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SylenThunder

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Everything posted by SylenThunder

  1. Disable creative mode. This is a feature of Creative Mode. If you have enabled it in your save settings, toggling it with CM in-game won't have much effect.
  2. Read the config file. It's literally described right there. <property name="ZombieFeralSense" value="0" /> <!-- 0-3 (Off, Day, Night, All) -->
  3. It could be a result of the bars not having the light passthrough like the previous custom blocks did. Since they are just shapes now, it could be a missing properly. It most likely isn't an intentional change, and is just the result of the new block system. You can still make the old style iron bars in the forge, and they should still function in the fashion you desire.
  4. Server FPS isn't a framerate. It's not even remotely related. It has to do with CPU clock cycles, and though it has the same acronym, the meaning is completely different. Frags Per Second regards the number of command fragments per second that have been put into the queues in the instance. Some servers like CS:GO want to have this high around 120-160FPS, however other servers like 7 Days are better with it lower. Ideal is 35-40. Above 40 is wasting CPU cycles for the sake of having them. It has no real benefit. Anything between 25 and 40 is acceptable, and when it starts dropping below 25 you know that the system is a bit loaded. Either the CPU isn't able to keep up with the demands, or there is other load somewhere else. (In one situation recently, it was the number of mods and how they were being loaded into RAM. Compressing the mods resolved the issue.)
  5. And the return in crops for points in LoTL has been boosted. It's well balanced currently for a survival game.
  6. Oh we put it on one of our more difficult dedi's, but have a number of QoL mods on it so the only real struggle is fighting the zombies. A short list of the mods is Allocs, CPM, increased stack sizes, more shape selection, quicker crafting, custom buffs for donors, trees respawn & less seeds, custom materials and blocks, increased bloodmoons, Snufkin's zeds plus and vehicles, starter quests and progression changes, and some custom UI mods for server displays. All told we were looking at 51 mods, and it was at the point where if we had more than 3 or 4 people on the server the server FPS went from a reasonable 40 to an abysmal 4. Had 9 people on for a bloodmoon, and saw the server actually go below 1FPS for the first time in 7 years. Did some testing, and found that when we got over 45 mods, that's when the performance started to go downhill. So I pulled an all-nighter and started merging. The largest crutch I noticed was the sheer size of the localization files. I honestly think that is where it was killing the server, and it probably has to do with the way the dedi client loads the mods into memory. Once I patched together the all-in-one, things were peachy again. (Though the change ended up resetting progression because the mod loaded differently, even though there was no actual change to the code being modified in progression. Annoying, but it was an early change so the players didn't lose much at all.)
  7. Not a bug. This is a new feature of Creative Mode.
  8. If you're using CPM, you need to have the modified map.js file. You also need to adjust permissions in cpmcc_permissions.xml. https://github.com/Prisma501/Allocs-Webmap-for-CPM If you aren't using CPM, follow the instructions for that API mod.
  9. Check your drive speed and SMART statistics. Kingstons are already slow, and get abysmally slow as they age. I just recently had to throw out a full array that was only two years old.
  10. IMHO, it's on the low-end, but should be just fine for the supported player count. Recommended to have an SSD for sure though.
  11. First thing I noticed... Loaded world file from different version: 'Alpha 20 (b209)' There have been a few updates since that I would recommend a new world for. Also, the message is correct that the server is not finished loading when you attempt to connect.
  12. No there is not. Simply do as Darklegend222 suggests. Use the client generation tool to make the map. Then copy it over to the servers worlds folder, and replace "RWG" with the name of the world folder.
  13. I'm not entirely sure what you're asking. These are the options currently available in a20. No need to edit anything, just make the map in the client.
  14. In the video options. No offense, but this is where you would normally look for this kind of thing.
  15. You look in your log. It shows when they connect what their ID's are. 2021-12-06T14:35:39 415.445 INF [Auth] PlayerName authorization successful: EntityID=-1, PltfmId='Steam_76561198020012811', CrossId='EOS_00022ca0257f48299275ed258203dd84', OwnerID='<unknown/none>', PlayerName='Shiny Purple People Eater'
  16. 1. Future cross-platform support. Which was openly discussed by the developers long before the update released. 2. Everything was said in the Patch note. You just need to actually read it. Server Administration and Multiplayer To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die. The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.
  17. I'm not aware of a loot progression slider, but the Feral Sense is right there in your game settings....
  18. This issue is pretty common when you enter an incorrect world size for RWG. Values must be in increments of 1024. So an 8k map is not 8000, it's 8192.
  19. It only costs 6 stone to make a new one, so it's not a great loss.
  20. Read the patch notes for each update. It will tell you if a wipe is advised. For the most part though, assume every update requires a wipe. Unstable Experimental is NOT for long-term saves. It is for play testing and reporting bugs.
  21. You will likely need to wipe the server multiple times during experimental, and again when it goes to Stable. This is an unstable build, that is not intended for long-term play. Only opt-in if you intend to do bug testing and reporting.
  22. I believe that it's merged into Wasteland now.
  23. It will probably work, but you're also probably going to have issues due to changes. You are recommended to clean slate for updates during experimental, and for when Stable drops. You may also have to wipe for a .1 or .2 release.
  24. When you update this for a20, would it be possible to also make an all-in-one version. I can understand having the separate modlets, but when you're already running a number of mods adding an additional 20 is enough to push it over the edge and tank server performance. I have one I slapped together for our groups server, but I made a number of other changes to it as well, so it's not really fit for posting.
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