ocbMaurice Posted October 25, 2021 Share Posted October 25, 2021 (edited) Introducing a Claim Auto Repair Block to ease the chore to clean up after horde night. Do you also hate to have to look around your base after every horde-night to repair what has been broken by the Zeds? Don't worry anymore, here comes the Claim Auto Repair Mod. Nexus: https://www.nexusmods.com/7daystodie/mods/1705 GitHub: https://github.com/OCB7D2D/ClaimAutoRepair (A20) All releases can be found at GitHub: https://github.com/OCB7D2D/ClaimAutoRepair/releases Multiplayer Bugfix Release - 21. May 2022 Fix issue not reporting missing land claim Improve multiplayer support for new features Undead Legacy Release - 18. May 2022 Added compatibility with Undead Legacy out of the box, e.g. no further compatibility patches are needed. But you will need to make sure that this mod loads after the regular Undead Legacy mods. You can e.g. accomplish this simply by renaming the folder to `ZClaimAutoRepair`. Fix issue with outline not moving fast enough Fix high CPU usage (left dev mode on in 0.7.3) Add compatibility (recipes etc.) for Undead Legacy Also chat about missing land claim block Update 6. May 2022 Improved visual/textual feedback and added translations: Shows red outline if land claim is found missing Shows orange outline if repair materials missing Progresses outline from yellow to green on repair Chats you about last missing material when opened Add Simplified Chinese Translations (thx future93) Automated deployment and release packaging Expose repair speed factor to block xml config Update 28. Dez. 2021 Made repair speed configurable via block xml (finding speed still hardcoded) Important Update 9. Dez. 2021 I've finished porting this mod over to A20 (current latest version 0.7.0) which makes this harmony mod now standalone and working out of the box with 7D2D A20 🎉🥳 Increased repair speed by factor 2.6 Decreased storage size for UI real-estate Module Description The Block is based on a storage chest, as you need to put the necessary repair materials into it. It will randomly check blocks in its perimeter if they need repair and if the required materials are in storage. If both requirements are met, the block will start to be repaired. This will take some time and the repair sound will be played while repair is undergoing. If the block is damaged during that process, the whole repair will be aborted. Also only blocks that are within a claim you belong to (e.g. can pickup items) are repaired. So far the UI is really just the standard storage chest, and no further information about which block is being repaired etc. is displayed. Only some sounds will play according to what is happening. For me that is probably enough, although I don't know if the sounds might be too annoying after some time. Feel free to open a pull request on GitHub if you have any improvements in that direction Also multiplayer hasn't really been tested yet, but should work (tm). I've developed and tested this Mod against version a20.b218. All the best and good zombie hunting! Edited May 21, 2022 by ocbMaurice A20 Update (see edit history) 2 Link to comment Share on other sites More sharing options...
Guppycur Posted October 25, 2021 Share Posted October 25, 2021 Very nice; since you're already adding custom assets, have you considered adding in I dunno, some sort of robotic arm that comes up out of the box and shoots rays or something all around? Just for the effect? Link to comment Share on other sites More sharing options...
ocbMaurice Posted October 25, 2021 Author Share Posted October 25, 2021 Yes, thought about it. Ideally I would have wanted something like the new drones that seem to be coming in a20. But that would be quite a substantial amount of work (I might revisit this decision once a20 is out). Not sure if lasers would be the right effect though. What I wanted to explore is the possibility to add like a 1x1x1 bounding box around the position being repaired. Also note that I was able to keep this mod harmony only and I would ideally like to keep it that way. But since the code is on GitHub, everybody is welcome to improve up on it Link to comment Share on other sites More sharing options...
LittleMonstersTV Posted October 25, 2021 Share Posted October 25, 2021 Nicely done and great idea! The drone mesh is currently in A19 - if you could make it look a little different have it moving around that would be pretty cool. Link to comment Share on other sites More sharing options...
ocbMaurice Posted October 25, 2021 Author Share Posted October 25, 2021 (edited) Not sure I really want to go down the path-finding and AI rabbit hole TBH I believe something with LandClaim bounds would already improve this quite a bit, e.g: Need to check a bit more that I don't leak memory, but will probably push this code soon. Edited October 25, 2021 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
ocbMaurice Posted October 26, 2021 Author Share Posted October 26, 2021 (edited) Updated and tested the code a bit more in multiplayer. - Boundary indicating what is repaired is now broadcasted to all players - If inventory is accessed by one player, the repair should correctly be reset - Inventory will only consume until one item is left (per material) in order to ease the fill-up process (so you know what resources you've put in before and need refilling). Open points and further improvements: - Enable block to be picked up again (volunteers?) - Only show repair bounds to allies? - Ditch `isAccessed` reset and just check on full repair if resources are available Would allow users to watch the inventory while repairs are being done. Unsure about implications in regard of stuff being currently dragged & dropped. - Only allow one instance (active) per player like land claim blocks? - Add a more fancy model (with animations). - Add on/off toggle. Edited October 26, 2021 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted October 26, 2021 Share Posted October 26, 2021 Yeh lasers wasn't really what I was thinking, ever play total annihilation? These little... Things... Would come out of the repair bots. I dunno, drones would require being able to go around objects unless you just had a no collider animation play but then you'd see them phase through blocks... So yeh, lasers. But not. Link to comment Share on other sites More sharing options...
ocbMaurice Posted October 27, 2021 Author Share Posted October 27, 2021 Another small update today: - Added on/off toggle - Added delayed pick-up - Fixed block claim restriction Note that this change breaks save files with older version of this block in it since we now also persist if the tile is turned on or off. Link to comment Share on other sites More sharing options...
