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Conquest of Blocks

Very Important Vintarian
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Posts posted by Conquest of Blocks

  1. On 5/2/2020 at 11:04 AM, Maxwell Ellington said:

    I wanted to find an english server for people that just want to be friendly and cooperate, with no pvp. Does anyone know of a server like that? 

    Check out Conquest of Blocks (www.vintagestory.online). We are now pure PvE, since it got requested by many.

  2. On 5/3/2020 at 9:50 PM, Stew said:

    Do you also have a PVE-area or PVE-server?

    We have areas in which pvp is not allowed. These include cities/villages, your own house and fenced property and all pathways for save travel. So in fact most pvp will happen in the wilderness (but most players are rather friendly so far, not much pvp going on at the moment). Server is PvE only.

  3. Whenever i assign a player to a custom role, this will pretty much render them unable to join the server, since the download speed on connection will be super slow. If i assign them to one of the standard roles like "suplayer", connecting to the server is working fine again. Are we not supposed to create custom roles? E.g. we have a custom role "prisoner" with a custom spawn location and forced spawn set to coordinates x y z.

  4. Right now, we don't have infos in the server browser in which region a server is located. The even bigger problem is, that we don't have the option as a server administrator, to set max pings for players, causing people from the other end from the world to connect and teleport from 'a' to 'b' to 'a' to 'd' all the time, so that at least pvp is not playable. We should be able to refuse connection for players with high pings.

    • Like 1
  5. @Tyron One of my players destroyed an latern which was placed on an old wooden table, then his client crashed and now he can't reconnect to the server. I may be able to let him spawn somewhere else, to see if this problem persists afterwards, but nonetheless this is something you may want to fix. Here is the crashlog:

     

    Spoiler

    Version: v1.12.14 (Stable)4/14/2020 12:51:10 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.BlockLantern.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       at _AwTvpwXV1bHGBB8plvoGTYT5ihD._wUuq3uOLN8Fi0aGOzCtPGuj6U7B(Block , BlockSelection )
       at _AwTvpwXV1bHGBB8plvoGTYT5ihD._qL8MKkGIwomV7BZiVAXExTc2RxF(Single )
       at _AwTvpwXV1bHGBB8plvoGTYT5ihD._YZl5SNyBXUKjgXTZCHtfITnWm3e(Single )
       at _clfmWA0YSY2as1BzXGL1FefIS0s._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       at _hLaepLRCOckdCEvZTPp1GxfgrdT._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       at _hLaepLRCOckdCEvZTPp1GxfgrdT._UfbESUwVALAm24tWKSVekibkmyy(Single )
       at _wbw3WsD1ic8cZIS5Ql2MkIqPWmb._UfbESUwVALAm24tWKSVekibkmyy(Single )
       at _s54YxMQ8l5DBeihbmw81nJkPTSU._RT1lBvzfhVzcDZ6jmYewDTkUdvx(Single )
       at _s54YxMQ8l5DBeihbmw81nJkPTSU._EZIJU8BLizIQdIOGgxu5BrkHzpV(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _gilSYm6aSzOct8TKUm64HAM8OHp._tyidesQGCE1oKHv8YEo8HwYCSty(_RxGTCHor7fqeGRNMEH5pZVfBHHK , String[] )
       at _xmrDk9pogtvR6xvbzmBc2dtFsbu._tyidesQGCE1oKHv8YEo8HwYCSty(ThreadStart )
    -------------------------------
    Version: v1.12.14 (Stable)4/14/2020 12:52:12 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.Client.NoObf.TextureSource..ctor(_hLaepLRCOckdCEvZTPp1GxfgrdT game, Size2i atlasSize, Block block, Boolean forInventory)
       at Vintagestory.Client.NoObf.TextureSource..ctor(_hLaepLRCOckdCEvZTPp1GxfgrdT game, Size2i atlasSize, Block block, Int32 altTextureNumber)
       at Vintagestory.Client.NoObf.ShapeTesselator.GetTexSource(Block block, Int32 altTextureNumber, Boolean returnNullWhenMissing)
       at Vintagestory.GameContent.BlockLantern.GenMesh(ICoreClientAPI capi, String material, String lining, String glassMaterial, Shape shape, ITesselatorAPI tesselator)
       at Vintagestory.GameContent.BlockLantern.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
       at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(_hLaepLRCOckdCEvZTPp1GxfgrdT game, ItemSlot inSlot, EnumItemRenderTarget target)
       at Vintagestory.GameContent.EntityItemRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass)
       at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime)
       at _clfmWA0YSY2as1BzXGL1FefIS0s._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       at _hLaepLRCOckdCEvZTPp1GxfgrdT._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       at _hLaepLRCOckdCEvZTPp1GxfgrdT._gvVdZYlJjMijmkAmKtFDCvJNXax(Single )
       at _hLaepLRCOckdCEvZTPp1GxfgrdT._nu0syyqM6QcVDRvU3XOrq03zfUh(Single )
       at _wbw3WsD1ic8cZIS5Ql2MkIqPWmb._ibkrrJqCs89QNSe99xnFzRxp3sL(Single )
       at _s54YxMQ8l5DBeihbmw81nJkPTSU._RT1lBvzfhVzcDZ6jmYewDTkUdvx(Single )
       at _s54YxMQ8l5DBeihbmw81nJkPTSU._EZIJU8BLizIQdIOGgxu5BrkHzpV(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _gilSYm6aSzOct8TKUm64HAM8OHp._tyidesQGCE1oKHv8YEo8HwYCSty(_RxGTCHor7fqeGRNMEH5pZVfBHHK , String[] )
       at _xmrDk9pogtvR6xvbzmBc2dtFsbu._tyidesQGCE1oKHv8YEo8HwYCSty(ThreadStart )

