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MazorNoob

Vintarian
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Everything posted by MazorNoob

  1. FYI the server is advertizing on 4chan of all places, so either admins are astoundingly clueless or it is indeed an elaborate shitpost.
  2. Also while I'm at it, animations for items held in hand please
  3. I want a model with a permanently rotating thing. I tried this: { "name": "Gear rotation", "code": "gearrotation", "quantityframes": 60, "onActivityStopped": "Rewind", "onAnimationEnd": "Repeat", "keyframes": [ { "frame": 0, "elements": { "Gear": { "rotationX": 0.0, "rotationY": 0.0, "rotationZ": 0.0 } } }, { "frame": 59, "elements": { "Gear": { "rotationX": 0.0, "rotationY": -87.5, "rotationZ": 0 } } } ] } But this produces very ugly jitter at the end of the animation, since it rotates all the way back. I checked some survival mod code to see how entities like quern do it, and it involves a ton of code including custom rendering which I really don't want to copy. For now I'll just bump the number of animation frames to something huge and call it a day, but is there a better way?
  4. It looks to me as if the server tried to verify if the player has a legit copy of the game by connecting to Vintage Story's auth server. It's default behaviour. Maybe the route to that server from your server is firewalled or something. If you don't mind allowing people with pirated copies to connect to your server, you can set "verifyPlayerAuth" to false, it might help.
  5. I don't see what's so hard to understand here. When you generate an N by N map, your initial spawn gets placed somewhere around (N/2, N/2) in absolute coordinates. The game randomizes a latitude for this point depending on your starting climate, then latitude of the rest of the map is calculated relative to that offset. Because it's impossible to set the initial latitude explicitly to the equator ("Hot" starting climate is anywhere from 10 to 15 degrees off) , it also means the north and south edges of the map will always have different latitudes, in best case scenario differing by about 25 degrees. So, like I said in the OP, you can't make a map that ends with a north pole and a south pole.
  6. As far as I can tell, this should be trivial to implement. All that's needed to be done is to load 'zOffset' in GenMaps.cs in vssurvivalmod from a config variable.
  7. I don't care much for unrelated rambling, I just want a world with a north pole and a south pole at the extremes. Can't do that if I can't explicitly set latitude of the middle of the map.
  8. I want to make a server with a fixed size map of 50k x 50k so that there's an upper limit to how far people bolt off to play singleplayer on a multiplayer server. I want it to be earth-y so poles plus equator, the usual "cold north edge, hot south edge" map got boring. Without explicitly setting latitude of the middle point, I can't. It's either no glaciers down south or looking at the "other side" of the pole up north.
  9. Right now we can only choose from a predetermined list of starting climates, and none of the options are "exactly at the equator". It's impossible to create a world that's symmetrical and ends with a north pole and a south pole, and that infuriates me.
  10. There's a few terms here: * VS admin is the "admin" role of the player. You can send commands to the server and the server lets you do "anything". That doesn't mean letting the server process execute arbitrary code, only having the server do what it's written to do. * Server user is the user that the VS server is running as on the box. Think of it as a user account on Windows. It can do some things, can't do others. * Root is the administrator on the box. It can do anything. My concern is elevating privileges from the first point to the second. Mods that hook up to the game via Harmony could in principle do anything, so a VS admin that can install a mod can make the server run arbitrary code, meaning he can do anything as the user running it. It's not catastrophic, but annoying.
  11. There's a difference between "this player can administrate the server" and "this player can put nasty things into server user's .bashrc and ~/.local/bin".
  12. As a newbie admin I was surprised to learn that there exists a /moddb command that allows anyone with server admin role to install and remove mods. That immediately got me thinking: * Doesn't it trivially lead to a limited privilege escalation, from a player with an admin role to being able to do anything on the target box as the user that's running the server? Just push a malicious harmony mod to the db, install it on the server with /moddb and you're done. I don't think VS moddb is moderated to en extent that such an attack would be impossible. * If that's the case, is there a way to disable the moddb command for all users, including admin? I don't run my server as root of course, but I'd still rather not have any admin I appoint snooping around the box as a regular user either. I'd also rather have admin be unable to do that either, in case vs ever has an exploit that gives a user admin rights.
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