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Neitfall

Pathfinder
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Everything posted by Neitfall

  1. I have A dell R710 rackmount at home with dual xeon 3570 cpus and 124Gig of ram. I have 20 cores and 90 Gigs of Ram assigned to my Atlas Virtual Machine. Currently we have 14 grids running. I think I may be able to go to 25, we'll see. There's only 4 of us so I have the main grids around us on that we use for resources, one Golden age ruins, and 1 freeport. Then a couple grids far away so we get higher treasures. (If you pick up a bottle and it rolls a grid that is off, you get no map as it can't set the span for AotD.) Then when we want to travel to somewhere farther I just turn off grid behind us and start up grids we're heading to using a server manager. Its been working pretty decent for our small group.
  2. That I don't know. Have never tried using the saveworld command. I do know that it saves like every 10 minutes. So if it crashes at minute 9, you are back where you were 10 minutes ago. I don't have my Blackwood running right now so I can't test. We switches to a full 15x15 grid.
  3. Yes all the other files are your player data files. The .atlas file is the map itself. I back up the entire Saved folder to be safe.
  4. Same place they are for a normal server. AtlasSrv>Shootgame>Saved
  5. Just make a med kit and heal through them. They can be bad when you first start, but doesn't take long to get fort up enough that staying in water helps. I'm lvl 53 now and with 3 Journeyman cloth pieces, Vit buff and parrot my fort is 62. I can leave my plate chest and pants on during 90% of the heat events and only have the 3 suns, not the burning man. I actually look forward to them now as they take my health down so food gets used up to heal so that I can eat to keep vitamins up. lol Otherwise I dont get hungry enough.
  6. Put a player on server into creative last night to try and fix something and the same thing happened. Is there a way to reset all his Quest skills. He had zero quests. I dont want to have to make him reroll as he's gotten a fair number of discoveries already.
  7. Having 2 shoulder pets would be a nice perk. It should be gated behind a skill thats a fair way down the beast mastery tree which unlocks the ability to have 2 shoulder pets mounted. This would allow for having say a parrot for the fort buff and monkey for heals mounted at the same time. Same pet buffs should not stack so having 2 parrots would not double your Fort buff.
  8. Thanks for the recent updates @Phoenix125 Another QoL request when you are next working on an update. Is it possible to add an "online" button to the None/All/Invert etc Check mark servers button. So that it will check mark only your currently running servers. Not a critical need, but would be a nice to have.
  9. Are WPE working on dedicated servers? I keep setting bUseWildPirateCamps=True in GameUserSettings.ini but they keep reverting to False.
  10. Ya, I found those and thats what made me think if theres more or if that was the main ones that changed.
  11. I've been searching online but have had no luck finding a new map of the world showing the new positions of islands and more importantly which grids are Lawless, Golden Runes, and Freeports. I've been using Atlas World Map but its from 207.8. Does anyone have a link for a map on the latest release that shows what grids are what?
  12. ****NOTE**** Latest version of ASUU shows a trojan in the 32-bit manager. The 64bit exe seems clean. May need to look into that. I've managed to get ASUU running in tandom with Chromes server Manager utility. I have 5 static grids running, and 5 grids around me startup and shut down as I move around the map. ASUU is great for managing and updating config changes on the grids. The only challenge I am having is that ASUU only seems to check for running servers at startup. After that it's only checking for online players etc on the active grids. So as Grids are brought online its not seeing them. Would it be possible to add an option to also have it rescan for active servers on an interval? That would allow it to see new grids as they come up. Would also need to have a way to disable the Crash watchdog so it does not restart grids that are being shutdown by Chromes utility. Thanks Chrome's util in the background with 4 servers started. You can start /stop servers by clicking a grid, or it will follow me and keep 5 servers active around me.