     

    EDIT: So i went online to see what his problem is and after he crashed out of the server, my game crashed too. I have some mods installed. I will try to check if these cause the crash, but maybe you can get some info out of these logs too. Here is mine:

     

    Spoiler

    Running on 64 bit Windows with 16 GB RAM
    Version: v1.12.14 (Stable)14.04.2020 20:28:33: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei Vintagestory.Client.NoObf.TextureSource..ctor(_hLaepLRCOckdCEvZTPp1GxfgrdT game, Size2i atlasSize, Block block, Boolean forInventory)
       bei Vintagestory.Client.NoObf.TextureSource..ctor(_hLaepLRCOckdCEvZTPp1GxfgrdT game, Size2i atlasSize, Block block, Int32 altTextureNumber)
       bei Vintagestory.Client.NoObf.ShapeTesselator.GetTexSource(Block block, Int32 altTextureNumber, Boolean returnNullWhenMissing)
       bei Vintagestory.GameContent.BlockLantern.GenMesh(ICoreClientAPI capi, String material, String lining, String glassMaterial, Shape shape, ITesselatorAPI tesselator)
       bei Vintagestory.GameContent.BlockLantern.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
       bei Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(_hLaepLRCOckdCEvZTPp1GxfgrdT game, ItemSlot inSlot, EnumItemRenderTarget target)
       bei Vintagestory.GameContent.EntityItemRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass)
       bei Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime)
       bei _clfmWA0YSY2as1BzXGL1FefIS0s._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       bei _hLaepLRCOckdCEvZTPp1GxfgrdT._a4Hmi0OF3M1DtfqsRXVEQNMveaP(EnumRenderStage , Single )
       bei _hLaepLRCOckdCEvZTPp1GxfgrdT._gvVdZYlJjMijmkAmKtFDCvJNXax(Single )
       bei _hLaepLRCOckdCEvZTPp1GxfgrdT._nu0syyqM6QcVDRvU3XOrq03zfUh(Single )
       bei _wbw3WsD1ic8cZIS5Ql2MkIqPWmb._ibkrrJqCs89QNSe99xnFzRxp3sL(Single )
       bei _s54YxMQ8l5DBeihbmw81nJkPTSU._RT1lBvzfhVzcDZ6jmYewDTkUdvx(Single )
       bei _s54YxMQ8l5DBeihbmw81nJkPTSU._EZIJU8BLizIQdIOGgxu5BrkHzpV(Single )
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       bei OpenTK.GameWindow.DispatchRenderFrame()
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       bei _gilSYm6aSzOct8TKUm64HAM8OHp._tyidesQGCE1oKHv8YEo8HwYCSty(_RxGTCHor7fqeGRNMEH5pZVfBHHK , String[] )
       bei _xmrDk9pogtvR6xvbzmBc2dtFsbu._tyidesQGCE1oKHv8YEo8HwYCSty(ThreadStart )