TK1993 Posted November 27, 2021 Share Posted November 27, 2021 On 10/25/2021 at 6:17 AM, ocbMaurice said: Introducing a Claim Auto Repair Block to ease the chore to clean up after horde night. Do you also hate to have to look around your base after every horde-night to repair what has been broken by the Zeds? Don't worry anymore, here comes the Claim Auto Repair Mod. https://github.com/OCB7D2D/ClaimAutoRepair (DMT/Harmony) The Block is based on a storage chest, as you need to put the necessary repair materials into it. It will randomly check blocks in its perimeter if they need repair and if the required materials are in storage. If both requirements are met, the block will start to be repaired. This will take some time and the repair sound will be played while repair is undergoing. If the block is damaged during that process, the whole repair will be aborted. Also only blocks that are within a claim you belong to (e.g. can pickup items) are repaired. So far the UI is really just the standard storage chest, and no further information about which block is being repaired etc. is displayed. Only some sounds will play according to what is happening. For me that is probably enough, although I don't know if the sounds might be too annoying after some time. Feel free to open a pull request on GitHub if you have any improvements in that direction Also multiplayer hasn't really been tested yet, but should work (tm). I've developed and tested this Mod against version a19.6b8. All the best and good zombie hunting! After several hours of trying, I finally understood how to do it with the dmt modding tool and I have to say even if I haven't been able to use / test the mod properly, I am still very enthusiastic about the mod because as it is, the repair is already done after the hordes night is really annoying. therefore thank you 1000 times Link to comment Share on other sites More sharing options...
xyth Posted November 27, 2021 Share Posted November 27, 2021 At some point during A20, Id let to get with you and port this functionality over to an NPC character that would animate the actual repair process. No rush, but it would make for a nice AI task. 1 Link to comment Share on other sites More sharing options...
ocbMaurice Posted November 27, 2021 Author Share Posted November 27, 2021 @xyth Having an NPC doing the repairs would certainly be a cool idea.@TK1993 Thx to SphereII my mods are also available via 7D2DModLauncher since a few days. Link to comment Share on other sites More sharing options...
Fallenor Posted December 5, 2021 Share Posted December 5, 2021 @ocbMaurice Is there a reason as to why it's incredibly slow to start repairing stuff, and then takes forever to actually repair the blocks? Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 7, 2021 Author Share Posted December 7, 2021 (edited) Main reason is that I didn't want it to be overpowered, it should repair your claim within 7 days, that's somewhat the goal. Finding blocks is random, so I don't want to check too many block per frame to avoid frame drops. Otherwise it's kinda open for discussion and I could probably make some settings configurable via config xml. Edited December 7, 2021 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 9, 2021 Author Share Posted December 9, 2021 I've updated the top post since I've finished porting this mod to A20 🥳 This means we no longer require DMT and work out of the box with A20 🚀 Link to comment Share on other sites More sharing options...
elektrohund Posted December 10, 2021 Share Posted December 10, 2021 This mod is a like a dream come true, but I can't wrap my head around how to actually get it installed. I reckon I need to compile it somehow? Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 10, 2021 Author Share Posted December 10, 2021 Since A20 you install it like any other mod, just copy the content into the `Mods` folder (at least on windows, that is)... Link to comment Share on other sites More sharing options...
cookie1996 Posted December 10, 2021 Share Posted December 10, 2021 just wanted to say thank you so much for taking the time to make this mod. My wife and i love this game but its hard to keep her engaged when after every horde we spend the next 2 days playing cleanup. Thanks again i really appreciate it. quick question though, i understand the balance to this mod but in the case that i wanted to increase the repair rate what would i have to edit? of course with understanding it could hamper fps Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 10, 2021 Author Share Posted December 10, 2021 (edited) Although pretty much everything is document in the readme, there are two main factors. 1) How a block to be repaired is found is random (it just looks randomly for x blocks per tick). 2) The actual repair speed when a block is acquired (e.g. how long it takes to repair 8k damage). Both factors are hard-coded and can only be changed in code (and would therefore need recompilation)... Edited December 10, 2021 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
cookie1996 Posted December 10, 2021 Share Posted December 10, 2021 44 minutes ago, ocbMaurice said: Although pretty much everything is document in the readme, there are two main factors. 1) How a block to be repaired is found is random (it just looks randomly for x blocks per tick). 2) The actual repair speed when a block is acquired (e.g. how long it takes to repair 8k damage). Both factors are hard-coded and can only be changed in code (and would therefore need recompilation)... ooh okay. thanks for the reply. i shouldve read the readme. ill just craft multiple! Link to comment Share on other sites More sharing options...