  13. I'm no longer able to log into my SP since the update. It crashes with: Fatal error! VERSION: 315.14 AtlasGame.exe!APrimalStructureItemContainer_CropPlot::UpdateCropVisuals() (0x00007ff7f88a695b) + 75 bytes [c:\atlassvn\projects\shootergame\source\shootergame\private\primalstructureitemcontainer_cropplot.cpp:1073] AtlasGame.exe!APrimalStructureItemContainer_CropPlot::BeginPlay() (0x00007ff7f88a4640) + 0 bytes [c:\atlassvn\projects\shootergame\source\shootergame\private\primalstructureitemcontainer_cropplot.cpp:814] AtlasGame.exe!UWorld::LoadFromFile() (0x00007ff7fa2d3f6c) + 0 bytes [c:\atlassvn\engine\source\runtime\engine\private\world.cpp:7482] AtlasGame.exe!AShooterGameMode::LoadWorld() (0x00007ff7f8b068a9) + 185 bytes [c:\atlassvn\projects\shootergame\source\shootergame\private\shootergamemode.cpp:2957] AtlasGame.exe!AShooterGameMode::InitGame() (0x00007ff7f8af3b65) + 0 bytes [c:\atlassvn\projects\shootergame\source\shootergame\private\shootergamemode.cpp:1278] AtlasGame.exe!UWorld::InitializeActorsForPlay() (0x00007ff7fa2c69b3) + 48 bytes [c:\atlassvn\engine\source\runtime\engine\private\world.cpp:3444] AtlasGame.exe!UEngine::LoadMap() (0x00007ff7fa29339a) + 0 bytes [c:\atlassvn\engine\source\runtime\engine\private\unrealengine.cpp:10398] AtlasGame.exe!UEngine::Browse() (0x00007ff7fa28dacc) + 40 bytes [c:\atlassvn\engine\source\runtime\engine\private\unrealengine.cpp:8927] AtlasGame.exe!UEngine::TickWorldTravel() (0x00007ff7fa28e5e8) + 65 bytes [c:\atlassvn\engine\source\runtime\engine\private\unrealengine.cpp:9099] AtlasGame.exe!UGameEngine::Tick() (0x00007ff7f9fcfcdc) + 0 bytes [c:\atlassvn\engine\source\runtime\engine\private\gameengine.cpp:1292] AtlasGame.exe!FEngineLoop::Tick() (0x00007ff7f83a0146) + 0 bytes [c:\atlassvn\engine\source\runtime\launch\private\launchengineloop.cpp:2739] AtlasGame.exe!GuardedMain() (0x00007ff7f839a9cc) + 0 bytes [c:\atlassvn\engine\source\runtime\launch\private\launch.cpp:140] AtlasGame.exe!GuardedMainWrapper() (0x00007ff7f83a2bba) + 5 bytes [c:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] AtlasGame.exe!WinMain() (0x00007ff7f83a2ce8) + 8 bytes [c:\atlassvn\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] AtlasGame.exe!__tmainCRTStartup() (0x00007ff7fb33e829) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] KERNEL32.DLL!UnknownFunction (0x00007ff9ed427bd4) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff9ef3ccee1) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x00007ff9ef3ccee1) + 0 bytes [UnknownFile:0] Interestingly my crop plots in my SP at this location always showed full grown even after I would harvest them. I have no issues connecting to our Blackwood server and the crop plots there are fine.
  14. Did you update your server? I'm also running Blackwood and had no issues. As soon as I noticed the new patch I pushed the update to the server and told all my players to ensure they updated. Everyone's back on.
  15. @Jatheish Any chance of a full set of patch notes including what grids were updated with new islands? I've taken a quick look through the servergrids.json from the github and don't see a lot of changes. Mind you it was a casual glance. But looking at L10 for example it still has the 2 same islands within view distance of each other. I get that its a ton of work to create unique islands for every grid, but do copied islands need to be in the same grid?