     

    EDIT 2: It seems to be a corrupted chunk. Whenever someone enters the chunk, his client will crash. As not everybody crashes. Any way to fix this?
    -------------------------------

    EDIT 3: Tried to load the world in singleplayer repair mode, but does crash there too. This is bullshizzle. Don't tell me we have to reseed the world and players will loose their creations.
    -------------------------------

    EDIT 4: I can confirm that the game crashes as the chunk is entered. People will not be able to respawn then, as long as they are within this area.

    EDIT 5: For now it seems like i could fix it with the /clearentities command that i fired within the corrupted chunk. It gave me an "unhandled exception" error, when i did, but it seemed to fix the problem anyways. At least i hope so. Player says one lantern is missing, thats it. So i guess it all had to do with that one lantern.

     

  6. *push*

    since this is something that should get fixed. A workaround - if you really want to remove these empty spaces in lakes etc would be, to place a block right next to it and click on its surface (the one that directs to the empty space) with water in your hands.

  7. I think it can be annoying, if you want to get rid of stuff you don't need, to be able to pick up things you DO need and shortly after you dropped these items, they'll be added to your inventory again, because they have been dropped too close to the player. I think a nice idea would be, to add some sort of trash bin to the HUD, where people can just drag and drop unneeded items to, to destroy them forever.

  8. You really can't do much at night, instead of staying inside home. This applies especially for the beginning, when people still have to figure out how to play this game, produce items like torches etc. It is really no fun to sit in the dark, not to know what is around you, maybe becoming hungry also, therefore beeing forced to leave your save spot and finally run into wolfes, falling down a mountain or whatever, because you can't see anything beyond 1.5 metres. Somewhat brighter nights would change a lot. And maybe also the option to shorten them. It's just a fact that many people just either wait the whole time doing nothing or just leave the server to come back later. I noticed that a lot of times.

  9. I recently was traveling at night and saw something at the night sky that reminded me of a tornado vortex and i was thinking "how cool and also frightening it would be,

    if this was actually a tornado coming right at me". Look at this picture:

    1011048927_VintagestoryScreenshot2020_04.12-17_29_48_93.thumb.png.0f679de2287ac3e788cae09e9c76d343.png

     

    I know there are already temporal storms (which i turned off on my server, because i don't like the shifting effect, but that's just me). So i guess this won't happen.

    Just wanted to share the idea.

    • Like 1
  10. On 4/11/2020 at 11:15 PM, Jeremy McArthur said:

    I appreciate anything really, ultimately it’s your server but the PvP rules seemed to be “at night” and therefore in my mind limited. Not hey it’s ok to screw allies over 🤣
     

    Bam is the first bad egg I have come across in VS so I guess that’s a pretty good record. I’m just so sick of starting over 🤦‍♂️ 

    Looking forward to see where this server goes! 

    That's why the last line of the server rules reads "subject to change" :)

    Of course, things have to develop. And i can't think of everything right from the start.

    There are still save zones and restrictions. In real life, it could happen the same. This is just part of pvp, that you could get betrayed by anyone, anytime. Have a look at Rust. It's the same. And it's one of the things, why many people love it. I'll try to save some of your stuff, but next time, look twice who you gonna trust ;)

    Server is PvE only

    And keep an eye on the rules, which may get modified once in a while, until they are finally set.

     

     

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