TK1993 Posted December 11, 2021 Share Posted December 11, 2021 On 10/25/2021 at 6:17 AM, ocbMaurice said: Introducing a Claim Auto Repair Block to ease the chore to clean up after horde night. Do you also hate to have to look around your base after every horde-night to repair what has been broken by the Zeds? Don't worry anymore, here comes the Claim Auto Repair Mod. https://github.com/OCB7D2D/ClaimAutoRepair (A20) All releases can be found at GitHub: https://github.com/OCB7D2D/ClaimAutoRepair/tags Download v0.7.0 (zip): https://github.com/OCB7D2D/ClaimAutoRepair/archive/refs/tags/0.7.0.zip Download v0.7.0 (tar.gz): https://github.com/OCB7D2D/ClaimAutoRepair/archive/refs/tags/0.7.0.tar.gz Important Update 9. Dez. 2021 I've finished porting this mod over to A20 (current latest version 0.7.0) which makes this harmony mod now standalone and working out of the box with 7D2D A20 🎉🥳 Increased repair speed by factor 2.6 Decreased storage size for UI real-estate Module Description The Block is based on a storage chest, as you need to put the necessary repair materials into it. It will randomly check blocks in its perimeter if they need repair and if the required materials are in storage. If both requirements are met, the block will start to be repaired. This will take some time and the repair sound will be played while repair is undergoing. If the block is damaged during that process, the whole repair will be aborted. Also only blocks that are within a claim you belong to (e.g. can pickup items) are repaired. So far the UI is really just the standard storage chest, and no further information about which block is being repaired etc. is displayed. Only some sounds will play according to what is happening. For me that is probably enough, although I don't know if the sounds might be too annoying after some time. Feel free to open a pull request on GitHub if you have any improvements in that direction Also multiplayer hasn't really been tested yet, but should work (tm). I've developed and tested this Mod against version a20.b218. All the best and good zombie hunting! 2021-12-11T05:42:19 10.736 ERR XML loader: Loading and parsing 'blocks.xml' failed 2021-12-11T05:42:19 10.736 EXC Class 'BlockClaimAutoRepair, Harmony-ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair! Exception: Class 'BlockClaimAutoRepair, Harmony-ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair! at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x002a6] in <04dadecddd574642a95f4f1ad2dc6444>:0 Here is the log file: Spoiler Mono path[0] = '/home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Managed' Mono config path = '/home/s1430775/7daystodie_linux/7DaysToDieServer_Data/MonoBleedingEdge/etc' Preloaded 'libMagick.so' Preloaded 'libeac_server.so' Preloaded 'libeasyanticheat.so' Preloaded 'libgetrss.so' Preloaded 'libsteam_api.so' Preloaded 'steamclient.so' Unable to preload the following plugins: libMouseLib.so Initialize engine version: 2019.2.17f1 (8e603399ca02) [XR] Discovering subsystems at path /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/UnitySubsystems Forcing GfxDevice: Null GfxDevice: creating device client; threaded=0 NullGfxDevice: Version: NULL 1.0 [1.0] Renderer: Null Device Vendor: Unity Technologies Begin MonoManager ReloadAssembly - Completed reload, in 0.068 seconds UnloadTime: 0.715300 ms 2021-12-11T05:42:08 0.001 INF [GSM] Singleton Initialized... 2021-12-11T05:42:08 0.069 INF Awake IsFocused: True 2021-12-11T05:42:08 0.069 INF Awake 2021-12-11T05:42:08 0.226 INF Version: Alpha 19.6 (b8) Compatibility Version: Alpha 19.6, Build: Linux 64 Bit 2021-12-11T05:42:08 0.226 INF System information: 2021-12-11T05:42:08 0.260 INF OS: Linux 5.4 Ubuntu 20.04 64bit 2021-12-11T05:42:08 0.262 INF CPU: AMD Ryzen 7 PRO 1700X Eight-Core Processor (cores: 16) 2021-12-11T05:42:08 0.263 INF RAM: 32131 MB 2021-12-11T05:42:08 0.263 INF GPU: Null Device (128 MB) 2021-12-11T05:42:08 0.265 INF Graphics API: NULL 1.0 [1.0] (shader level 3.0) 2021-12-11T05:42:08 0.283 INF Last played version: Alpha 19.6 2021-12-11T05:42:08 0.284 INF Local UTC offset: 0 hours 2021-12-11T05:42:08 0.292 INF Command line arguments: ./7DaysToDieServer.x86_64 -nographics -batchmode -configfile=serverconfig.xml -dedicated -logFile log.txt 2021-12-11T05:42:08 0.294 INF Parsing server configfile: /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/../serverconfig.xml 2021-12-11T05:42:08 0.362 INF Parsing server configfile successfully completed 2021-12-11T05:42:08 0.362 INF Starting dedicated server level=North Kowomi Mountains game name=Die Chaoten 2021-12-11T05:42:08 0.363 INF Maximum allowed players: 10 2021-12-11T05:42:08 0.363 INF Game mode: GameModeSurvival 2021-12-11T05:42:08 0.363 INF Dedicated server only build 2021-12-11T05:42:08 0.364 INF Not running in Big Picture Mode, no on-screen keyboard available 2021-12-11T05:42:08 0.364 INF Starting PlayerInputManager... 2021-12-11T05:42:08 0.597 INF InControl (version 1.8.2 build 9357, native module = False, XInput = False) 2021-12-11T05:42:08 0.619 INF Starting UserProfileManager... 2021-12-11T05:42:09 0.683 INF Occlusion: Awake 2021-12-11T05:42:09 0.685 INF Texture quality is set to 3 2021-12-11T05:42:09 0.736 INF [MODS] Start loading 2021-12-11T05:42:09 0.741 INF [MODS] Trying to load from folder: 3 Skill Points Per Level 2021-12-11T05:42:09 0.751 INF [MODS] Loaded Mod: 3 Skill Points Per Level (A19) 2021-12-11T05:42:09 0.752 INF [MODS] Trying to load from folder: Advanced Forge2.5 2021-12-11T05:42:09 0.752 INF [MODS] Loaded Mod: Advanced Forge (2.5) 2021-12-11T05:42:09 0.752 INF [MODS] Trying to load from folder: Ammo Factory 2021-12-11T05:42:09 0.752 INF [MODS] Loaded Mod: Ammo Factory (1.0) 2021-12-11T05:42:09 0.752 INF [MODS] Trying to load from folder: Better Quest Rewards 2021-12-11T05:42:09 0.752 INF [MODS] Loaded Mod: Better Quests (1.193) 2021-12-11T05:42:09 0.752 INF [MODS] Trying to load from folder: ClaimAutoRepair 2021-12-11T05:42:09 0.753 INF [MODS] Loaded Mod: ClaimAutoRepair (0.1.0) 2021-12-11T05:42:09 0.753 INF [MODS] Trying to load from folder: CustomPerksv3.1.1 2021-12-11T05:42:09 0.753 INF [MODS] Loaded Mod: Custom Perks (3.1) 2021-12-11T05:42:09 