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Digitalr

Very Important Vintarian
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Posts posted by Digitalr

  1. Another issue...

    If any mod change stack size to greater value, then, after player take few stacks of items with new stacksize from container, server start to throw huge list of exception. Not sure, but, i believe, exceptions are generated after item despawn timeout ended.

  2. On 3/20/2021 at 8:13 AM, CJHKnight2 said:

    Also, the recipe JSON is outputting only default firewood and not the rewalisticlogsandfirewood firewood types. Is this due to the C# code for firewood?

     

    You need to define domain of blocks or items in recipe. Just add game: before any items/blocks from vanilla VS, and realisticlogsandfirewood: before items/blocks from your mod:

    Spoiler

    [
        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["acacia", "birch"], name: "type" }
            },
            width: 1,
            height: 2,
            name: "realisticacaciafirewood",
            output: { type: "item", code: "realisticlogsandfirewood:firewood-{type}", quantity: 3  }
        },

        {
            ingredientPattern: "A    L",
            ingredients: {
                "A": { type: "item", code: "game:axe-*", isTool: true  },
                "L": { type: "block", code: "game:log-*", allowedVariants: ["kapok", "maple", "oak", "pine"], name: "type" }
            },
            width: 1,
            height: 2,
            name: "realistickapokfirewood",
            output: { type: "item", code: "realisticlogsandfirewood:firewood-{type}", quantity: 4  }
        }

    ]

    But, i believe, you need to disable vanilla recipe for firewood first, or change shape in your recipe, to avoid possible conflicts.

  3. On 12/6/2020 at 10:49 PM, Rhonen said:

    Also there is a limitation by the API, so when abort the character individualisation (include the class selection) you will receive the commenor pack.

    Player can receive commoner starter packages until class selection confirmed.

    I mean:

    Login...

    Skip class selection dialog...

    Receive starterpack....

    Logout...

    Repeat until inventory full

     

     

  4. 4 minutes ago, l33tmaan said:

    Maybe Tyron should quadruple the stone stack size... 😛

    Good idea. Really. I try to set stacksize for stones at 256.

    Just now, Streetwind said:

    Have you modded your item despawn timer? By default it is set to 10 minutes, after which unattended items on the floor automatically disappear. This feature exists precisely to prevent the problem you are experiencing. If you increased this time, then you'll get huge numbers of unattended items that take ages to despawn - and that is tthe quickest way to destabilize your server. Which is why it's recommended to never touch that value, unless you plan to decrease it.

    Another setting that indirectly causes this is greatly increasing tool speeds, or modding in high-speed tools. This allows people to destroy way more blocks in the same amount of time, resulting in way more items on the ground on average.

    Also, what the heck are your players doing, producing 10k+ dropped stones during mining? Is that a horizontal tunnel? That is quite literally the slowest, most wasteful, and least likely produce results method possible to look for ore in Vintage Story. And then these guys aren't even tidying up after themselves either. All of them deserve a firm slapping with a neon-illuminated 'Git Gud Scrubs!' sign, if you ask me. :P

     

    No, at this time despawn timer still on vanilla 10 min. I plan to decrease it to 60, or even 30 sec, and install player corpse mod to keep death drops "safe".

    We do not have any mods, which greatly increase tool speed, but, even vanilla steel pickaxe, works pretty fast on some sedimentary rocks. And bombs. Silver mining with bombs produce tons of quartz as garbage. No one collect it. IMHO, auto-garbage-bin-with-filter mod is necessary thing in this case. But... Unfortunately, i cannot write on C# :(

    And yes. This is horizontal tunneling with side branches. I dont know, how to persuade them all to forget minecraft-style mining.

  5. UPD2:

    Many drops on floor==many lags. Many players leave stones on floor when mine ores. After some time, server starts lag as hell. I collect more then 10000 stones in one "mining area", when investigate this lag source. Not sure, but it seems, only "spread" drops are laggy. When i drop all this stones to one place, all works OK.

    So... How i can mitigate this problem? (I try change item despawn timer to lower values, but, may be it is possible set faster despawn only for stones?)

