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Kaitlynn Allen

Pathfinder
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Posts posted by Kaitlynn Allen


  1. 22 hours ago, Subbota said:

    I added "-AlwaysActiveFountainsOfYouth" to my server command line options and verified that it is active and persistent in a cave on Mnt_X_WR_PVE.  This option should cause it to spawn in every valid location.  I didn't need to summon it after a restart.

    Thank you, I will try that but will have to wait until one of my friends logs on to test it.

     


  2. I cannot get this to work for the life of me.

    I run a 3x3 for two friends and myself, which has all the PVE islands.

    We managed to get the purple stone, were all aged over 90+, but the Fountain of Youth did not spawn. On using the admin summon command it does the thing of appearing for a second and then disappearing and we cant use it. I've tried summoning it on the plinth were the stone is, and to make sure, all around the cave, out of the cave, at our base in that server, with the same brief appearance.

    I admit we used God mode, but we even tried one of us dropping out of God and or relogging, to no avail.

    On top of that we now cannot get any of the other powerstones; we defeat the islands boss, get the Artifact Key, but there is no prompt to use the plinth.

    Also, on the map the purple stone (they become coloured as you collect them it seems) is shown as being on a totally different island to the one where we unlocked and got it! I've even tried using the summon code there, but with the same effect. Something tells me that my Clusters main quest is somehow bugged!

     

    For now I have given up, and am using the following alternative method to get young again:-

    I transferred Company ownership to one of the others, deleted my character, created a new one (I keep a template of my toon so that she is identical), logged on, invited back into the company and awarded myself the same amount of xp as my original character had. I'm taking the others through the same process tonight.

    It's rather drastic, especially as I was level 74 and I have a level 40 Discovery cap in place. However, my map is all fogged again so get to have the fun of rediscovering all the islands again to raise the cap back up 😄

     


  3. I marvel at some of you are running a 1x2's, and how on earth you must struggle to fit all the quest islands in, the ghost ship and the Kraken! I realise that some of you are probably running servers on low spec machines or even on the machine you also play the game on.

    I run a 3x3 and found it tight getting all the quest stuff in and a good spread of other islands for variety.

    My Grid is:-

    Polar - Tundra - Temp
    Temp - Temp(h) - Trop
    Desert - Trop - Equator

    (h)=Home

    Even though my 3x3 runs fine (now) I've still pondered on what the ideal grid size it, because on mine if we sail south from Desert we end up in Polar.

     

    There are six biomes so it would seem obvious that a 2x3, 3x2 or a 1x6 is 'ideal', but is it? You don't need all 6 biomes for the main quest, as some biome types do not have matching PVE islands anyway.

    In spite of this to me the ideal small grid is a 2x3 laid as:-

    Polar - Tundra
    Temp - Desert
    Tropical - Equator

    However that means you can sail south from Tropical and end up in Polar.

    So then I thought a 1x10 would be best

    Polar
    Tundra
    Temp
    Trop
    Desert
    Equator
    Desert
    Trop
    Temp
    Tundra

    That way sail south from the Southern Tundra to end up in Polar, however sailing east or west just brings you back on to the same server.

    Also, that's jumping from 6 servers to 10.

    As a compromise I wondered if a 1 x 8 would be better

    Polar
    Tundra
    Temp
    Trop
    Equator
    Desert
    Temp
    Tundra

    and only 8 servers

     

    Anyhow, what do you guys think, what do you think is the ideal server grid size?

     

     

    • Haha 1

  4. 13 hours ago, HelixU4 said:

    use the RainIntervalMultiplier in GridEdito

    ServerCustomDatas1: RainIntervalMultiplier
    ServerCustomDatas2: valuehere

    1 is vanilla
    0.5 is 150% more rain and cyclones
    1.5 is 50& less rain and cyclones

    But do note that this will also affect rain on land. Rain and cyclones are tied together.

    Nice find. I really hope they haven't been lazy and just tied Rain and Cyclones together.

    I don't mind the cyclones so much, I just wish they didn't automatically appear, there should be a percentage chance that they appear, they should not be as common.

    However, what really annoys me is how they appear to follow you and seem to spawn right in front of you, it ruins the immersion for me.


  5. 1 hour ago, Emeric said:

    I'm very suprised you can run 7 servers with only 8Gb DDR3. The screenshot i posted in my previous post was on a server with a Intel  i7-7700K OC and 64Go DDR4 2400 and i'm using 46% of the memory with only 6 servers.

    I was too. There were never more than 3 players on the entire cluster at any one time, but not sure how much that really factored in.


  6. 7 hours ago, Emeric said:

    Yeah i forgot to mention i have set this option to NetServerMaxTickRate=15

    No difference for me.

    I have a 9 server cluster for 5 players (just some friends and I)

    It is running on my old games machine, a I7 4470K, onboard graphics and 8Gb DDR3 2400. With this config I could only get 7 servers to load (I wasn't surprised) and CPU usage seemed ok.

    I splashed out and bought 32Gb of DDR3 1333 (I couldn't afford anything higher), all 9 servers load and run fine, when settled using about 15Gb with 3 of us on the same server. However, my CPU usage is now showing 100%, but oddly the game runs really smooth. I can even open Firefox with several tabs and the game still runs really nice.

    Therefore, I am very confused, why such high CPU usage without the game being laggy?

     


  7. +1 to all of these.

    Additionally,

    Handling and Weight Sails face the wrong way when placed at the front of a ship. They need an option to rotate them 180 degrees so that they look like they are facing the right way, with the crows nest facing forwards and the sails billowing forwards.

    All ships should have a craftable bow sprite, with bought figureheads snapping underneath.

    An option so that a Handling or Weight Sail placed at the front of the ship connects to the bow sprite.

    There was the suggestion of half decks for Brigs and Schooners, but I'd also like to see an option to place a small platform above the bow sprite/bow for people to stand on.

    • Like 2

  8. I'm really excited about all of this, especially the submarine. I don't mind more advanced tech as long as its in a Steampunk style of theme.

     

    6 minutes ago, Cpt Al3storm said:

    I was looking forward to this "head figures" update but I'm disappointed to be honest. They are too big and showy. The boats are already too fat and not slender at all.

    And PLEASE....add jib sails to make head figures useful.

    +1 to the jib sails. Also can we please turn the Handling and Weight sails 180 degrees, at the moment they look silly when placed on the front of a ship with the crows nest facing the wrong way and the sail going in the wrong direction.

    • Like 3

  9. Devs

    You could help the servers by porting some people who have been stuck on rafts trying to get out of starter tiles to islands on tiles with less lag, please?

    This would also ease the pain for the people on the starter islands.

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