0.753 INF [MODS] Trying to load from folder: Duriel_s More Eggs 2021-12-11T05:42:09 0.754 INF [MODS] Loaded Mod: Duriel's More Eggs (1.0) 2021-12-11T05:42:09 0.754 INF [MODS] Trying to load from folder: FasterSmelting2.0 2021-12-11T05:42:09 0.754 INF [MODS] Loaded Mod: FasterSmelting (1.0) 2021-12-11T05:42:09 0.754 INF [MODS] Trying to load from folder: FirearmsExpansion4.5 2021-12-11T05:42:09 0.755 INF [MODS] Loaded Mod: FirearmsExpansion4 (A19) 2021-12-11T05:42:09 0.755 INF [MODS] Trying to load from folder: InstantCrafting5.0 2021-12-11T05:42:09 0.755 INF [MODS] Loaded Mod: InstantCrafting (1.0) 2021-12-11T05:42:09 0.755 INF [MODS] Trying to load from folder: KHA19-12CraftQueue 2021-12-11T05:42:09 0.755 INF [MODS] Loaded Mod: Khaine's 12-slot Crafting Queue (1.0.0) 2021-12-11T05:42:09 0.755 INF [MODS] Trying to load from folder: khzmusik_Snowberry_Love 2021-12-11T05:42:09 0.756 INF [MODS] Loaded Mod: khzmusik_Snowberry_Love (1.0.2) 2021-12-11T05:42:09 0.756 INF [MODS] Trying to load from folder: LavaBlock 2021-12-11T05:42:09 0.756 INF [MODS] Loaded Mod: Lava Block (1.2) 2021-12-11T05:42:09 0.756 INF [MODS] Trying to load from folder: Maximum Junk Turrets 2021-12-11T05:42:09 0.756 INF [MODS] Loaded Mod: Maximum Junk Turrets (1.0) 2021-12-11T05:42:09 0.756 INF [MODS] Trying to load from folder: MoreContainers 2021-12-11T05:42:09 0.758 INF [MODS] Loaded Mod: MoreContainers (1.7) 2021-12-11T05:42:09 0.758 INF [MODS] Trying to load from folder: PaintJob 2021-12-11T05:42:09 0.759 INF [MODS] Loaded Mod: PaintJob (1.18) 2021-12-11T05:42:09 0.759 INF [MODS] Trying to load from folder: Perk Mastery 2021-12-11T05:42:09 0.759 INF [MODS] Loaded Mod: Perk Mastery (1.1951) 2021-12-11T05:42:09 0.759 INF [MODS] Trying to load from folder: PhD Better Lights 3.3 (A19) 2021-12-11T05:42:09 0.759 INF [MODS] Loaded Mod: PhD Better Lights (3.3) 2021-12-11T05:42:09 0.759 INF [MODS] Trying to load from folder: PhD Bigger Backpack and Secure Storage Chests 1.3 (A19) 2021-12-11T05:42:09 0.759 INF [MODS] Loaded Mod: PhD Bigger Backpack and Secure Storage Chests (1.3) 2021-12-11T05:42:09 0.759 INF [MODS] Trying to load from folder: RELXIX_UIMENU_AddLandClaimCountOption 2021-12-11T05:42:09 0.760 INF [MODS] Loaded Mod: RELXIX_UIMENU_AddLandClaimCountOption (1.1.0) 2021-12-11T05:42:09 0.760 INF [MODS] Trying to load from folder: RELXIX_UIMENU_AddMaxZedAndAnimalOptions 2021-12-11T05:42:09 0.760 INF [MODS] Loaded Mod: RELXIX_UIMENU_AddMaxZedAndAnimalOptions (1.1.0) 2021-12-11T05:42:09 0.760 INF [MODS] Trying to load from folder: RELXIX_UIMENU_MoreLandClaimSizeOptions 2021-12-11T05:42:09 0.760 INF [MODS] Loaded Mod: RELXIX_UIMENU_MoreLandClaimSizeOptions (1.1.0) 2021-12-11T05:42:09 0.760 INF [MODS] Trying to load from folder: Robeloto_StackmoreItems_XL 2021-12-11T05:42:09 0.760 INF [MODS] Loaded Mod: RobelotoStackMoreItems_extra (19.0) 2021-12-11T05:42:09 0.760 INF [MODS] Trying to load from folder: Shorter-open-and-close-time 2021-12-11T05:42:09 0.760 INF [MODS] Loaded Mod: Shorter_open_and_close_time (19.6) 2021-12-11T05:42:09 0.761 INF [MODS] Trying to load from folder: SolarRecipes 2021-12-11T05:42:09 0.761 INF [MODS] Loaded Mod: SolarRecipes (0.1.0) 2021-12-11T05:42:09 0.761 INF [MODS] Initializing mod code 2021-12-11T05:42:09 0.761 INF [MODS] Loading done 2021-12-11T05:42:09 0.762 INF [MODS] Loading localization from mod: ClaimAutoRepair 2021-12-11T05:42:09 0.763 INF [MODS] Loading localization from mod: Perk Mastery 2021-12-11T05:42:09 1.097 INF Loading permissions file at '/home/s1430775/7daystodie_linux/saves//serveradmin.xml' 2021-12-11T05:42:09 1.114 INF Loading permissions file done. 2021-12-11T05:42:09 1.406 INF UMA Overlay loading took 143 ms 2021-12-11T05:42:09 1.408 INF UMA Slot loading took 2 ms WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? 2021-12-11T05:42:10 1.805 INF WorldStaticData.Init() needed 0.392s 2021-12-11T05:42:10 1.815 INF Started Telnet on 27116 2021-12-11T05:42:10 1.837 INF Awake done in 1768 ms Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/libKernel32 Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/libKernel32.so Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/Kernel32 Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/libKernel32 Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/libKernel32.so Fallback handler could not load library /home/s1430775/7daystodie_linux/7DaysToDieServer_Data/Mono/libKernel32 2021-12-11T05:42:11 3.446 INF [GSM] GameSparks Connected 2021-12-11T05:42:12 4.600 INF NET: Starting server protocols 2021-12-11T05:42:12 4.602 INF [NET] Disabling protocol: SteamNetworking 2021-12-11T05:42:12 4.610 INF NET: LiteNetLib server started 2021-12-11T05:42:12 4.612 INF StartGame 2021-12-11T05:42:12 4.613 INF NetPackageManager Init 2021-12-11T05:42:12 4.647 INF [GSM] Skipping me 2021-12-11T05:42:13 4.847 INF Persistent GamePrefs saved GamePref.AdminFileName = serveradmin.xml GamePref.AirDropFrequency = 24 GamePref.AirDropMarker = True GamePref.AutopilotMode = 0 GamePref.BedrollDeadZoneSize = 30 GamePref.BedrollExpiryTime = 45 GamePref.BlockDamageAI = 100 GamePref.BlockDamageAIBM = 200 GamePref.BlockDamagePlayer = 100 GamePref.BloodMoonEnemyCount = 64 GamePref.BloodMoonFrequency = 30 GamePref.BloodMoonRange = 20 GamePref.BloodMoonWarning = 8 GamePref.BuildCreate = False GamePref.ConnectToServerIP = 127.0.0.1 GamePref.ConnectToServerPort = 26900 GamePref.ControlPanelEnabled = True GamePref.ControlPanelPort = 27115 GamePref.CraftTimer = GamePref.CreateLevelDim = 8 GamePref.CreateLevelName = My Level GamePref.CreativeMenuEnabled = False GamePref.DayCount = 3 GamePref.DayLightLength = 18 GamePref.DayNightLength = 120 GamePref.DebugMenuEnabled = False GamePref.DebugMenuShowTasks = False GamePref.DebugStopEnemiesMoving = False GamePref.DropOnDeath = 1 GamePref.DropOnQuit = 0 GamePref.DynamicSpawner = GamePref.EACEnabled = False GamePref.EnemyDifficulty = 1 GamePref.EnemySpawnMode = True GamePref.FavoriteServersList = GamePref.FragLimit = 20 GamePref.GameDifficulty = 5 GamePref.GameGuidClient = GamePref.GameMode = GameModeSurvival GamePref.GameName = Die Chaoten GamePref.GameNameClient = My Game GamePref.GameVersion = Alpha 19.6 GamePref.GameWorld = North Kowomi Mountains GamePref.HideCommandExecutionLog = 0 GamePref.JoiningOptions = True GamePref.LandClaimCount = 200 GamePref.LandClaimDeadZone = 41 GamePref.LandClaimDecayMode = 2 GamePref.LandClaimExpiryTime = 3 GamePref.LandClaimOfflineDelay = 0 GamePref.LandClaimOfflineDurabilityModifier = 128 GamePref.LandClaimOnlineDurabilityModifier = 128 GamePref.LandClaimSize = 91 GamePref.LastGameResetRevision = 0 GamePref.LastLoadedPrefab = GamePref.LastLoadedPrefabSize = GamePref.LastLoadingTipRead = -1 GamePref.LootAbundance = 200 GamePref.LootRespawnDays = 2 GamePref.LootTimer = GamePref.MatchLength = 10 GamePref.MaxSpawnedAnimals = 100 GamePref.MaxSpawnedZombies = 128 GamePref.MaxUncoveredMapChunksPerPlayer = 131072 GamePref.NoGraphicsMode = True GamePref.OptionsAllowController = True GamePref.OptionsAmbientVolumeLevel = 1 GamePref.OptionsAudioOcclusion = False GamePref.OptionsBackgroundGlobalOpacity = 0.75 GamePref.OptionsControllerVibration = True GamePref.OptionsControlsResetRevision = 0 GamePref.OptionsDisableChunkLODs = False GamePref.OptionsDynamicMusicDailyTime = 0.45 GamePref.OptionsDynamicMusicEnabled = True GamePref.OptionsForegroundGlobalOpacity = 1 GamePref.OptionsGfxAA = 1 GamePref.OptionsGfxBloom = True GamePref.OptionsGfxBrightness = 0.5 GamePref.OptionsGfxDOF = False GamePref.OptionsGfxDynamicMinFPS = 30 GamePref.OptionsGfxDynamicMode = 0 GamePref.OptionsGfxDynamicScale = 1 GamePref.OptionsGfxFOV = 65 GamePref.OptionsGfxGrassDistance = 1 GamePref.OptionsGfxLODDistance = 0.5 GamePref.OptionsGfxMotionBlur = 1 GamePref.OptionsGfxObjQuality = 3 GamePref.OptionsGfxOcclusion = True GamePref.OptionsGfxQualityPreset = 2 GamePref.OptionsGfxReflectQuality = 1 GamePref.OptionsGfxReflectShadows = False GamePref.OptionsGfxResetRevision = 0 GamePref.OptionsGfxResolution = 0 GamePref.OptionsGfxShadowDistance = 1 GamePref.OptionsGfxSSAO = True GamePref.OptionsGfxSSReflections = 1 GamePref.OptionsGfxStreamMipmaps = True GamePref.OptionsGfxSunShafts = True GamePref.OptionsGfxTerrainQuality = 3 GamePref.OptionsGfxTexFilter = 1 GamePref.OptionsGfxTexQuality = 1 GamePref.OptionsGfxTreeDistance = 4 GamePref.OptionsGfxUMATexQuality = 1 GamePref.OptionsGfxViewDistance = 6 GamePref.OptionsGfxVsync = 1 GamePref.OptionsGfxWaterPtlLimiter = 0.5 GamePref.OptionsGfxWaterQuality = 1 GamePref.OptionsHudOpacity = 1 GamePref.OptionsHudSize = 1 GamePref.OptionsInterfaceSensitivity = 0.75 GamePref.OptionsInvertMouse = False GamePref.OptionsJournalPopup = True GamePref.OptionsMenuMusicVolumeLevel = 0.7 GamePref.OptionsMicVolumeLevel = 0.75 GamePref.OptionsMouseSensitivity = 0.5 GamePref.OptionsMusicVolumeLevel = 0.6 GamePref.OptionsOverallAudioVolumeLevel = 1 GamePref.OptionsPlayChanceFrequency = 3 GamePref.OptionsPlayChanceProbability = 0.983 GamePref.OptionsPlayerModel = playerMale GamePref.OptionsPlayerModelTexture = Player/Male/Player_male GamePref.OptionsPOICulling = 1 GamePref.OptionsScreenBoundsValue = 1 GamePref.OptionsShowCompass = True GamePref.OptionsShowCrosshair = True GamePref.OptionsStabSpawnBlocksOnGround = True GamePref.OptionsTempCelsius = False GamePref.OptionsUiFpsScaling = 1 GamePref.OptionsVoiceChatEnabled = True GamePref.OptionsVoiceVolumeLevel = 0.75 GamePref.OptionsZoomMouseSensitivity = 0.5 GamePref.PartySharedKillRange = 10000 GamePref.PersistentPlayerProfiles = False GamePref.PlayerAutologin = False GamePref.PlayerId = GamePref.PlayerKillingMode = 0 GamePref.PlayerName = Player GamePref.PlayerSafeZoneHours = 5 GamePref.PlayerSafeZoneLevel = 5 GamePref.PlayerToken = GamePref.RebuildMap = False GamePref.SaveGameFolder = /home/s1430775/7daystodie_linux/saves/ GamePref.SelectionContextMode = 0 GamePref.SelectionOperationMode = 0 GamePref.ServerAdminSlots = 0 GamePref.ServerAdminSlotsPermission = 0 GamePref.ServerDescription = A 7 Days to Die on UnitedGameserver.de GamePref.ServerDisabledNetworkProtocols = SteamNetworking GamePref.ServerIP = GamePref.ServerIsPublic = True GamePref.ServerLoginConfirmationText = GamePref.ServerMaxAllowedViewDistance = 12 GamePref.ServerMaxPlayerCount = 10 GamePref.ServerMaxWorldTransferSpeedKiBs = 1024 GamePref.ServerName = Die Chaoten GamePref.ServerPort = 27115 GamePref.ServerReservedSlots = 0 GamePref.ServerReservedSlotsPermission = 100 GamePref.ServerVisibility = 2 GamePref.ServerWebsiteURL = www.United-gameserver.de GamePref.ShowFriendPlayerOnMap = True GamePref.TelnetEnabled = True GamePref.TelnetFailedLoginLimit = 10 GamePref.TelnetFailedLoginsBlocktime = 10 GamePref.TelnetPort = 27116 GamePref.TerminalWindowEnabled = False GamePref.TwitchBloodMoonAllowed = True GamePref.TwitchServerPermission = 90 GamePref.UNUSED_OptionsBloom = GamePref.UNUSED_OptionsDeferredLighting = GamePref.UNUSED_OptionsDOF = GamePref.UNUSED_OptionsFieldOfViewNew = GamePref.UNUSED_OptionsGamma = GamePref.UNUSED_OptionsImageEffects = GamePref.UNUSED_OptionsMotionBlur = GamePref.UNUSED_OptionsObjectBlur = GamePref.UNUSED_OptionsReflectionBounces = GamePref.UNUSED_OptionsReflectionCullList = GamePref.UNUSED_OptionsReflectionFarClip = GamePref.UNUSED_OptionsReflectionRefreshMode = GamePref.UNUSED_OptionsReflectionShadowDistance = GamePref.UNUSED_OptionsReflectionTimeSlicingMode = GamePref.UNUSED_OptionsSSAO = GamePref.UNUSED_OptionsStreamingMipmapsBudget = GamePref.UNUSED_OptionsSunShafts = GamePref.UserDataFolder = wird automatisch gesetzt GamePref.WorldGenSeed = 8856459095348085 GamePref.WorldGenSize = 8192 GamePref.XPMultiplier = 175 GamePref.ZombieBMMove = 4 GamePref.ZombieFeralMove = 3 GamePref.ZombieMove = 1 GamePref.ZombieMoveNight = 2 GamePref.ZombiePlayers = True GameStat.AirDropFrequency = 0 GameStat.AirDropMarker = False GameStat.AllowedViewDistance = 12 GameStat.AnimalCount = 0 GameStat.AutoParty = False GameStat.BedrollExpiryTime = 45 GameStat.BlockDamagePlayer = 100 GameStat.BloodMoonDay = 0 GameStat.BloodMoonEnemyCount = 8 GameStat.BloodMoonWarning = 8 GameStat.ChunkStabilityEnabled = True GameStat.CraftTimer = GameStat.CurrentRoundIx = 0 GameStat.DayLightLength = 18 GameStat.DayLimitActive = False GameStat.DayLimitThisRound = 0 GameStat.DropOnDeath = 1 GameStat.DropOnQuit = 0 GameStat.EnemyCount = 0 GameStat.EnemyDifficulty = Normal GameStat.EnemySpawnMode = True GameStat.FragLimitActive = False GameStat.FragLimitThisRound = 0 GameStat.GameDifficulty = 2 GameStat.GameDifficultyBonus = 1 GameStat.GameModeId = 0 GameStat.GameState = 0 GameStat.GlobalMessageToShow = GameStat.IsCreativeMenuEnabled = False GameStat.IsFlyingEnabled = False GameStat.IsPlayerCollisionEnabled = True GameStat.IsPlayerDamageEnabled = True GameStat.IsResetMapOnRestart = False GameStat.IsSaveSupplyCrates = True GameStat.IsSpawnEnemies = True GameStat.IsSpawnNearOtherPlayer = False GameStat.IsTeleportEnabled = False GameStat.IsVersionCheckDone = False GameStat.LandClaimCount = 1 GameStat.LandClaimDeadZone = 30 GameStat.LandClaimDecayMode = 0 GameStat.LandClaimExpiryTime = 3 GameStat.LandClaimOfflineDelay = 0 GameStat.LandClaimOfflineDurabilityModifier = 32 GameStat.LandClaimOnlineDurabilityModifier = 32 GameStat.LandClaimSize = 41 GameStat.LoadScene = GameStat.LootTimer = GameStat.OptionsPOICulling = 0 GameStat.PartySharedKillRange = 100 GameStat.PlayerKillingMode = KillStrangersOnly GameStat.ScoreDiedMultiplier = -5 GameStat.ScorePlayerKillMultiplier = 1 GameStat.ScoreZombieKillMultiplier = 1 GameStat.ShowAllPlayersOnMap = False GameStat.ShowFriendPlayerOnMap = True GameStat.ShowSpawnWindow = False GameStat.ShowWindow = GameStat.ShowZombieCounter = False GameStat.TimeLimitActive = False GameStat.TimeLimitThisRound = 0 GameStat.TimeOfDayIncPerSec = 20 GameStat.TwitchBloodMoonAllowed = True GameStat.XPMultiplier = 100 GameStat.ZombieHordeMeter = False 2021-12-11T05:42:13 4.948 INF StartAsServer WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Game/Autodesk' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Autodesk XFade' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Game/Cloth' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Cloth' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Game/Cloth' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Game/Cloth' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Game/Cloth' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Game/Cloth' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? 2021-12-11T05:42:19 10.736 ERR XML loader: Loading and parsing 'blocks.xml' failed 2021-12-11T05:42:19 10.736 EXC Class 'BlockClaimAutoRepair, Harmony-ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair! Exception: Class 'BlockClaimAutoRepair, Harmony-ClaimAutoRepair' not found on block ocbBlockClaimAutoRepair! at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x002a6] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? 2021-12-11T05:42:21 13.570 ERR XML loader: Loading and parsing 'items.xml' failed 2021-12-11T05:42:21 13.571 EXC Unknown block name 'wallTorchLightPlayer' in use_action! Exception: Unknown block name 'wallTorchLightPlayer' in use_action! at ItemActionPlaceAsBlock.ReadFrom (DynamicProperties _props) [0x00069] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ItemClassesFromXml.parseItem (System.Xml.XmlElement _node) [0x00a56] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ItemClassesFromXml+<CreateItems>d__1.MoveNext () [0x0014e] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:42:22 14.111 INF Item IDs with mapping 2021-12-11T05:42:22 14.112 INF ItemIDs from Mapping WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/CopyStdFromTexArray' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/CopyStdFromTexArray' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/DepthOfField' - Pass 'CoC Calculation' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/DepthOfField' - Pass 'CoC Calculation' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/DepthOfField' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Waveform' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Waveform' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/MultiScaleVO' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/MultiScaleVO' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Vectorscope' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Vectorscope' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/LightMeter' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/LightMeter' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Histogram' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/Debug/Histogram' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/ScreenSpaceReflections' - Pass '' has no vertex shader ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/PostProcessing/ScreenSpaceReflections' - Setting to default shader. HDR Render Texture not supported, disabling HDR on reflection probe. (Filename: ./Runtime/Camera/ReflectionProbes.cpp Line: 276) 2021-12-11T05:42:24 16.410 ERR XML loader: Loading and parsing 'recipes.xml' failed 2021-12-11T05:42:24 16.410 EXC No item/block with name 'resourceMilitaryFiber' existing Exception: No item/block with name 'resourceMilitaryFiber' existing at RecipesFromXml+<LoadRecipies>d__1.MoveNext () [0x00108] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:42:25 17.419 ERR XML loader: Loading and parsing 'loot.xml' failed 2021-12-11T05:42:25 17.419 EXC Item with name 'HK USP' not found! Exception: Item with name 'HK USP' not found! at LootFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0015b] in <04dadecddd574642a95f4f1ad2dc6444>:0 at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x00554] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:42:30 21.962 ERR XML loader: Loading and parsing 