     

    2021-03-22_22-50-14.png

  6. UPD: this is definitely not a disc speed issue. ATM, SATA SSD replaced (now we put VS on dedicated Samsung 970 series NVME SSD).

    But lags stil occurs every winter. Each time, when player teleported to snowless area in winter, or snow covered area in spring times, and process of quick snow accumulation/melting started, server become very inresponsible. Until all visible chunks are processed.

    Generation of new chunks also have some impact on performance, but nothing compared to snow melting/accumulating process.

  7. May i ask You to move part, implementing ranged attack and other entity AI mechanics, to external "AI" mod-library? I believe, many modders, server owners and players can use this great option, but, unfortunately, not all of them can use Caelum terras "as is", because of world generation incompatible with existing old worlds :(

    Thank You.

  8. Is there any way to truncate world?

    We have big unpopulated zones to north and south from world spawn, and it will be great, if all this zones can be purged from save file.

    I believe, it can compact database minimum 4...5 times.

    • Like 2
  9. [IMHO]

    I see post about "no automation" in this topic before posting my suggestion. And, according to this opinion, i suggest only speeding-up copy process. Not make it fully automatic. Just less time spent for copy one block. Because, even without automation, i can put something heavy over RMB, go drink cup of tea e.t.c., and have result as "automated" copy.

    For balance, some kind of fuel, copy-cartridges filled with temporal dust and rare material powders mix, or any other consumables can be added to powered workbench. Just like in real devices.

    [/IMHO]

     

     

  10. Bug?

    You can't put crock with food to container. But if you put empty crock, then you can put filled crocks. Crocks can be retrieved from container in LIFO order :)

    Also, some flowers on container's label still "alive" and affected by wind

  11. No. We do not have Farm life mod. And most of mods are asset mods. Unfortunately, turning off mods one-by-one can ruin gameplay for many players :(

    Yesterday we have no significant lags. But it is mid winter now, and snow cover are stable and not changed too much anymore, compared to autumn-winter transition (when problem was detected first time).

  12. Unfortunately, no. It is dedicated hardware. Linux based. But there is website (tiny) and forum on this server. I dont see correlations with server lags and site/forum loaplants/d. Also, VS server and site located on separated physical discs.

    Btw, what is BlockEntityTransient? Plants/mushrooms/ice/snow/any growing/decaying blocks?

  13. Please, add separate download, with source versions of patched files for skill experience levels.

    At this moment there is only pure/medium/rich/bountiful/ungraded experience grades, but, as example, brown coal are very common, bituminous much rarer, and anthracite is very rare, but all of them give same experience. Same things with metals: copper are very common. Tin are rare. IMHO, rare version of ores must give more experience.

    I can try to restore unpatched versions from patched, but, i believe, it can be useful not only for me.

    Also... Is there any way to exclude or add ores to geologist ability?

  14. Have some issues with our server. It become laggy and inresponsible at regular intervals. (Server autosave?) But only sometimes. We can have 9 players online and no lag. But sometimes with 5 players it freezes and ticks take up to 700...11000 ms.

    There is plenty of RAM (8GB+), Lot of CPU power and cores (8 cores available atm), and installed on Samsung 860Pro series SSD.

    Debugging out (via /debug logticks 100) give main cpu time consumed by  gmleVintagestory.GameContent.BlockEntityTransient process.

    (server-main.log attached).

    What can it be? What i can do to improve performance or narrow source of problem?

    UPD: Not sure, but can it be snow on chiseled blocks issue? We never have such problems before winter...

    server-main.zip

  15. 11 hours ago, Xandu said:

    I don't know if this is really necessary, since you already can throw items away and just let them despawn.

    Yes, but it is little annoying, when you throw them away, while in your home. Anyway, i have improved version of this idea 😆

    You can define, which items are move to void on pickup. Something like strongback inventory, but acting like filter. So, if, as example, i blast quartz vein with ore bombs, and put quartz chunk and clear quartz chunk in this "filter" inventory, i dont need to throw tons of quartz to far corner at regular basis. It just removes from existance.

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