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Wahazar

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Everything posted by Wahazar

  1. Po wielu bojach udało się zaktualizować serwer do wersji 1.21.6, serwer działa teraz na nowym porcie, aby zassać prawidłowo nowe wersje modów, szczegóły na discordzie. Zostąły dodane nowe ciekawe mody, między innymi takie jak Primitive Survival, Teleportation Runes, Wear&Tear, Medieval Expansion, Real Smoke, a także autorski mod do rebalansu klas. Brak minimapy i współrzędnych nadal jest wyzwaniem, ale dodaliśmy możliwość nawigacji dzięki przedmiotom z moda CraftaBle Cartography. Zamiast sztywnego Permadeath, limit zyć kontrolowany jest przez mod Gear2Life, limit 21 życ może być doładowywany przez zębatki temporalne. W odróżnieniu od większości serwerów, nie przewidujemy resetu świata, nie jest on potrzebny dzięki ustawieniom zbliżonym do Wilderness Survival, nowy gracz nie pojawia się w zabudowanym i wyczyszczonym spawnie, tylko w losowym miejscu.
  2. I wonder, why there is no claim timeout. Even there is no such mods for claims subscription for rusty gears (I didn't tried CAN mods because they seems to be complex system). It is not issue for short-lived servers with frequent wipe, but in case of long-lasting ones, these abandoned claims are annoying, especially if building is not finished.
  3. I know about command db vacuum, but I had no chance to run it, because server crashed. Unfinished prune is one thing, but such error may cause also other problems. How to produce more verbose logs?
  4. World on our server size is above 40 GB, thus we decided to try prune command. We tried it on backup copy and server crashed: 25.11.2025 23:43:18 [Fatal] Caught unhandled exception in thread 'chunkdbthread'. Shutting down server. 25.11.2025 23:43:18 [Error] Exception: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at Vintagestory.Common.Database.SQLiteDbConnectionv2.DeleteChunk(UInt64 position, String tablename) in VintagestoryLib\Common\FileIO\Database\SQLiteDbConnectionv2.cs:line 258 at Vintagestory.Common.Database.SQLiteDbConnectionv2.DeleteChunks(IEnumerable`1 chunkpositions, String tablename) in VintagestoryLib\Common\FileIO\Database\SQLiteDbConnectionv2.cs:line 250 at Vintagestory.Server.ServerSystemSupplyChunks.deleteChunkColumns() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 525 at Vintagestory.Server.ServerSystemSupplyChunks.OnSeparateThreadTick() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 448 at Vintagestory.Server.ServerThread.Process() in VintagestoryLib\Server\ServerThread.cs:line 92 25.11.2025 23:56:37 [Notification] Prune complete, 1088504 chunk columns were removed, 16062 chunk columns were kept. 25.11.2025 23:56:37 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exception during Process 25.11.2025 23:56:37 [Event] Something went awry...please check the program logs... (Exception during Process) 25.11.2025 23:56:37 [Notification] Server ticking has been suspended 25.11.2025 23:56:37 [Notification] Entering runphase Shutdown I'm afraid, that map is somewhat corrupted and beside of non-functional prune command, it may cause some other problems in future. Are there any tools to check integrity/repair vcdbs file?
  5. 10 is number of chunks? So, 320 bloks? Radius or diameter?
  6. Same question as Irulana - how to refresh RA on multiplayer server? Does purge command works here?
  7. In TerraFirmaCraft there was taste system - if I remember correctly, each player has different taste preferences and tasty meal was able to "overload" saturation. In case of such system, implementation of spices would be sensible. Also, currently existing diversity of meals would be more reasonable (currently you need few types of food, all other are redundant and for role playing purposes only).
  8. Currently, repaired translocator is trying to spawn another one, far away. Is does work fine in singleplayer, but in case of long-running multiplayer server (especially with spawn radius 5000, like in wilderness survival preset), translocators are struggling to find "empty" spot to spawn another one. Player need to wait lot of time, and if lucky, finally another translocator is spawned somewhere below sea. But there is risk, that no free chunks exist within 8k range (for example, our map has more than 30 GB and we started to run into such problems). Therefore I propose to implement some kind of timeout, maybe 20s, if translocator can't spawn its counterpart due to lack of empty map, server should seek for already existing unrepaired translocator instead. If none exist within range, standard seek should to be continued.
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  9. The point is, that it is not possible to create mod, which grant exclusive smiting recipe for Blacksmith, or knapping recipe for Potter. I'm not talking about base game.
  10. Currently, only 3x3 grid recipes can be player class restricted. It is slightly weird, when you can forge Blackguard sword blade, but joining it with stick is beyond comprehension of your class. Situations is worse in case of multiplayer server, when someone want to add/edit some class to get RPG-like settings. Who need Blacksmith, if everything can be done by anyone? Therefore my proposal, to implement trait exclusiveness in barrel, smiting (maybe also clay knapping) recipes. The only problem I see here is handbook, which is not very reticent in case of smiting or knapping recipes. This is another story, honestly, 3D sketch of vortexes required to craft given item would be very useful here, beside of of vague link to general page about smiting or crafting.
  11. Sorry for late answer. I found your question while seeking same topic. Yes, you can patch another mods, similar to patching game itself. But there is no need to make new mod and put it on modDB page, if there are only some values patched. You can change these values manually inside these mods, because client is reading what server is "thinking" - no need to have such changes on the client side (they are ingored). The only need to put server patch/helper mod on ModDB is when there is some content, like new items/textures etc (visible by client).