'traders.xml' failed 2021-12-11T05:42:30 21.962 EXC Item with name 'apparelBandana' not found! Exception: Item with name 'apparelBandana' not found! at TradersFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x0015b] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TradersFromXml.ParseTraderItemGroup (System.Xml.XmlElement e) [0x0012b] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TradersFromXml.ParseTraderItemGroups (System.Xml.XmlElement e) [0x00035] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TradersFromXml.ParseNode (System.Xml.XmlNode root) [0x0011c] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TradersFromXml+<LoadTraderInfo>d__0.MoveNext () [0x0002e] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:42:36 28.472 ERR XML loader: Loading and parsing 'biomes.xml' failed 2021-12-11T05:42:36 28.472 EXC Block with name 'terrSnow' not found! Exception: Block with name 'terrSnow' not found! at WorldBiomes.getBlockValueForName (System.String blockname) [0x0001f] in <04dadecddd574642a95f4f1ad2dc6444>:0 at WorldBiomes.parseBiome (System.Byte id, System.String name, System.Xml.XmlElement biomeElement, System.Boolean _instantiateReferences) [0x0091b] in <04dadecddd574642a95f4f1ad2dc6444>:0 at WorldBiomes.parseBiome (System.Byte id, System.String name, System.Xml.XmlElement biomeElement, System.Boolean _instantiateReferences) [0x00148] in <04dadecddd574642a95f4f1ad2dc6444>:0 at WorldBiomes.readXML (System.Xml.XmlDocument _xml, System.Boolean _instantiateReferences) [0x0011d] in <04dadecddd574642a95f4f1ad2dc6444>:0 at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, System.Boolean _instantiateReferences) [0x0003d] in <04dadecddd574642a95f4f1ad2dc6444>:0 at WorldStaticData+<LoadBiomes>d__38.MoveNext () [0x00013] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass53_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) NullReferenceException: Object reference not set to an instance of an object at PowerItem.SetValuesFromBlock () [0x0000d] in <04dadecddd574642a95f4f1ad2dc6444>:0 at PowerConsumer.SetValuesFromBlock () [0x00000] in <04dadecddd574642a95f4f1ad2dc6444>:0 at PowerItem.read (System.IO.BinaryReader _br, System.Byte _version) [0x0000c] in <04dadecddd574642a95f4f1ad2dc6444>:0 at PowerTrigger.read (System.IO.BinaryReader _br, System.Byte _version) [0x00000] in <04dadecddd574642a95f4f1ad2dc6444>:0 at PowerManager.Read (System.IO.BinaryReader br) [0x00036] in <04dadecddd574642a95f4f1ad2dc6444>:0 at PowerManager.LoadPowerManager () [0x00099] in <04dadecddd574642a95f4f1ad2dc6444>:0 at GameManager+<StartAsServer>d__135.MoveNext () [0x0023e] in <04dadecddd574642a95f4f1ad2dc6444>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <1580092fcc9a4cc19685cc4eaf066b05>:0 (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:47:47 339.616 INF Telnet connection from: 93.186.198.205:57774 2021-12-11T05:47:47 339.618 INF Started thread TelnetClient_93.186.198.205:57774 2021-12-11T05:48:23 375.621 INF Telnet connection from: 93.186.198.205:57784 2021-12-11T05:48:23 375.621 INF Started thread TelnetClient_93.186.198.205:57784 2021-12-11T05:48:23 375.628 ERR IOException in ReadLine for TelnetClient_93.186.198.205:57774: Unable to write data to the transport connection: The socket has been shut down. 2021-12-11T05:48:23 375.628 EXC Unable to write data to the transport connection: The socket has been shut down. SocketException: The socket has been shut down at System.Net.Sockets.Socket.Send (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00016] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at System.Net.Sockets.NetworkStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 size) [0x0009b] in <ae22a4e8f83c41d69684ae7f557133d9>:0 Rethrow as IOException: Unable to write data to the transport connection: The socket has been shut down. at System.Net.Sockets.NetworkStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 size) [0x000e2] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at TelnetConnection.HandlerThread (ThreadManager+ThreadInfo _tInfo) [0x001e1] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) TelnetConnection:HandlerThread(ThreadInfo) ThreadManager:myThreadInvoke(Object) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() (Filename: <ae22a4e8f83c41d69684ae7f557133d9> Line: 0) 2021-12-11T05:48:23 375.656 ERR Exception in thread TelnetClient_93.186.198.205:57774: 2021-12-11T05:48:23 375.656 EXC The operation is not allowed on non-connected sockets. InvalidOperationException: The operation is not allowed on non-connected sockets. at System.Net.Sockets.TcpClient.GetStream () [0x00036] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at TelnetConnection.Close (System.Boolean kickedForLogins) [0x0001e] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TelnetConnection.ThreadEnd (ThreadManager+ThreadInfo _threadInfo, System.Boolean _exitForException) [0x00000] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x000ab] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) ThreadManager:myThreadInvoke(Object) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() (Filename: <ae22a4e8f83c41d69684ae7f557133d9> Line: 0) 2021-12-11T05:48:23 375.657 INF Exited thread TelnetClient_93.186.198.205:57774 2021-12-11T05:48:24 376.676 ERR IOException in ReadLine for TelnetClient_93.186.198.205:57784: Unable to write data to the transport connection: The socket has been shut down. 2021-12-11T05:48:24 376.676 EXC Unable to write data to the transport connection: The socket has been shut down. SocketException: The socket has been shut down at System.Net.Sockets.Socket.Send (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00016] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at System.Net.Sockets.NetworkStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 size) [0x0009b] in <ae22a4e8f83c41d69684ae7f557133d9>:0 Rethrow as IOException: Unable to write data to the transport connection: The socket has been