Jump to content

supermumu

Members
  • Posts

    11
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

supermumu's Achievements

Refugee

Refugee (1/15)

1

Reputation

  1. Dear @Jugginator, but there must be differences in these game modes. And because this was a very old Post from 2014 maybe some of these game modes dont exist anymore. Where can i read about this game modes?
  2. So i found in the internet following Game Mode value setting: <property name="GameMode" value="GameModeSurvivalMP"/> (was in my config. LCB dont worked) GameModeSurvivalPvP GameModeSurvival (LCB work, and other player can join the hosted server, but i dont know if PvP is enabled now) GameModeDeathmatch GameModeZombieHorde 1. Can you tell me if there are any changes in the values, because this was an very old post? 2. Now i have my config with GameModeSurvival, can i still play PVP? 3. What Value do i have to put in Game mode so that i can play PvP and have LCB active? 4. Are there any new game modes? Thanks in advance!
  3. dear @meganoth that was the problem, i deleted the "MP" from the GameModeSurvival and now the LCBs works as designed. So 4players.de installs a config with a wrong parameter causes the LCBs not to work. Thank you very very much for your help. I will contact the provider tomorrow so they can fix their configs. Cheers Kai
  4. Is there a difference in the config between a hosted server at ex 4players.de and a dedicated local server?! Because on the dedicated it works and on the hosted it dont ?!?!?!
  5. @meganoth Dear Meganoth, i think it is a problem of the configuration from the server hoster 4players.de because we started a new Multiplayer Game at our local game clients, and there with the standard settings the land claim block works exactly as it should be. We also tried a standard configuration of a dedicated server at 4players.de and there we have the bug at point of start without changing anything in the serverconfig.xml When i compare the settings in the local game client when opening a multiplayer game on my own computer with the dedicated server at 4players.de, there are exactly the same standard settings for the landclaim block. So maybe they have a wrong command name in land claim settings maybe? So i strongly think 4players.de have some bug in their serversettings.xml or some other config when they install a dedicated server for the customer. I am already in contact with them and i hope they will find the problem. Maybe you can take a look in the serverconfig.xml if you can find any bugs of commands in the config ? We did not change any of the comannd names by the way. <?xml version="1.0"?> <ServerSettings> <!-- GENERAL SERVER SETTINGS --> <!-- Server representation --> <property name="ServerName" value="4Netplayers 7 Days to Die Server Merry Christmas fresh start"/> <!-- Whatever you want the name of the server to be. --> <property name="ServerDescription" value="Willkommen bei 4Netplayers"/> <!-- Whatever you want the server description to be, will be shown in the server browser. --> <property name="ServerWebsiteURL" value="http://www.4netplayers.de"/> <!-- Website URL for the server, will be shown in the serverbrowser as a clickable link --> <property name="ServerPassword" value=""/> <!-- Password to gain entry to the server --> <property name="ServerLoginConfirmationText" value="" /> <!-- If set the user will see the message during joining the server and has to confirm it before continuing. For more complex changes to this window you can change the "serverjoinrulesdialog" window in XUi --> <!-- Networking --> <property name="ServerPort" value="22500"/> <!-- Port you want the server to listen on. Keep it in the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN server. --> <property name="ServerVisibility" value="2"/> <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. --> <property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly --> <property name="ServerMaxWorldTransferSpeedKiBs" value="512"/> <!-- Maximum (!) speed in kiB/s the world is transferred at to a client on first connect if it does not have the world yet. Maximum is about 1300 kiB/s, even if you set a higher value. --> <!-- Slots --> <property name="ServerMaxPlayerCount" value="12"/> <!-- Maximum Concurrent Players --> <property name="ServerReservedSlots" value="0"/> <!-- Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level --> <property name="ServerReservedSlotsPermission" value="100"/> <!-- Required permission level to use reserved slots above --> <property name="ServerAdminSlots" value="0"/> <!-- This many admins can still join even if the server has reached MaxPlayerCount --> <property name="ServerAdminSlotsPermission" value="0"/> <!-- Required permission level to use the admin slots above --> <!-- Admin interfaces --> <property name="ControlPanelEnabled" value="true"/> <!-- Enable/Disable the web control panel --> <property name="ControlPanelPort" value="22520"/> <!-- Port of the control panel webpage --> <property name="ControlPanelPassword" value="XXXXXXXX"/> <!-- Password to gain entry to the control panel --> <property name="TelnetEnabled" value="true"/> <!-- Enable/Disable the telnet --> <property name="TelnetPort" value="22530"/> <!-- Port of the telnet server --> <property name="TelnetPassword" value="XXXXXXXXX"/> <!-- Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface --> <property name="TelnetFailedLoginLimit" value="10"/> <!-- After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface --> <property name="TelnetFailedLoginsBlocktime" value="10"/> <!-- How long will the block persist (in seconds) --> <property name="TerminalWindowEnabled" value="true"/> <!