Jump to content

DrEngine

Very supportive Vintarian
  • Posts

    262
  • Joined

  • Last visited

Everything posted by DrEngine

  1. The samé here. Game version 1.20. Every time I load game some sheeps are out of fences. One time 15 sheeps ať Once. Ridiculous. I built double fence 1+3 height. No success. I'l check chunk borders versus fence positions.
  2. Please allow creating land claim in another land claim. Creating complex land protection in cities is nightmare without it.
  3. Ok, we'd like the ability to make claim in claim. It'd help us to run our server and manage places like city etc. However I understand it isn't the priority. Thank you for your time...
  4. I don't have any idea about MC. Never played it, doubt I ever will. But the fact that your idea was not even popular enough in the huge MC community to have such a mod... There were several mods like this in Minecraft and they were widely used by community !!!
  5. How can I set permitted areas ? Does it mean this player can build/use only in land claims he's member of ? But not on unclaimed areas ?
  6. Likely should be a mod at this point in development. Completely useless in SP, and nearly so for the distributed settlement style most servers IME adopt. And trivial to exploit, requiring an admin to come in and fix. How do you see this working? Details, please. 1. What MOD please ? 2. Claiming details: - I set CITY land claim - big area. Permissions for bulding/using only for owner (me) or assigned co-owner. - I set smaller claim inside of this big claim (not possible now in VS). And I set permission build/use for this new smaller claim to somebody else. RESULT - permissions: 1. In big "CITY" claim (outside of small claim !): only me and other co-owner can build/use. No other player. 2. In small claim: - small claim assigned player can build/use; he can give/take build/use perms to another player; he can transfer ownership to another player; he can't delete claim, he can't change its size; - CITY (big claim) owner/co-owner can build/use in small claim; it's his responsibility to play fair and don't grief in small claim; Is it understandable ??? So I dont want to have claiming like in Minecraft "settlements" mods with a lot of functionality of cities like taxes, special permissions for city members, special machines for bigger cities (calculated from nr of city members), etc.....
  7. hi Tyron, I highly appreciate your and team work. The game is unique and I love it. I've bought my second license and supporter addon for my both license just to praise your great work. So far so good. BUT we terribly suffer better support for multiplayer server. We hit some missing features again and again. 1. Claim in claim. We'd like to claim CITY area to protect public space and buldings in CITY. But We'd like to place another ("embedded") claims in CITY claim to allow players to get their own claim in CITY for their building. Doing this without claim in claim (nested claims) is NIGHTMARE !!! PLEASE, bring some solution for it in new version !!! This is most important and the main issue we do have => if you'll make decision to develop only one of our wishes listed here, pick this one please! (Sub-problem: land claiming is very complicated. It'd be great to have some simple method like placing two corner stones to claim simple area from bedrock to sky limit.) 2. The map is getting bigger and bigger. Backups of map get more and more space. What about some "cleaning" operation that deletes all untouched chunks in map database (for example with less then 10 changes to original/generated state) except chunks that are in claimed land. This would: 1st - makes our backuping easier, and 2nd - bring new game features to newly generated land (after their cleaning). Cleaning operation could be started during real night (2 am for exaple) and it's acceptable for us that server will be inaccessible during operation. Most of the generated land is untouched cos it's generated during traveling and this land doesn't have anything what should be kept. 3. We get a lot of new players. We want to assign player some group (Novice, Player, Skilled player, Expert, Veteran). We want every group has its own spawn point, salary, etc.... We want for example the novice is kept in closed area with some test of his knowledge/server rules. And as soon as he proves rules knowledge he's automatically moved to category Player and spawn point, salary etc change. We haven't found any way how to do it now. I firmly hope you consider these wishes ... THANK YOU !!!
  8. Has anybody experienced visibly darker scene after upgrade to 1.20 ? Some parts of my house lighted with lanterns are now very dark (they were normally lighted before update to 1.20). I've tried to relight chunks (/debug chunk relight) and replace light sources (it's totally dark after relight and replacing light sources is necessary). But without success. EDIT: hasn't changed lanterns light level?
  9. @Brady_The THANKS! Yes, the tool is good for clear view how YKey changes distribution of mass. Mutation seems like it happens with "chance": 0.20, so here for example with 20% probability landform looks different (defined in mutation). That seems clear too. QUESTION: names of landforms are key values related to some code in VS that does know how to generate "cold mountains" for example. So I CANT change this names to not to lost the relation. ??? I can test how individual landform looks simply by deleting all content of landforms.json and keeping only ONE landform. I suppose whole map will be filled with that landform. Right ???
  10. @Thorfinn THANKS !!! I think I can change terrain generation a lot by changing landform Octaves, YKeyPositions, Weight, and others ONLY. What is "Use climate map" ??? Can I limit landform generation to some climate defined by min/maxTemp ??? Ditto min/maxRain ??? What is "mutation" ???
