Thorfinn
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Everything posted by Thorfinn
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Modded performance issues SP
Thorfinn replied to Smeeslug's topic in [Legacy] Mods & Mod Development
BLUF: Reduce your view distance. Check other FPS hogs and see which you can live without. Kind of the nature of the beast. If you are a hard-core explorer using a large view distance, you can end up with default Survival worlds a gig or larger in the first month. Singleplayer. It takes a decent SSD to deal with that kind of load. If that's limiting you, and you can't spring for a better SSD, you can cut view distance back to restore some snappiness. Another possibility is RAM. If mods create lots of blocks, those have to be loaded somewhere to be rendered. And, of course, each different type of chiseled block has to be loaded somewhere in order to be rendered, too. The less RAM, the more things need to get swapped out. It's eye-opening to review real-time graphs of SSD use and see how mods and playstyle affect the amount of swapping. Translocators can also be hogs if you are being moved to a different biome and it has to swap out all the snow and larch for desert or jungle or savannah. So long as you are playing default, where translocators are all underground, the system has time to swap those out and it's not as obvious. But with mods that have above-ground translocators, the system may have to swap pretty much every block in your entire view distance all at once. That lag will be noticeable on pretty much any system, sometimes revealing the cavern structure of the region you are bouncing to. Even if you are sparing with chiseling, there are mods which are not which will tax your system, particularly with high view distances. While a one-off chiseled block in a chunk you can't view may not take any RAM, if that block is anywhere in your field of view, it will. Sprinting can also cause problems as it makes the rendering work harder, plus, it may be running mapgen at the same time. It takes a pretty good system to deal with sprinting with view distances of 768, or even 512. With some systems, you might have to drop below 256. And check on graphics settings. They helpfully tell you which are the major hogs. Figure out which are essential to your desired game experience, and which are nice to have. -
Fair. That's how I figured it worked. Should be able to lock it down tight enough by only granting the vs directory to the user the server is running under. Everything else on your box is off limits to him. A moderator is mostly dealing with booting griefers, maybe removing a rift if some n00b is having problems with one just outside his Chateau de Terre or things of that nature. He doesn't really need to be able to do block id remapping or query block ids or run a stacktrace, like a real admin might. Once VS is out of early access, it would not surprise me if that is incorporated. But for the moment, if you don't think you can trust the people you trust, you have the tools to fix it.
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Flax. Needed for windmills, armor, linen sacks, etc.
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True. There used to be a crops mod or 6. I seem to remember potato bread, too. On the other hand, if you are going for realism, they are primarily a K crop, so they would just be left right where they are, like the unloved carrot.
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But "administrate the server" just means moderator, right? You are not talking administrating the physical box or even the OS, but rather just this instance of VirtualstoryServer, right? Admittedly, I'm not a Unix guy, so I don't know what that word entails in your system. In Windows, Admin is a special, near-root level access. No user (including Admin) and very few processes would have unrestricted root level access in any reasonably designed system. And VS cannot grant you system privileges greater than whatever your process is logged in as. On a VS-Admin login (which has r/w permissions to only the VS directory, the mods directory (likely a subdirectory of VS) and wherever the SQL is (again, for ease, likely within the VS directory)) the OS itself would prevent more than corruption of the world and deletion of game files. I do agree, though, that I would not grant anyone else Admin until I was absolutely sure you couldn't do some buffer overflow trick or pull a Bobby Tables and do something you should not be able to in a properly designed system. It's not like Moderators really need to be updating mods regularly anyway. Those can wait until the superuser is on.
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Incidentally, just noticed that in the new version, flowers are only detected Z+5 to Z-5 from the hive. I'm pretty sure it used to be +/-7, or possibly 8 for one of them, again to get a s=16 cube. But that's why some of the wild hives high in the tree see no flowers.
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Why not just limit who you give admin access to? Or are you getting at that there should be a separate Moderator class with a limited subset of admin privileges? I'm pretty sure you can do that through /role and /player. At least in a different voxel game (no, not THAT voxel game) that was exactly how it was done. By default, there were only Admin and Player classes. Any other classes you wanted were defined at the console, or, ideally, in the config.
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Check the Multiplayer forum. I have no idea why a server intended to remain private wouldn't use the /serverconfig password and /serverconfig advertise commands, though. Pretty rude, IMO.
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18.6 .net7 release still has the same crash-on-exit error. Performance on ultra-high is a tad less -- average 53, minimum 48. If I'm sprinting all the time (and, more or less, I am) it feels a just little hinky. Stand still and in a dozen seconds or so everything smooths out. But on High, it's a bit better than 1.17. Almost a rock steady 80.
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Unable to place items into trading inventory.
