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ADisorderlyFashion

Vintarian
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About ADisorderlyFashion

  • Birthday November 28

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  1. The port is set to the default 42420, that port is open for the device's IP on the network. Quoting the post you replied to, "Both devices are running Linux."
  2. I'm currently having difficulty connecting to my own server. I have the default port, 42420, forwarded on both TCP asnd UDP, this is from a fresh download of the server files. I attempted the version which includes both the client and server binaries just in case that somehow resolved it, still nothing. The server itself isn't showing any errors, but there's a line I'll discuss later that I only saw while writing this that might be related. I don't have logs for the client I tried to connect to yet, but I will post those once I do. I'm testing connecting via a steam deck, so I'll need to grab the files from that and put it on the machine I'm using to post this. I also tried changing "Upnp" to "true" in the server config, no effect. Both devices are running Linux, the client SteamOS with Vintagestory installed via flatpak and the server is running on a personal device running Arch. The server is version 1.22.6. I'm aware 1.22.7 is out, but it's not out on flatpak, so I'm unable to test if the matter is resolved on 1.22.7. I saw somewhere that enabling advertising could resolve the issue, but I ran into the issue someone else had of not being able to connect to the master server. The error says that the port is not open. The only relevant information I saw in the server logs was the following line: [Server Event] Device with external ip 192.168.x.yy found, but this is a private ip! Might not be accessible. Created mapping for port 42420 anyway. I'm not sure if this was referring to the device trying to connect or the server itself, though. It only shows when I had advertising on. Regardless of everything I listed above, the client device doesn't ever show a visual error in the game itself. It simply stays on the loading screen until the connection eventually times out. I was unsure when I wrote this if I was meant to make a new thread about it or comment on the one I mentioned about the master server issue, because that is only one symptom of my problem and that thread hasn't had a comment since February, so it would almost certainly have been a necro-post. If I should comment anyway, I will delete this thread and post this as a comment there.
  3. I recall this being mentioned in another forum post, but when I try to look for the post, I am unable to find it again. There is a mod which already exists which does this simply called PlayerList, but the mod does not work unless the server owner also adds the mod to the server. The mod author claims the mod is supposed to work without the mod on the server, but the instructions cause the game to crash whenever I try to log into another server with the mod enabled I have since reported this, but I expect this mod to not be an adequate solution going forward because of the last portion of the description. I respect the mod author's decision to apply this policy to their mod. They are not a developer, and as such, there are limits to what can be expected regarding support for this mod. Since reliability is something that cannot be expected of a feature I believe should be in the base game anyway, I feel my efforts are best spent requesting this issue be resolved by people whom I can actually expect support from as someone who is referring to a feature in a game I have purchased and convinced others to purchase. So as it stands, the only way to view how many players are online at any given time in a server is to install a different mod whose main purpose is not what I am seeking. This is not an adequate solution because the mod does other things which deviate from the vanilla experience more than would be desired for such a simple issue. I'm also not fond of the fact that the mod in question, HUD Clock, appears to spam the console with the current rift activity. This on its own is not a major issue, but gets in the way when debugging the game, as I tend to do as a Linux user who uses quite a few mods. So then, why do I believe such a feature is important enough to warrant addition to the base game? Simply because whether or not another player is online alters a somewhat basic mechanic of the game, sleeping. The player is unable to sleep if there is more than one person online. (unless another mod exists or some configuration option I'm unaware of, but then it falls on the mercy of every single server owner to change these when I could more easily adopt to this by checking the information myself) There are multiple solutions I myself can think of to solve this issue that require little effort on the part of the developers. The first of which is simply to show how many players are online. I suspect this information is already exposed, but not shown to the player, because otherwise I'm unsure how modders would've been able to make mods which show this information. If I am wrong and this is something they had to implement on their own, I will need to look into the process myself in order to come up with a better solution.
  4. Assuming none of the changes here would break any of the VS versions that support .NET 7, I don't see why allowing people on .NET 8 to run the game would be an issue.
  5. I find myself frustrated by how wolves basically make traversing through forests a death wish for much of the early game. It was particularly frustrating when I was unfortunate enough to spawn in an area with forest in every direction. My workaround so far has been to set the creature hostility to "passive" but the issue I have with that is the fact that it's far less believable that I could shove myself into their faces and they wouldn't think anything of it. I'm hoping this is placebo, but it also seems to affect the way animals interact with each other. I come across significantly less animal corpses with the hostility set that way, to the point where I wonder if the wolves are actually eating them or if they're dying coincidental deaths. I suspect a happy medium would be having a world option where wolves share the same AI as pigs and ewes in the sense that they won't seek you out and kill you, but they will attack if you get right in their faces. I would be open to other solutions if any of you have any
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