  12. Melting ores (which are complex metal compounds) directly in crucible is unsettling for me. Therefore I created mod, where first we smelt ores in firepit, then we melt pure metal bits in crucible. Only nuggets of native metals (for example native copper) can be directly melted in crucible. Minerals, like Cassiterite (tin oxide), Bismutinite (bismuth sulfide) etc, require thermal treatment in presence of carbon, to reduce these compounds into bits of pure metal. Bonus - whole ore chunks can be roasted, as alternative (but slower than using hammer) method of acquiring metal bits. Current version: https://mods.vintagestory.at/show/mod/33024
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  13. Additional question: after migration to another mod, there are old traits generating warning messages in Character window. Is there a way to edit character manually and remove/alter these traits?
  14. We want to migrate our server to the newer version, the only one issue is with WorkingClass mod, which is not working (pun not intended) and no more supported. Not sure what happen with players, which chosen class from the mod, which no longer exist. The safe approach would be to change their class to vanilla one, upgrade server, change their class again to desired one (from new mod). Is it possible to do it by editing some files on the server side, or players need to do it manually by their own? I presume, that /player all allowcharselonce can be used by admin twice?
  15. Honestly, I don't remember what I had on mind while writing about big vague square, I checked it now - there is Ctrl +RMB icon. Maybe there was issue with previous version. Anyway, there is lack of F tooltip for changing image, also no icon of current charoal/chalk icon mode on top of the screen (where other icons appears when given util is being hold) Would be nice to have it fixed, because I'm pretty sure that most of users have no idea about this feature.
  16. By the way, handbook is overwhelming with its huge contents, also misleading with, for example, tools variants (oh no, I need meteoric iron knife to make club). With some "knowledge milestones", it would be reasonable to have handbook showing only subset of items end recipes (+setting to bypass such feature), for example only tier 1 tools (and items possible to produce with tier 1 tools) if clay was not found, tier 2 tools is anvil mold was not created, etc.
  17. I don't understand argumt "oceans are empty, thus not implemented by default" - main purpose of oceans is to travel on top of them, reef snorkeling is just minor addition.
  18. I propose to introduce stone rubble block, with texture similar to cobblestone, just less regular (two variants would be welcome). Such block should have stability similar to gravel or sand. 3x3 stones would craft 2 such blocks. Breaking (with pickaxe or hand) would give 3...4 stones back. In case of cave-in (if enabled), regular stone falling would become rubble stone block, also nearby cracked stone would be converted to rubble stone and fall if updated. There are 3 reasons backing of such proposal: 1. cave-ins are not very immersive now, no way that uniform stones are falling creating new uniform layer of stones (there are also bugs with teleporting stones trough celling). With rubble stones, cave-ins are more plausible, and what is more important - player have chance to recover from rare but annoying case, when his pick was broken. 2. Possibility of making blocks from stones, for escaping from mining wells. 3. Early nice stone block for floors, without need for clay.
  19. Lot of cool additions to boat, but can we have functional anchor? I mean, anchor which can pin boat against flowing water? No issue with vanilla (yet), but would be very handy for players using rivers mod.
  20. Single-use anvil mold absolutely makes sense, no way to remove such shape from clay mold without breaking. BTW, in Terrafirmacraft all molds has some chance of breaking during removal of metal item, it is already implemented in some mods, for example Tear@Wear mod.
  21. Surely not, I proposed such temperature to simplify things, it is a game, not foundry simulator. I just wanted to implement fact, that molds should be preheated before casting. About preheating, would be nice to have lost-wax casting mechanics to be able to produce some complicated 3D stuff, like chandeliers etc. Wax would be used to create voxel model, similar to clay, then clay will be add, and after firing in pit kin, single-use mold will be created.
  22. Currently metal casting process seems to be "easy peasy", just don't forget about (immortal) wooden tongs and pour molten metal into the mold. I saw some discussion of young players engaged in game so much, that they started fantasies about casting brass or bronze in real life. Such casting is very dangerous, especially for inexperienced user. One unit of water would rapidly evaporate into 1700 units of steam, therefore any moisture residue violently pushes molten metal like a geyser. I propose to improve casting process to make it more realistic and immersive, by adding "humidity" value to any mold. Right after removing from pit kiln, or after preheating above 200 degC, mold have 0% of humidity. It gain some humidity each day, capped at 10%...60% depending on rainfall climate in given area. If exposed on rain, humidity quickly increase to 100%. This humidity value, divided by 10, gives probability of "explosion" of molten metal after each 10 units are poured into mold with moisture. This explosion will create as many metal hot nuggets as there are metal units divided by 5 in mold. If temperature of metal is above 1000, explosion would also remove 0.5 HP from entities within 5 block range, additionally will set on fire two random blocks within range 3 around mold. Mold humidity would be set back to 0%. Mold would not break - this is another mechanism of abrupt cooling, already implemented.
  23. Rift activity may affect rift generation as usually, I didn't mentioned it because no need to change it.
  24. Probability, that rift would appear in your home during temporal storm is small. Currently, during temporal storm, monsters can spawn in your house randomly, my proposal bring some opportunity to control this.
  25. Feature of monsters spawning from the thin air is often criticized as annoying and not immersive. I propose following change: only rifts are spawning monsters (except of temporal storm or low temporal stability, when monsters can be spawn also in darkness) rifts can be generated in space 2 block high and 3x3 block large, below certain light level (except of temporal storm, when rifts can be spawned anywhere) rifts are spawning monsters after sunset and before sunrise (or always in case of low temporal stability), regardless of light level (thus rift generated inside of house during temporal storm will be source of threat at night until it naturally vanishes)
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