-- Show a terminal window for log output / command input (Windows only) --> <!-- Folder and file locations --> <property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder --> <property name="UserDataFolder" value="/var/gameserver/server/889327/worlds/" /> <!-- 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="/var/gameserver/server/889327/worlds/" /> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! --> <!-- Other technical settings --> <property name="EACEnabled" value="true"/> <!-- Enables/Disables EasyAntiCheat --> <property name="HideCommandExecutionLog" value="0"/> <!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything --> <property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <!-- Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m²). Default 131072 means max 32 km² can be uncovered at any time --> <property name="PersistentPlayerProfiles" value="false" /> <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with --> <!-- GAMEPLAY --> <!-- World --> <property name="GameWorld" value="PREGEN8k"/> <!-- "RWG" (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with e.g. "Navezgane", "PREGEN6k", "PREGEN8k", "PREGEN10k", ...) --> <property name="WorldGenSeed" value="asdf"/> <!-- If RWG this is the seed for the generation of the new world. If a world with the resulting name already exists it will simply load it --> <property name="WorldGenSize" value="8192"/> <!-- If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be a multiple of 2048 between 2048 and 16384, though large map sizes will take long to generate / download / load --> <property name="GameName" value="World"/> <!-- Whatever you want the game name to be. This affects the save game name as well as the seed used when placing decoration (trees etc) in the world. It does not control the generic layout of the world if creating an RWG world --> <property name="GameMode" value="GameModeSurvivalMP"/> <!-- GameModeSurvival --> <!-- Difficulty --> <property name="GameDifficulty" value="5"/> <!-- 0 - 5, 0=easiest, 5=hardest --> <property name="BlockDamagePlayer" value="100" /> <!-- How much damage do players to blocks (percentage in whole numbers) --> <property name="BlockDamageAI" value="100" /> <!-- How much damage do AIs to blocks (percentage in whole numbers) --> <property name="BlockDamageAIBM" value="100" /> <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) --> <property name="XPMultiplier" value="100" /> <!-- XP gain multiplier (percentage in whole numbers) --> <property name="PlayerSafeZoneLevel" value="5" /> <!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned --> <property name="PlayerSafeZoneHours" value="5" /> <!-- Hours in world time this safe zone exists --> <!-- --> <property name="BuildCreate" value="false" /> <!-- cheat mode on/off --> <property name="DayNightLength" value="50" /> <!-- real time minutes per in game day: 60 minutes --> <property name="DayLightLength" value="18" /> <!-- in game hours the sun shines per day: 18 hours day light per in game day --> <property name="DropOnDeath" value="1" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all --> <property name="DropOnQuit" value="0" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only --> <property name="BedrollDeadZoneSize" value="15" /> <!-- Size (box "radius", so a box with 2 times the given value for each side's length) of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. --> <property name="BedrollExpiryTime" value="45" /> <!-- Number of days a bedroll stays active after owner was last online --> <!-- Performance related --> <property name="MaxSpawnedZombies" value="60" /> <!-- This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. --> <property name="MaxSpawnedAnimals" value="50" /> <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. --> <property name="ServerMaxAllowedViewDistance" value="12" /> <!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. --> <!-- Zombie settings --> <property name="EnemySpawnMode" value="true" /> <!-- Enable/Disable enemy spawning --> <property name="EnemyDifficulty" value="0" /> <!-- 0 = Normal, 1 = Feral --> <property name="ZombieFeralSense" value="3" /> <!-- 0-3 (Off, Day, Night, All) --> <property name="ZombieMove" value="0" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieMoveNight" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieFeralMove" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="ZombieBMMove" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) --> <property name="BloodMoonFrequency" value="7" /> <!-- What frequency (in days) should a blood moon take place. Set to "0" for no blood moons --> <property name="BloodMoonRange" value="0" /> <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency --> <property name="BloodMoonWarning" value="8" /> <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show. --> <property name="BloodMoonEnemyCount" value="24" /> <!-- This is the number of zombies that can be alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however, MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. --> <!-- Loot --> <property name="LootAbundance" value="100" /> <!-- percentage in whole numbers --> <property name="LootRespawnDays" value="30" /> <!-- days in whole numbers --> <property name="AirDropFrequency" value="72"/> <!-- How often airdrop occur in game-hours, 0 == never --> <property name="AirDropMarker" value="false"/> <!-- Sets if a marker is added to map/compass for air drops. --> <!-- Multiplayer --> <property name="PartySharedKillRange" value="100"/> <!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. --> <property name="PlayerKillingMode" value="3" /> <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) --> <!