. And moving large amounts of data around between playing separate versions is not a reasonable ask either.
  14. Just back them up to another location.
  15. I usually pick one with a few dense cities spread out, with a fair amount of open space for players to build in.
  16. Pretty positive all of them work server-side only. They are just xml edits.
  17. Check that you don't have CG-NAT. That has been a really common issue the past couple of years.
  18. I'm pretty sure it's just done as an API call to the server. Similar to how the information for the server is gathered for the Steam server listing. Since it's a valid request, the server spends the resources to collect and send the information. If you have a small amount of bandwidth it would fill the network tunnel like a DDoS attack. It's more closely like a SYN flood attack than a DDoS in that it mostly relies on crippling the server's ability to process data rather than just filling the pipe. I do happen to have a few samples of what one of these attacks looks like in the server log. That's just one section of a series. Prior to that occurring you would not really see anything much outside of players dropping connection regularly. This has been in my list of things to collect and report in detail internally for almost a month, but sometimes life just throws you a bunch of lemons.
  19. Like the diamonds, this was also a new feature in Alpha 15. You can flip a coin as to whether it's on the console version though. The Console game is Alpha 14.7 with some tidbits of Alpha 15.
  20. In my defense, the only Mac I own is an old 512k.
  21. Sadly, it'll probably be a couple of weeks even with expedited shipping. Cost me $36 to send it to them FedEx 2-day air, however their cost for expedited shipping is insane. 2-day air was something like $125. I'm afraid to even look at what they would charge me for expedited return shipping. Anyway, be aware when your PSU starts to show signs of issues. It can quickly cause issues with other components. The sporadic issue I spent a week tracking down ended up killing a quite expensive part. I paid $280 for this originally, but if I had to replace it now, it's $400.
  22. There is an issue with the current version of Unity and Mac PC's. Especially the ones with the new CPU's. You are advised to run it via Rosetta. (I'm pretty sure this is listed in the Patch notes also.)
  23. Logs and details on your setup would be quite useful.
  24. It's always sold out. And when it's actually in stock, I can't spare the coin to buy it. It's like my nemesis or something.
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