  11. I study new technical knowledge every day in my job. No problem to study Perlin noise or whatever else. But for studying you need some source. I want to avoid fiddling with Landforms.json in "try and error" style. It could take a lot of time. To have technical description of Landfroms.json is MUCH BETTER way. Thats why I'm asking. Do you have any links ? Landforms.json file does have a lot of config parameters. 1. I need to know what landform given name looks like ? So I can make decision what landform I want to have more in map and what landform not. Landforms do have names of course but it's not clear how the landsform looks from it's name. 2. I need to know exact description what functionality do individual parameters have. I can make some estimation from parameter's name but only estimation. So it could be tedious process of try to change parameter and see what happen. This can take a lot of time. So much better would be to have parameters description to avoid such a terrible process of "try and error". Does it exists ??? THANKS for any tip / link !!!!
  12. I'm looking for more detailed description of Landforms.json config file. Any tip? Some source ?
  13. hi, do you have any experience with commercial VS server hosting services? I use HostHavoc but I have experienced very badly today: I stopped server, I started manual backup, I deleted some auto-backup files. And suddently web UI reported error and after UI refresh I saw that the BACKUP folder disappear. HostHavoc support confirmed it. So my Backup folder with all backups was lost. I really don't want to rely on such unreliable service. Any other more reliable hosting ????
  14. Problem solved: the commands is "/we mdeletewater". However it works for still water onl (not salt water).
  15. What VS version does this command work ? No success in V1.18
  16. BUMP !!!
  17. I'd like to remove sea water from bottom to level with World edit command. I can do it with flood fill - fill water from bottom to level with some non standard block like polished bauxite rock. And remove bauxite with Eraser Tool (replace only selected blocks) afterwards. However this is very laborious. Moreover flood tool covers big area. Thats not necessary. I'd like to use Paintbrush Tool. I can set exactly the size I need (along coast line). But the problem is this brush doesn't fill water. Does anybody know how to fill water with Paintbrush tool? OR: /we mfill - can this command be used in replace only air including water mode ?
  18. What is the angle the glider can descent to get farthest point ? 45° ? I.e. how far can I "fly" from 100 block tall tower on flat surface below ?
  19. I'm afraid no such functionality exists. I'd like to share my map too. First among my computers I play VS. And with my coplayers too. But sharing with coplayers brings new question/problem: should the maps of two players be "merged" including map markers? "Merging" means that new shared map is a "sum" of two merged maps. Because two players can reveal different new parts of map... so does sharing mena "merging" of two maps ? Btw. map is a file in folder "...\VS\Data\Maps" - one file for every world. You can copy it and transfer to another computer. However some renaming of the file is necessary because playing the same world (server) on another computer creates map file with totally different name (I think map names are generated randomly). So you should know what map file name relates to the played world on another computer and you should rename copied map to this name.
  20. Unfortunately can't be trasfered with bucket from 1.18 version I think...
  21. Tyron, what abot world parts export/import limits ???!!! I can export ("/we mex/mexc") and successfully import part about max 100x100 height=255. Not bigger. If try to export/import bigger part the part is missing at the other end than I'm standing always. Missing chunks are placed in "circular" way. It seems that more far from my position the chunk is the more probability it'll not be placed. See my another thread in Vintarian support forum, please. I need to transfer my old buildings including landscape (1100x1100) from 1.17 to new version 1.18 because of map reset. We're multiplayer server with long history and map reset is always a big problem - we want to keep parts of our old map. If the transfered part is properly cut-off from the old map (by making the border fall to sea) and placed to the new map in pure sea it can be seamlesly placed and border is nice. The problem is the transfer itself will demand 121 operations export/import because now it is not possible to reliably export import more than 100x100 world part. Can you please have a look at this issue and check if it can be corrected or limits raised ??? THANKS !!!
  22. Ones and only ones I've found huge silver/gold mine (in quartz). Never happened again. I've found only small silver amount in quartz. So near all of my gold stock originates from this mine. Small part of my gold stock originates from few tombs (gold chest loot).
  23. I don't know what is the problem... I only try my best to help you. And I cannot test solution because I don't have your computer here and my computer doesn't suffer the same problem and hasn't suffered anytime in past. So I try to think about all possible solutions and give it to you. THIS IS NOT solution IN THE GAME. If you don't like it leave it and don't comment: Sometimes WIndows switches to another keyboard layout even if you have set only one layout. I do have only one keyboard layout for my national language. Randomly when browsing some internet pages or opening some document Windows switches to US/UK layout. Because I do have only one layout it's impossible to switch back.
  24. If you press "+" on keyboard in any text editor (Notepad, etc...) - what do you get: "+" or "]" ?
  25. Another problem: drifters spawn at the bottom of the fall pit even with slab at the floor.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.