Thorfinn replied to Raoul Reisdorff's topic in Questions
Those mods should not make any difference. Don't be offended, but the trader is offering to buy at least one of each, right? Not only are those in the grid in the right-hand panel, but they are at least quantity 1? And you can't place just one of them into the row of blank spaces at the bottom of that panel? -
I thought there was some option to reveal time left in the Block Information (top center, Ctrl -B), but I can't find that in the Settings. Is that discontinued? Or was it maybe a mod? Could it even apply to a beehive becoming harvestable, where there seems to be a significant RNG?
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Those are supposed to be forward compatible. I suspect that they are looking for input from you saying whether or not it works. There is no realistic way they can test all machine configurations. I know someone who has it running on a crappy i3. I don't remember which version was at the link when I tested it on an older Win7 install (admittedly, a pretty butch system, even today), but I was pleased to find out not only would it run on Win7, VS performed better on that machine. If I were the developer, I would maintain links to the most recent .NET build that my userbase had been able to confirm worked. So what say you? What are your system specs, and does the .NET7 release of VS work on it?
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Yummy! My favorite!
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Pretty sure what you are seeing is being "phased" partially into the ladder. Usually happens when you are too close to the ladder you are adding when extending it. Really easy to duplicate with regular ladders. That can also happen when nearby partial blocks nudge you one way or another, too. Move until you are against the wall opposite the ladder and the pain should stop.
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Depends. Single player, usually somewhere between 0 and 4 or 5. Multiplayer, maybe a lot more. My daughter like to play with all the friendly collectible animals mods, so that can run into a couple dozen.
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Which can be done, but it would seem more confusing to have recipes which ask for 1 l. of water/juice/broth whatever to call for 0.88 quarts(UK) or 1.057 quarts(US). There are mods for at least part of that if you don't mind working with crazy numbers.
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One of the traditional trail markers was blazes, where one took a swing at a tree to skin away the bark. It was very clear not only that there was a path marked there, but also when it was laid, and in what direction it was pointed. That would actually work pretty well, IMO. At least it gives a reason to carry an axe in the early game. Software-wise, it would require a few different bark textures for each tree, plus when whomever enters the chunk, his 'puter properly ages the blaze.
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Huh. Wiki is not quite right. The box that the flowers have to be in to be counted is 8 blocks north and 8 blocks west of the hive, and 7 blocks south and 7 blocks east of the hive, that is, it is a block 16 on a side. That means a hive can potentially see 256 flowers from a single plane if you hang the hives from a trellis above. Which is convenient, in that with a 4-high trellis (or, heck, just a block hanging in space) you no longer have to fence out coons and bears, nor do you have to dodge around whatever pillars you are using when collecting drops. That means all my earlier testing, which was based on a 7 block radius is not quite right, since only values of the central 4 hives remain the same. All the rest, 32 in total, are non-symmetrical in the apiary. Or more correctly, the axis of symmetry runs on the NW-SE diagonal. Easy to fix, though. Just add an extra row of flowers on the north and west sides if it matters to you. [EDIT] Never mind. No matter what you do, because the block of flowers has diagonal symmetry about the hive, the tiled pattern will also have diagonal symmetry. [/EDIT] But practically speaking, it works out really close because even the worst corner, the northwest one, which was only seeing 100 flowers, swarmed in only a little more than an hour. I don't yet know about honey. I don't think I'll probably bother. It's done when it's done.
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I usually use 6xn and harvest alternate rows. The center ones in the Wiki structure were pinging 224, if memory serves. My build from last night, the central ones were pinging 450. Some mechanics I noticed (assuming I can read my chicken scratching) The skep counts the number of flowers in its range one game hour after the skep placed. It appears to report what the Wiki says in terms of swarm time. There is no difference in how the skep populates -- it looks to be strictly based on number of flowers. I don't remember any cases where it was less than large, even out at the margins of the field where they were seeing ~160 flowers. Possibly I wasn't paying enough attention, between collecting reeds and flowers. But placed by itself out in several random natural flowerbeds, you can get poor initial population. At 350 flowers, it was taking 1:10 to swarm. Somewhere between 450 and 500 flowers, (no, I don't know exactly) it will swarm exactly a game hour later. That appears to be the minimum time. At least at 675 flowers, it also took exactly an hour. (Yes, it takes a couple days dedicated just to harvesting flowers to do that.) Very much a case of diminishing returns. The skep will not be able to swarm again for what appears to be a full game day. Maybe more. There may be an RNG involved, or it may be a stronger function of number of skeps in range. But you can reset the timer by transferring the populated skep to your backpack slot and then putting it back, just as you would suspect. Maybe what I should do is reset the counters on symmetrical skeps and see if I can tell whether there's RNG Or maybe I should leave that as an exercise for the reader. Harvestable is a much slower operation, and appears to either have a large degree of RNG involved, or maybe it's that skeps figure in more strongly than 3x, or maybe I just am not understanding my notes. It does not appear to be the strong function of number of flowers it used to be. It's much slower. Not that bad of a problem -- it's still faster than I can harvest reeds or use up the honey. Flowers up to 5 blocks above the skep are counted. Those 6 above are not.
