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Mrozak

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  1. Today, the server was finally updated to 1.21.4.
  2. I had similar problem when i changed the value in server config file. I was not paying attention, expecting the value to be in milliseconds while in fact it is in seconds (value for the console command is in milliseconds, but the value in server config is in seconds). So by setting config file value to 120000 i made the Oxygen last for 2000 minutes instead of the intended 2. Anyway... I think that using the entity command that sets the maximum, may not have the expected effect, because the game allows these variables to go over the max. So changing the max after somebody already got higher value, won't have an effect on them, until their oxygen gets depleted or drops under that new max value. I do not recall how i solved it on our server. First thing was of course correcting the value in server config file and restarting. But same as in your case, that didn't fix it for players who connected before the server config value was fixed. We did try the console command afterwards, and i think that was actually what fixed it for that player. But i believe we also tried to respawn and/or killing the player.
  3. I wanted to use a simple update checker inside my browser, but i can't because the API site is not configured to allow cross-origin requests. Is there a reason for that? or is it just... mistake? Can it be changed? Please
  4. Added our initial version of Temporally Stable Tweaks
  5. I actually answered very similar question not long ago, with few more details and reasons why i like my hosting provider: https://www.vintagestory.at/forums/topic/17243-server-hosting-and-mods/#findComment-84612
  6. Besides the fact that "best way" is a myth... I could tell you that Something Unique Hosting is the best, but that would be a lie, because i cannot know if it is the best, because i didn't try any other hosting providers. I am just a happy customer of theirs with nothing to complain about - does that make them the best? i don't know. For starters, here is some good reading, if you missed it: https://www.vintagestory.at/selfhosting/ https://wiki.vintagestory.at/index.php/List_of_server_hosting_providers And of course, if you can, wait for other people to recommend something.
  7. I think you must be playing on some ultra easy mode for Survival, if there is nothing for you to do during night than just waiting or sleeping Especially at the beginning. It isn't like there is nothing to do at your home during the night, you just didn't realize, or maybe you ignore the possibilities. My most fond memories of the game are from those early days, when i would be too afraid to go outside during the night, so i was sitting comfortably next to a fire, cooking meals, crafting things, making pottery, or panning bony soil (if you build your mud hut in a place with water).
  8. Just for the record, i don't think any of this is a problem (i typically want more realism, not less, and the fact that others may use your boat or steal from your saddle bags is realistic). But i am surprised that you cannot lock the chests on the boat - that should be made possible. The saddle bags though... it's made from leather, anybody with a somewhat sharp instrument can get into something like that easily. I am not opposed to a world config setting that could be set on server to prevent other ppl from accessing other peoples saddle bags (either in general, or based on group membership and permissions same as with land claims), but it should be an option.
  9. Added some new mods (and updated bunch of others): Cartwright´s Caravan Custom Flowerpots Firearms (unsure if we keep it, if yes, we will have to tweak it somewhat) Millwright More Torch Holders Tabards
  10. Just a little update... The discord is now at 61 members, out of which only about 35 are active players. Number of Online players usually peaks at around 13 (17 was a recent record, not repeated since, i think). Average number of Online players would be 7 (not including ~3 hours a day when the server is empty). Some new factions emerged, current list is: - Forlorn Hope - Bald Hill village - Cat's Gold Prospecting and Mining Company - Duncrimn Dwarves - The Imperium (seems currently inactive) We will be adding some new mods tomorrow, hopefully also our custom tweaks mod (if ready). Server runs fine, without any major incidents (worst thing so far was someone's armor getting eaten by the "Aged armor stand" - will be looking into it).
  11. There are some triggers conditions, see: - assets\creative\music\musicconfig.json - assets\game\music\musicconfig.json - assets\survival\music\musicconfig.json I made a complete music overhaul once, but the triggers are quite limited. The triggers are basically just whether you are playing creative or survival, ranges for time of day, seasons, latitude, temperature, sunlight, and distance to spawn point (i used this one to play a "music when safe at home" types of tracks). Rather rudimentary system when compared to other games (Skyrim/Fallout comes to mind, where you can use combinations of hundreds of different conditions, even results of custom scripts, global values...), but still better than nothing and it does the job done for the vanilla game. But how would you for example play a specific track when you start sailing? ...no idea, no idea if it is even somehow possible, without making a code mod. The most annoying thing about the system is that it is NOT synchronized in Multiplayer. If there are different tracks that can play in a given situations, you will likely hear a different track than your friends in MP. And i am not sure about this, but i also suspect that not only the tracks are not synced, but you may have music while other have silence - even though they are at the same place as you are, doing the same thing as you are. I am aware that the conditions may be different on each client, so it may not make any sense to always play the same track, BUT when those conditions are the same, it should play the same track, the music could be synced and it annoys me knowing that it isn't
  12. Added some more mods to the server: BedSpawn Crossbows Medieval expansion patch Stone Railings Tankards and Goblets Vintage Scarecrows
  13. So, this mod also adds aurochs... I was keen on adding the mod to our server, but i missed the info regarding aurochs being included. I am not against having them, but i would like to know more details. What are the spawn conditions? I don't want to see them everywhere, or replacing any other animals that would otherwise spawn there, or having some overpopulation problem, or seeing them where they do not fit, etc. How does it interact (if at all) with other animals, and players? Is it hostile? is it hostile only when having young? Can it be domesticated? after how many generations? Can i disable them in case i ever feel like getting rid of them?
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