Jump to content

Dread Pirate Ash

Pathfinder
  • Content Count

    59
  • Joined

  • Last visited

Everything posted by Dread Pirate Ash

  1. I've been hesitant to actually attempt this without knowing for sure it's something in the .ocean files (which I'm assuming are the saved map data), given I know for a fact that certain things aren't actually saved in there, unlike in ARK. (For instance, character data is stored in some database, rather than as part of the map files). In fact, I don't actually think structures are saved in the .ocean files either. Also, my base is on that cell, unfortunately. Though it wouldn't be that hard to evacuate everything to the south, as I'm on an island right on the edge. We've got weight-reduction mods for shipping crates, so I could probably do it with like a couple of schooners, just need to rebuild the actual structures.
  2. Title. Rubber banding caused a ship on our server to become wedged between two rocks and a shallow area such that, since ships receive no aft-section rotation or backwards velocity from pushing up slightly against rocks, means the ship cannot move at all in any direction. I want to help this player out, but no idea how. I'd rather not just have to spawn in another galleon, because XP levels, specific item blueprints, having to rebuild the insides, etc etc.
  3. Please give us server admins console commands to control the weather on our servers. It's very difficult assist players who may have a bug issue and try and correct it, or explore whether or not something we've changed is functioning properly, when we have to deal with issues like cyclones, cold fronts, and heavy fog that obscure our view of objects both near and far. Tools for both enabling and disabling weather entirely, and starting and stopping specific effects, would be highly useful. (And generally nice QoL for small unofficials / solo players, not that that's a big priority.)
  4. Specifically, when fighting Ships of the Damned, Combat Mounts on Attack My Target or Neutral should not leap off the decks and into the water in the middle of a ship-to-ship cannon fight, especially as they can't actually harm Ships of the Damned. I haven't tried PVP, where combat mounts attacking decks would be ok, but vs NPC ships this should not happen and there should be measures in place to make sure they ONLY jump off during boarding actions.
  5. Or Allow nearby crewmembers on repair 'fix' them with oil from a resource chest would work too.
  6. Definitely would like to see this. A little annoying to need to add ladders to get up into the crows nests, given the structure limits.
  7. This is inaccurate. You don't need a 3x3 grid. You can do it just fine on a 2x2 or a 1x3 However, there are some considerations. First, I've heard the Ghost Ship needs to be a certain distance away from the Center Maw for some reason. Don't know if that's entirely accurate, but a ghost ship sitting in the center of one grid is essentially far enough away from the maw on another grid. Works fine for us - you just gotta do the math to double check, but the full distance it 'needs' to be, allegedly, is only about one server's worth of unrealunits away. Put one on the east side of A1 and other in C1 and you'd be good in this case. More and most importantly for a 1x3 though.... the Center Maw cell will always have no spawning enabled on any islands in that cell. Which would mean that 1/3 of your grid has no spawns at all. You'd have fish, mantas, turtles... and basically nothing else. No Ships, no island creatures, nothing. You couldn't even get the bosses to spawn on any PVE islands there, which'd mean no quest anyway.
  8. Possibly some conflict with the Peachy mods, that isn't removing data properly when the server tries to boot up without it....? Edit: But yeah, we tried disabling the one we thought it was, and it didn't help. Been loathe to just disable them all just yet, since some people already converted stuff on their ships. (Like me).
  9. +1 for this exact error. A few of the specific index numbers are different, but all those calls to functions or w/e are exactly the same. Happened exactly the same way too - we tried to update the the most recent patch and update some of our mods tonight, and now everything crashes with this error. Can I trouble you for a mod list comparison if you have any? Ours can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1639435331
  10. Almost guarantee it's this particular one. We've had some pretty major headaches involving those files, because we don't have access to them on our rented server afaik. Things like 'I wiped the save data folder out and replaced the entire map, and when I logged in I still had a character and my base was floating midair in the middle of the sea'. All sorts of stuff is stored in there, to the point that I don't actually understand why the .ocean files are so large.
  11. 1, They should. They do on my server. 2. You will probably need to do a wipe of that particular server's save data at minimum. 3. If you are including PVE islands in order to activate the power stone quests, be advised: Adding EndBossLevel to your sublevels in order to add in the Center Maw has irreversible consequences that result in whatever server it is on being unable to spawn creatures on any island in the zone. Edit: Hmm, didn't realize the above was a bit of a necro (sort of). Don't see a way to delete posts...?
  12. This is wrong. We do this. That was my whole point. Our Game.ini and our GameUserData.ini are heavilly modified to change player stats. The modified versions are the same across all servers, and yet we have this problem.
  13. I don't suppose you could expand on what you mean by a wipe didn't fix this issue. I just ran into it myself unfortunately, not realizing it couldn't be rolled back by simply removing the sublevel. I was vaguely hoping that *maybe* I could delete the saved ocean files for just that server and it might fix, but tbh if its not a guarantee I don't want to try that. I'm not even sure that buildings and tribes and stuff are even saved in there.
  14. Anyone seen any fix or solution for this issue? I've just gotten hit with it as well. I don't want to have to wipe again.
