Posts by red51

    @lenkos Vermutung war tatsächlich richtig: Es lag an MySQL. Das Problem ist in der neuesten Version behoben, die alte Inventar-Tabelle wird nun korrekt verwendet. Es kann sein, dass einige Inventare durch das Problem leider durcheinander geworfen wurden, aber jetzt sollte trotzdem wieder korrekt gespeichert werden :)

    Die dt. Beiträge habe ich mal hierhin verschoben / I've moved the german posts into a new thread: Lan Server startet nicht


    @yahgiggle: Some versions ago (not sure when exactly, maybe 4-8 weeks?) there was a bug in the game causing duplicate entries for chests ;) It was no serious issue at all, since the game always used the first result. But it will be fixed now when converting the world. After converting the world, there should be no more duplicate entries in your chest table.
    Please download the latest server version again (there were small bugfixes last night), try to convert a backup of your world (if available), and see if chests work then (if they do, you can move your chests table to the original world) ;)

    @Fobsily: Welche Meldung erhälst du denn wenn du rausfliegst? Eventuell könntest du mal die Debugkonsole aktivieren, dazu kannst du die config.properties Datei im Spielverzeichnis mit einem Texteditor öffnen, den Wert von "game_debug_console" auf true ändern, speichern und das Spiel starten. Jetzt sollte ein weißes Konsolenfenster mit auftauchen. Sobald du nun auf einem Server warst und rausfliegst, bitte einmal den Inhalt des weißen Fensters kopieren und hier oder auf http://pastebin.com posten ;)


    Übrigens: Wenn die Internetverbindung kurzzeitig abbricht, merkst du das nicht unbedingt, gerade gestreamte Dinge werden meist schon etwas im Voraus geladen, und so ist es gerade bei schneller Internetverbindung bei zB Youtube möglich, auch noch ein paar Sekunden ohne Internetverbindung weiterzugucken^^

    You can access these variables:


    [lua]player --Player object
    startChunkpositionX --Chunkpos X (start)
    startChunkpositionY --Chunkpos Y (start)
    startChunkpositionZ --Chunkpos Z (start)
    startBlockpositionX --Blockposition X inside this chunk (start)
    startBlockpositionY --Blockposition Y inside this chunk (start)
    startBlockpositionZ --Blockposition Z inside this chunk (start)
    endChunkpositionX --Chunkpos X (end)
    endChunkpositionY --Chunkpos Y (end)
    endChunkpositionZ --Chunkpos Z (end)
    endBlockpositionX --Blockposition X inside this chunk (end)
    endBlockpositionY --Blockposition Y inside this chunk (end)
    endBlockpositionZ --Blockposition Z inside this chunk (end)[/lua]


    If start and endposition are not defined, you receive a "false" as markingStatus. When only a startpoint is defined, and no endpoint, it uses 0 for the endpoint =O We will change this with the next update, so that it only returns a valid result when both start and endposition are defined.

    It's true, the callback function is never called. We will fix that with the next update ;)
    It was intended that the callback function is called when the client "successfully" enabled the marking selector, so the only thing you know at that moment is that the client actually is in "selection" mode.
    You could use event.player:disableMarkingSelector, the provided callback function is called once the client actually disabled selection mode. Also an information about the area size (or in other words, the coordinates of the start- and endpoint) is provided as a parameter, so this is basically the right place to check if the selected area is valid :)

    The only side affect you will have when keeping it is that every player will have an empty inventory after the update ^^ But deleting the chests and furnaces tables will unfortunately break all existing chests and grills in the world (it's not a big problem at all, but it would be necessary to remove and place them again).
    You could fix that by starting the server (or another server, just to make sure it does not get mixed up with the original world) loading the backup world, and once it's done with converting, you could move the chests and furnaces tables into the original world database (it's necessary to shutdown the server for that).


    Thanks for your nice words and your feedback btw, I'm happy to hear that :)

    Thanks for the world! There is an inventory in your inventories table which contains an invalid item. It must be a pretty old inventory, a long time ago someone must have used the "item" command giving himself an invalid item, which caused his game to crash. It seems he never joined the game again, or he uses another name now.
    We uploaded a new server (same version number though), this one should skip the erroneous inventory. Please try to convert your backup world with the new version, at least on my local machine it worked :)

    @LordFoobar: Thanks for sending us the world! There was indeed a problem with the conversion: When a particular table (e.g. chests) was empty, it hasn't been converted. You can fix the problem by deleting all tables that are empty, then they will be recreated when loading the world. If the worlds are not too important, you can simply create a new world ^^
    We also uploaded a new version, Steam should automatically download it. If you're using the Standalone you need to delete any file (since this update has no new version number), e.g. server.jar in the data subfolder.
    Thanks for helping us to find this issue :)