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Kalizaar

Pathfinder
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About Kalizaar

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  1. It was the Illuminati, obviously.
  2. Do you use CPU affinity with your 4x3? And if so, what method do you use? I'm doing 12 grids on 32 thread Threadripper 1950X, and it seems like it's hammering 16 of the threads but barely touching the other 16. I would think it'd be better if I could spread that CPU usage out a bit more evenly.
  3. A list would be nice. It's possible they're still working out which settings they feel are ready to interact with Atlas. Something that does one thing in Ark might have a different effect in Atlas. Last thing they want is another batch of people complaining things are broken because they tried to use some random config setting that suddenly turned all chickens into WW2 tanks. Maybe the devkit will help us out tonight. Or next week. Or...
  4. I'm running a server from home and this happened after I messed around with my config files. I've figured out what was happening and hopefully this will help those that are still struggling. In each of your server's GameUserSettings.ini file you need 2 lines: SeamlessDataSocketEnabled=true SeamlessDataSocketPort=10604 Obviously, change the port number above to whatever ports you've forwarded for the seamless port. Basically in my case I forgot to inclucde those 2 lines and it stopped sending the map data to the client.
  5. I tried editing the Island Instance's "IslandInstanceCustomDatas1: to DisableClaimFlags with Datas2: set to 1. That didn't work unfortunately. I noticed in the official json there's mention of "bDisableClaimFlags=False". I'm going to try using those values next.
  6. So does ResourcesRespawnPeriodMultiplier=0.250000 make trees and such respawn faster or slower than 1.0? Also, anyone know if there's a way to reduce the range or stop land claim flags from stopping resource spawn?
  7. I noticed when we added more islands to a grid that our RAM usage went up to over 5 GB. So maybe try making a grid with less islands?
  8. We're seeing the same thing on our servers. What's interesting is that they WERE respawning for a while. Then after we stripped an area multiple times things stopped spawning.
  9. Some things are the same as Ark. For instance you can summon the Bow's blueprint using the same commands and blueprint name as you would in Ark. I think ItemID is different though. In Atlas like 1-20 or something are all dyes, whereas in Ark they're different items.
  10. Thanks a ton for putting this together! For the Export JSON files step. The Export on my Island Editor has Export: Just Map Image like your instructions, and I'm assuming your Export -> Local Export is the same as my "Local Export All" option. When I do that I end up with 3 files: ServerGrid.jpg, ServerGrid.json, and ServerGridSmall.json. I don't see the ServerGrid.ServerOnly.json file you mention. Am I supposed to rename the ServerGridSmall.json to that?
  11. Man, thanks everyone that's working on getting all this information organized! I might have to add some more RAM though. Sounds like 8 GB won't be enough for a 1x2.
  12. So is the estimation that each server/square will use around 4 GB RAM? And what's the proper agreed to nomenclature for these map squares (J9, K14, etc)? Are we calling each square server, map, square...?
  13. If they had started with the skills this way I wonder if everyone would have been fine with it. It just would have been what it is and we wouldn't have known better. Also, do we know for sure level 51 is the max level? Yes, your character says max 51 right now, but has anyone reached 51 AND explored all the islands, found all the discoveries, etc yet? Regardless I think this was too big a change. Even if this was how it was intended to be, they should have eased us towards it. We're testing. Don't make huge changes in tests and expect players to be all happy about it.
  14. Hopefully they start providing more documentation for running servers. Maybe there will be flags to adjust spawn rates of treasure maps and stuff.
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