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Interesting information. I have not tried much more than a stack of flowers around a wild hive in 1.18, but good to know the distance limit from swarming skep to populated skep is 3. Is that true in the apiary, too? If you use Wiki's layout, once all the skeps around a given skep are populated, there's no point in not harvesting the one in the center, even if it's large, and you still have open skeps, but they are more than 3 away? Or would it make more sense to relocate that skep to somewhere there are empty skeps nearby?
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Are drifters spawning every night an outdated mechanic?
Thorfinn replied to Headshotkill's topic in Discussion
Weird. While I was watching, it entered "7" then posted. I agree that is what drifters aspire to be. They are the things that go bump in the night. My first couple dozen games were either death to wolves, to drifters, or to hunger, shivering in a tiny dugout waiting for daylight so I could get out and try to find something to eat. I *knew* that they would figure out some way to get in. So, yes, they fulfilled that role, and evidently still do. But once they no longer inspire fear, what then? How about when you learn more lore and no longer fear them, but pity them? Give them the ability to open doors, and you quit building with doors. Give them the ability to smash through dirt, you switch to stone or stop leaving places for them to stand outside your house. Maybe build a treehouse, and pull your rope ladder up behind you. Maybe make your entrance some parkour challenge. Teach drifters to fly... At some point, you are left with just stopping building at all, which seems to defeat the purpose of having a voxel-based survival game. (Though, to be fair, that's mostly what I do anyway, until winter approaches.) And worse, all these drifter enhancements have made them way too tough for people new to the game, for whom the moaning itself is quite enough of a threat. I'm not saying to increase loot. I already don't bother with anything but double-headed, and usually not them. Since I see little benefit to translocating to some random place, I see no benefit to farming for temporal gears. So the point to killing drifters has to be something else to make it worthwhile. How about it adds a point or two to the local temporal stability of the X-Y coordinate it died? Maybe some radius effect? Kill enough drifters around your base and eventually, the Rust World is not close enough to this world so no rifts spawn close by? -
Hey, just broke my previous record. First hive before 9AM, 1 MAY. Gonna have to build a platform for flowers. Looks to be 9-10 blocks off the ground. [EDIT] Wild Beehive (Medium) Large population 9 flowers (there's a few lilies of the valley on a slope that must be close enough to count.) [/EDIT] [EDIT2] Wow. Second beehive, also medium with large population, 26 nearby flowers, 11:02 AM, 1 MAY. Guess I'll leave the flowers I was planning to harvest... [/EDIT2] [EDIT3] The first is seeing 41 flowers, and swarmed by 6 AM on 3 MAY. The second is seeing 83 flowers, and still has no swarm information. I don't know how it works. Though I did see a night time temperature of 6 degrees on the second one, while I saw a low of 8 on the first. But the terrain between the two is awful, so it takes a good hour to traverse, so I never saw either at its lowest, probably. What did confuse me a bit because I kept hearing buzzing when I didn't think I was close enough was that there was a third hive between the two... [/EDIT3]
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Oh, well that's not the issue on early wild bees, then. Last night I had a day 1 find, and it had a large population, so I added flowers until they saw 84, placed an empty skep, then bided my time in the general area with charcoal and clay until day 4. Still no message when I quit and headed to bed.
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Are drifters spawning every night an outdated mechanic?
Thorfinn replied to Headshotkill's topic in Discussion
They don't even do that, though. That's the problem with them. You can get hit with a few rocks, sure, but with a little practice, spears take down hordes at very little risk, even on Wilderness and no armor. They are the things you don't bother wasting time on in storms looking for the double-headed. Even the nightmares aren't worth losing durability on the several of your spears it's going to take. Drifters are just a minigame, and unlike the knapping, clayforming, or panning minigames, they are a pointless minigame. The first two guarantee that you have something to show for playing, the second one a decent chance, but what do you have to show for a nighttime of playing the drifter minigame? Maybe a couple fiber, maybe a temporal gear every couple months. You get far more fiber just exploring with a torch, plus you have seeds and food to show for the time, rather than, more often than not, just down a few spears. -
Command to change Propick search radius not working?
Thorfinn replied to Sendai-Kai's topic in Questions
By "reset" do you mean save and exiting and restarting the world?