-- Land claim options --> <property name="LandClaimCount" value="1"/> <!-- Maximum allowed land claims per player. --> <property name="LandClaimSize" value="41"/> <!-- Size in blocks that is protected by a keystone --> <property name="LandClaimDeadZone" value="31"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) --> <property name="LandClaimExpiryTime" value="7"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected --> <property name="LandClaimDecayMode" value="2"/> <!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. --> <property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDelay" value="0"/> <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 --> <property name="DynamicMeshEnabled" value="false"/> <!-- Is Dynamic Mesh system enabled --> <property name="DynamicMeshLandClaimOnly" value="false"/> <!-- Is Dynamic Mesh system only active in player LCB areas --> <property name="DynamicMeshLandClaimBuffer" value="3"/> <!-- Dynamic Mesh LCB chunk radius --> <property name="DynamicMeshMaxItemCache" value="3"/> <!-- How many items can be processed concurrently, higher values use more RAM --> <property name="TwitchServerPermission" value="90"/> <!-- Required permission level to use twitch integration on the server --> <property name="TwitchBloodMoonAllowed" value="false"/> <!-- If the server allows twitch actions during a blood moon. This could cause server lag with extra zombies being spawned during blood moon. --> <!-- There are several game settings that you cannot change when starting a new game. You can use console commands to change at least some of them ingame. setgamepref BedrollDeadZoneSize 30 --> </ServerSettings>
  6. Dear @meganoth, this is the closest i can place the LCB next to a trader, but this doesnt depend to a LCB only. Its for all blocks i guess. I am little sad that the LCBs in our dedicated server wont work 😞 we played already so many hours to find out that something with the LCBs is bugged. Any other hints?
  7. Dear @meganoth indeed, i didnt knew what odd number mean. But now i know (sry i am german and this was not in my vocabulary) I immediately shut down the dedicated server on 4players.de and edited the serverconfig.xml and set the land claim block size to 41 and started the server. Problem still occurs 😞 We are even able to place the LCBs from forreign players side by side. This must also not be possible because i have LandClaimDeadZone at 31 fields This is my actual config below land claim: <!-- Land claim options --> <property name="LandClaimCount" value="2"/> <!-- Maximum allowed land claims per player. --> <property name="LandClaimSize" value="41"/> <!-- Size in blocks that is protected by a keystone --> <property name="LandClaimDeadZone" value="31"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) --> <property name="LandClaimExpiryTime" value="7"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected --> <property name="LandClaimDecayMode" value="2"/> <!- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. --> <property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDelay" value="0"/> <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 --> <property name="DynamicMeshEnabled" value="false"/> <!-- Is Dynamic Mesh system enabled --> <property name="DynamicMeshLandClaimOnly" value="false"/> <!-- Is Dynamic Mesh system only active in player LCB areas --> <property name="DynamicMeshLandClaimBuffer" value="3"/> <!-- Dynamic Mesh LCB chunk radius --> <property name="DynamicMeshMaxItemCache" value="3"/> <!-- How many items can be processed concurrently, higher values use more RAM --> <property name="TwitchServerPermission" value="90"/> <!-- Required permission level to use twitch integration on the server --> <property name="TwitchBloodMoonAllowed" value="false"/> <!-- If the server allows twitch actions during a blood moon. This could cause server lag with extra zombies being spawned during blood moon. -->
  8. So can anyone can help me how to set up a dedicated server with at least some sort of Land Claim ?! What do i have to enter so it will work at least?
  9. @SylenThunderwhat do you mean? Can you explain a little more detailed? I am not an expert in the server settings. @BeelzybubAll Settings are picked from this file, the rest of the settings are taken as well from this file
  10. Dear Community, i have a problem regarding the land claim blog options on my dedicated server hosted by 4players.de . Whatever i do in the serverconfig.xml the LCB is not doing his job. You can place LCB from different players (not allys) side by side LCB also dont have affect to structure hitpoints, so enemy players can raid your base easy LCB is complete useless on my server and i dont know why?! Do we have a bug with the LCB? The server is running vanilla and no mods. It is the official latest stable version. My config is like this: <!-- Land claim options --> <property name="LandClaimCount" value="2"/> <!-- Maximum allowed land claims per player. --> <property name="LandClaimSize" value="50"/> <!-- Size in blocks that is protected by a keystone --> <property name="LandClaimDeadZone" value="50"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) --> <property name="LandClaimExpiryTime" value="7"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected --> <property name="LandClaimDecayMode" value="2"/> <!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. --> <property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x --> <property name="LandClaimOfflineDelay" value="0"/> <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 --> I copied the part of the config out of my serverconfig.xml It would be nice if you can help me. Cheers and happy new year
×
×
  • Create New...