  15. Ok, so... I got all the powerstone quest stuff working on my server. Or at least, I assume. All the stone icons are where they should be, anyway - I'm nowhere near strong enough to take those islands on, though at this point I ought to maybe just ghost my way over and at least look. That's beside the point though. Main problem now is.... enabling the Kraken requires you to have the Center Maw placed. Placing the Center Maw requires you to fill out the ExtraSubLevel field on that grid cell with the type 'EndBossLevel'. Unfortunately, doing so seems to prevent all spawns across the entire cell, IF they are land spawns. Ocean spawns seem to work just fine. Now.... this might not actually have been a problem for us offhand. As the server manager, I have no issue with simply enabling/disabling the boss as required for people who do the quest chain and want to fight it. But we've run into a biiiiiig problem. We can't roll back the disabled spawning. I dont understand why or how, because I can remove the Center Maw itself while leaving the discovery zones and symbol in place. That's easy. I've already done it - its a 20 second edit, really. The editor recognizes that there is no more 'EndBossLevel' on the map, and I've checked manual json edits and exported versions for anything remotely sounding like its related, and there's nothing. And yet, nothing spawns anywhere on land in that cell. At all. And yes, I've done a DestroyWildDinos to try and repopulate. Does anyone have any ideas?
  16. I mean, there are treasure quality overrides of all sorts in the editor. Sounds like someone tried to edit that and fucked it up. You can do offsets and multipliers and you can set them server-wide, cell-wide, specific island..... quite a bit can be changed. I'd start with checking each islands, er... TreasureQualityInstanceMultiplier, I think it's called.
  17. Did you just... not do an export all from the map editor? Because it should create all the images you need in the 'ServerGrid' folder, a folder which needed to be copied/overwritten into the same place as ServerGrid.json. Kinda confused as to how people didn't understand that as its a big part of setting up your server in any of the guides. Also, the MapImagesCache is, as the name would imply, simply the temporarily downloaded in-game version of the map that your client takes from the server. You can delete those at any time and the game will simply download new ones. They also (should) get deleted when you close the game, because that's how caching ought to work unless the devs are lazy. Last of all - those images you've got there are gonna potentially show the discovery zones on your treasure maps, FYI. Anything you have labeled as 'on' when you export the images will show up. I'd recommend turning everything off for exporting cell images, and turning island names and grid lines on for the map image, and otherwise keeping things off. Or if you wanna make treasure easy you can leave the island names on, if you have them. (Actually, that assumes you even named your islands, I guess. We overwrote ours by just editing the editor files, which has consquences, but its neat that the names show up on the treasure map all zoomed-in.)
  18. SpankyDruid's method here has worked for us. Dunno why it works that way, especially as in ARK, if you do GiveXP to something, it still can't level past the cap (it gains the XP, but it just accrues and no further levels are awarded). I suspect its yet another config loading bug. There's a shitton of them currently.
  19. Can confirm this works, we do it regularly. Main thing is to make sure you dont have empty cells or servers that are down. For example, we can wrap east-west, but not north-south because our map is a 3x3 with an empty bottom row at the moment - no servers take up those cells currently, so there's red walls in the way.
  20. So, I've been wondering how to do this as well, and I have some *possible* insight into the problem. Namely, our server has had this wierd issue where whenever traveling between servers, the game... forgets, for lack of a better word, certain aspects of your stats. We have to literally kill ourselves and respawn to get our weight/fort/HP to be correct. I don't know all the details, because I'm not the one that does our ini files, but I've been told that this is an issue some modders have run into as well, regarding how server-crossing transmits/reads/loads/etc config files. It occurs to me that its *possible* that this is the same bug... meaning your ship would need to die and respawn to fix its stats. Which... obviously isn't going to work especially well, ergo you would never see the 'correct' stats even if you *did* have the right config entries.
  21. I'm headed to bed right now so I don't have the exact coding for it. However, in the Servergrid.json, the very first line is 'Base Server Args' or somesuch. You can plug in the various arguments you'd set as say, steam launch options in there. I know for a fact that one of the ones our server host was using was -noBattleEye in there. You'd have to look up and see if anyone has the correct coding on thier walkthrough. Edit: Just did a quick and dirty copypaste from one of our backups from before our host removed the lines there. (Or at least, its no longer happening.) Use at your own risk - there's been an issue that we couldn't open maps (in the editor that is - they played fine) downloaded from our provider for w/e reason, but ever since they removed this particular coding, we seem to be able to do it again. Maybe someone can use that to work out how its supposed to be done.
  22. Some extra information beyond 'I changed the json file' might be helpful here. Its a bit vague, and I can think of several different ways I could interpret that statement that might lead to a nonfunctional server. Ditto for 'I checked all the ports' because we have no way of knowing what exactly you checked. Did you, for instance, check the listed ports for RCON in the ServerGrid.ServerOnly.json, a file completely separate from the ServerGrid.json? That's an easy one to miss, and sometimes the editor likes to try and inject some of the data that should be in the former into the latter. (Though this may be on purpose) Specific details regarding what you've recently changed, and how, and what you've examined are needed.
  23. Yes. I do all our editing on my personal machine, then upload the changed files to the server, then log into my control panel and boot the server up. You need to know a fair bit about how things work, but there's plenty of guides to help you learn, especially if you don't have people who will be mad about you having to wipe things.
  24. Yes, this is what I'm just now discovering. Saw it in a different thread, activated the subregion there, did a wild dino wipe. Been about 15mins and I havent seen a dang thing outside of the water, which is pretty lame. In our case, since its just friends, I'm thinking we'll schedule boss spawns. Basically, just say 'hey, anyone who wants to fight the boss after they've got the stones, please contact me and schedule a time for me to activate him'. Won't help everyone, but it'll do for us, I think.
  25. Depends on the data center. If you have FTP access, you can. That's how we do it.
×
×
  • Create New...