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DrEngine

Very Important Vintarian
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Posts posted by DrEngine

  1. 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 ????

  2. On 1/7/2024 at 1:36 PM, Khornet said:

    In case anyone finds themselves struggling with water in a similar fashion; I reached out to Tyron directly and I got the following reply:
    you can use world edit "/we ms" and "/we me" to select an area and "/we deletewater" to remove water inside the selection

    In other words, use the magic wand/select tool to mark an area in creative mode, and then use the /we deletewater command. It works.
    I can't believe it was that simple...

    What VS version does this command work ?  No success in V1.18

  3. 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 ?

  4. 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.

  5. Tested in V1.19 (Dejank Redux (1.19.0-pre.10) 😞

    The problem is still here. I can export 1000x1000 height 255 to file XXXX.JSON (about 200 MB). Placing the schematic file ends with only small part to be placed correctly. See picture.

    I've posted this problem several times. Here. In common discussion (non Vintarian). In 1.19PRE new thread. NO ANY ANSWER FROM DEVELOPERS TO THIS DATE.

    Is is limitations in the code? Is it bug? Will it be corrected or not ???!!!
     

    I want to transfer my old island from 1.17 to 1.18 new map. I should make 121 times this operation (Mark Start/end; Grow 100 south/east; Grow 255 up; export file; import file; paste in proper place). 121 times - cos only reliable operation export-import is about 100x100 not more.

    I'm starting to be really disappointed !!! Has anybody of developers read my problem? Can any of developers give me any answer ???

    2023-12-21_20-54-39.png

  6. 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 !!!

  7. I've tested it in V1.18. now.

    World part 366x366 height 255, nor 275x275 height 255 was pasted correctly. See screenshots - red column shows where the world part should end. 275 is bad and 366 is much worse. Red line shows where the border of pasted part should be.

    Something is wrong with World edit operations - copy/export/import/paste.

    Correctly transfered part of world has about 170x140. So I assume the reliable size for transfer is 100x100 (height 255) not bigger.

    275x275.png

    366x366.png

  8. hi, I've tried to use world edit commands a lot last few weeks. Especially mcopy/mpaste/mexc etc.... I've found that world edit operations have some limits. You can export some big part of the world (for example 100 x 100 height 150) with "/we mexc [name]" command. You can upload this file to server and use world edit menu command for paste this file. However paste operation is completed with errors - some border parts of pasted world part are missing.

    Very small world parts are copy/pasted without problems (data file has max 20 MB). Bigger parts (like 100x100 height 150; file size > 20-30 MB) are problematic. 

    Does anybody know the reason? Does VS have some limits for world edit operations in settings? Is it a problem od server memory ?

    I've found that the problem isn't the size of pasted world part but real size of the file. I can copy big part of the world made mostly of air => file size is small. Bit every real cube counts. Even small part of the world but full of real cubes means big file size.

    Any help? Idea?

     

    I need to transfer my base from old version 1.17 to new version 1.18 map. Size of my base is 1100x1100. If I split the transfer into very small parts (100x100 heigh 255) I can probably make the transfer reliably. But it'll take a crazy time to finish - 121 operations: mark start - mark end - grow south 100 - grow east 100 - grow up 255 - copy - mexc - transfer file to server - paste.

     

  9. 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. 

  10. I've redesigned the trap a little bit:

    - crawling drifters don't fall into 1 block wide pit - I've extended top drop space and drop shaft to 2 blocks wide and add two water sources to cover the bottom (see screen);

    This design did have problem: drifters don't fall over edge to the deep pit - they moved around on the edge.

    - so I redesigned it once more: I have removed all floor and extend fall pit to the size 5x5.

    Another problem: drifters aren't lured to me when I'm standing in glass "storm proof" cage. It seems they don't see me at the distance. Only if drfiter is very near it see me, walk to me and fall down. So finally the trap doesn't work. The number of fallen drifters is very low and they are wandering top spawning platform all the time. Any idea why they don't see me ??? Any hint ???

    2023-09-02_11-22-07.png

    2023-09-02_11-41-33.png

  11. @Thorfinn  The rift is unstable and it can appear and disappear. So it's near impossible to position my trap to be placed near the rift. Thats why I'll build my trap for use during storm or during normal play without storm. I want to maximize traps yield so I'll probably build the trap underground for spawning higher tier drifters. I'll use falling trap construction to filter lower tiers drifters (35 blocks tall fall kills all but two heads/corrupt/nightmare ones). This determines spawning platform at high about 40-50. 
    Construction example see link below...

    I only wonder how to filter live drifters from dead ones at the bottom of the pit... Maybe I can stand near falling point and lure live ones to me.

    My advantage is we're playing two players together (my wife ! yes they are such marvelous wiwes) so we can operate some complicated processes together (one player can stand by spawning platform to generate drifters; and second player can kill them at the bottom of the pit).

    @Snakeshoes : Interesting construction. However I'll go a way of falling trap:

     

  12. I've covered part of the cave opened to sky with granite rocks in creative to create closed cave. However the light level inside the cave below newly created "ceiling" isn't near zero. It's still very high like under opened sky. I've tried few commands like "./debug rc" but no success. Does anybody know how to correct light level under artificially created ceilings ???

    Ashampoo_Snap_úterý 29. srpna 2023_10h46m56s_001_.png

  13. I'd like to build Drifters Trap. What about drifter spawning rules from this point of view ? 

    - should I fill spaces (caves, etc.) around trap to avoid drifter spawning there (and probably lowering spawn amount in the trap) ?

    - what's max spawning distance of drifters to the player ?

    - will dead drifter has an effect of spawning new one (i.e. lowering of a number of live drifters raise probability of spawning new one)?

    - other thoughs / tips-tricks ?

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