  16. @Phoenix125 No worries about the late reply. I do have a friend who currently has this working, running ASUU and ChromeSDK's utility in tandom. I thin he's turned off watchdog so that ASUU doesn't try to restart offline grids. Not 100% certain he has it fully working, but he had his server up over the weekend and was testing the follow feature with ASUU monitoring. The idea is not to have every player tracked with grids loaded. ChromeSDK's tool only follows the server owner. So the plan is to have the main base grid loaded and perhaps 1 or 2 others. This means that when I am offline, players can only play in the main grid, which still gives them 4-5 island to sail to and things to do. When I'm online we group up and travel and explore. There are only 5 of us playing on my server and I think others with small servers would understand the limitations as well. Although his Version 1.9 of the util does allow you to select additional players to follow, but my server could not handle more than 9 grids at once. I'm not certain how ChromeSDK handles the server owner logging off and then back into an offline grid. His thread for his utility is here on the forums (linked in my post above)...maybe a collaboration project between the 2 of you?? have this as an optional add-on to ASUU with credits to CromeSDK?
  17. @Phoenix125 I came across this interesting thread today. Dynamic Grid Starter Utility Its a utility that allows you to statically keep 4 grids loaded. Then load the grid the server owner is in along with the 4 cardinal grids around the user. When the owner moves to a new grid, it unloads the 3 grids he moved away from and loads the next 3. Is there any chance this could be included into ASUU? It would allow those of us with small servers to keep 4 Main base grids up for our friends, and then when the server owner is on they would be able to be in the same 5 grids loaded around them. We are currently on Blackwood and are near end game. We'd love to try the full map but with only 5 of us renting a full set of servers is not feasible. Seeing as we are almost always within the same grid this would be an ideal solution.
  18. Yep, Blackwood is a 3rd party add-on map to an Early Access In Development game. We have to be patient for bug fixes in the game itself, let alone Blackwood. That said, for all we know Iso could be working on Blackwood bugs, its her map afterall so she might be looking at fixing it. We don't know.
  19. Yep, If I have a tame (or npc) set to lowest I move forward very slowly ensuring they keep up with me. That prevents them running into you. Not a fix, by a way to avoid getting stuck inside them. I keep them on Med or low unless trying to position something on a ship. Once I have it close to where I want I switch it to lowest.
  20. The Grill uses 100 water for every item it cooks. If you are cooking 3 meat, you need to have 300 water available. I only use it for advanced recipes that need water, or once I have 3 reservoirs connected to it and they are all over 6000 water.
  21. Is this still a known bug. We've recently started our own server on Blackwood and have been repairing using the hammer and pressing 'e'. Just found out about the mini game and the repair bonus but its not working for us.
  22. Cactus and maize (corn) can be found on the island due south of freeport. Wheat is no where on any island.
  23. @Phoenix125 Not sure if bug or user error. I added 4 mods into the mod line using the Blackwood Wizard. If I then close and reopen the Blackwood Wizard there are no mods listed. I re-enetered the mod ID's, then without closing the Wizard clicked "Update Mods" on the main screen. The mods did download and install into the Mods folder under Shootergame > Content (Note Blackwood is also a "mod" in this folder) Closing and reopening the Blackwood Wizard again has a blank Mod List. I was expecting to see them in the list to know which mods are installed. Not if is this is how its supposed to work, and not certain if the mods will be available on the server. (I'm updating remotely and wont be able t log in until I'm home to see if they are present on the Blackwood map) **EDIT** I've manually added "ActiveMods=123456,7891011" etc to GameUserSettins.ini (it was not there) and now the mods do show in the mods line on the Blackwood Wizard. Possible bug with it not saving the mods to the .ini file?
  24. Blackwood beds are working 100% on our dedi server. We've had it running 24/7 since we wiped and restarted after Patch .24 addressed the beds. 2 sloops, 1 Schooner with named beds, 4 beds on the freeport island in our main base, 2 beds on the cyclops island. All work perfect for respawning and fast travel. Have not noticed anything odd with ships on map in Blackwood (well other that the NW island seems to be shifted on the map) but my SP Ocean game shows my ship in the wrong grid unless I relog. Spawning in on the ship does spawn me on the ship in the correct zone that it actually is in.
  25. That's odd. We wiped our dedi server when moving .24 and currently have beds on 4 ships, 3 beds in home port, and 2 beds on cyclops island. All function perfectly. No beds were working before the bed patch. I completely deleted the Save dir for the first server (we were only a week in so no big deal restarting) and let it create a new directory when starting up the new server.
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