shut down. at System.Net.Sockets.NetworkStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 size) [0x000e2] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at TelnetConnection.HandlerThread (ThreadManager+ThreadInfo _tInfo) [0x001e1] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) TelnetConnection:HandlerThread(ThreadInfo) ThreadManager:myThreadInvoke(Object) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() (Filename: <ae22a4e8f83c41d69684ae7f557133d9> Line: 0) 2021-12-11T05:48:25 376.703 ERR Exception in thread TelnetClient_93.186.198.205:57784: 2021-12-11T05:48:25 376.703 EXC The operation is not allowed on non-connected sockets. InvalidOperationException: The operation is not allowed on non-connected sockets. at System.Net.Sockets.TcpClient.GetStream () [0x00036] in <ae22a4e8f83c41d69684ae7f557133d9>:0 at TelnetConnection.Close (System.Boolean kickedForLogins) [0x0001e] in <04dadecddd574642a95f4f1ad2dc6444>:0 at TelnetConnection.ThreadEnd (ThreadManager+ThreadInfo _threadInfo, System.Boolean _exitForException) [0x00000] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x000ab] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) ThreadManager:myThreadInvoke(Object) System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() System.Threading.ThreadPoolWorkQueue:Dispatch() System.Threading._ThreadPoolWaitCallback:PerformWaitCallback() (Filename: <ae22a4e8f83c41d69684ae7f557133d9> Line: 0) 2021-12-11T05:48:25 376.704 INF Exited thread TelnetClient_93.186.198.205:57784 2021-12-11T05:48:50 401.723 INF Preparing quit 2021-12-11T05:48:50 401.723 INF Disconnect 2021-12-11T05:48:50 401.725 INF [NET] ServerShutdown 2021-12-11T05:48:50 401.725 INF NET: Stopping server protocols 2021-12-11T05:48:50 401.745 INF NET: LiteNetLib server stopped 2021-12-11T05:48:50 401.749 INF SaveAndCleanupWorld 2021-12-11T05:48:50 401.749 ERR Disconnecting failed: 2021-12-11T05:48:50 401.749 EXC Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at GameManager.SaveLocalPlayerData () [0x00000] in <04dadecddd574642a95f4f1ad2dc6444>:0 at GameManager.SaveAndCleanupWorld () [0x00056] in <04dadecddd574642a95f4f1ad2dc6444>:0 at ConnectionManager.StopServers () [0x00028] in <04dadecddd574642a95f4f1ad2dc6444>:0 at GameManager.Disconnect () [0x00136] in <04dadecddd574642a95f4f1ad2dc6444>:0 at GameManager+<ApplicationQuitCo>d__151.MoveNext () [0x0003f] in <04dadecddd574642a95f4f1ad2dc6444>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <ApplicationQuitCo>d__151:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameManager:OnApplicationQuit() (Filename: <04dadecddd574642a95f4f1ad2dc6444> Line: 0) 2021-12-11T05:48:50 401.955 INF [GSM] GameSparks Disconnected 2021-12-11T05:48:50 401.955 INF Persistent GamePrefs saved 2021-12-11T05:48:50 401.955 INF Cleanup 2021-12-11T05:48:50 402.056 INF Terminating threads 2021-12-11T05:48:50 402.056 INF OnApplicationQuit 2021-12-11T05:48:50 402.056 INF Terminating threads 2021-12-11T05:48:50 402.056 INF OnApplicationQuit 2021-12-11T05:48:51 402.706 INF Terminating threads 2021-12-11T05:48:51 402.706 INF OnApplicationQuit 2021-12-11T05:48:51 402.706 INF Terminating threads 2021-12-11T05:48:51 402.706 INF OnApplicationQuit Setting up 8 worker threads for Enlighten. Thread -> id: 7fda587fe700 -> priority: 1 Thread -> id: 7fda57ffd700 -> priority: 1 Thread -> id: 7fda577fc700 -> priority: 1 Thread -> id: 7fda56ffb700 -> priority: 1 Thread -> id: 7fda567fa700 -> priority: 1 Thread -> id: 7fda55ff9700 -> priority: 1 Thread -> id: 7fda557f8700 -> priority: 1 Thread -> id: 7fda54ff7700 -> priority: 1 eac_server.so [x64] :: OnLoad() eac_server.so [x64] :: OnUnload() Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 11, 2021 Author Share Posted December 11, 2021 (edited) @TK1993 please forget what I wrote before, just saw you are actually trying it with A19. The mod is unfortunately not yet compatible with linux out of the box. You might be able to compile it yourself though, but I can't really help here. Have it on my todo list to check out how to compile it on linux myself. Until then you are probably out of luck, sorry! Edit: Make sure that you disabled EAC ... Edited December 11, 2021 by ocbMaurice (see edit history) Link to comment Share on other sites More sharing options...
EnKz Posted December 17, 2021 Share Posted December 17, 2021 This is not working on my A20 (windows) server, i am getting the same blockclaim error the others above are getting. I've disabled EAC on my Client side, and in the Serverconfig.xml settings. Is it possible to have this completely just Server side, and not have client side installs for MP dedicated servers? Also is there any progress on a settings configurable via config xml file? Link to comment Share on other sites More sharing options...
mprojekt Posted December 21, 2021 Share Posted December 21, 2021 @ocbMaurice Would any manual repairs we perform cause problems for the Claim Auto-Repair Block (CARB for short)? 1) The CARB is checking one block. I repair that block during CARB's check. Does CARB halt its check and move on to a different block? 2) If I start to repair a block that CARB is already fixing, does CARB see my action as "damage" and halt its repairs as if I had hit the block with a weapon or harvesting tool? Link to comment Share on other sites More sharing options...
Leaffallinglight Posted December 21, 2021 Share Posted December 21, 2021 A19 UndeadLegacy Can I use it Link to comment Share on other sites More sharing options...
ocbMaurice Posted December 22, 2021 Author Share Posted December 22, 2021 (edited) @mprojekt Recently made a video that should answer your questions: Don't think it will work with undead legacy out of the box!@Leaffallinglight But if you're curious, why don't you just try it Edited December 22, 2021 by ocbMaurice (see edit history) 1 Link to comment Share on other sites More sharing options...
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