Sorry for the late response! But it's seems you're playing the Java version?
Otherwise the "commons.jar" file is not the correct one (it's a file from the Java version)... If you're playing the new version, the "definitions.db" file is located under "Data/StreamingAssets" ![]()
Posts by red51
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I see
The next update will have a new, optional "instant" parameter for the "setStatus()" method: if set to true, the new status will be set immediately (no animation, not getting blocked etc), and if you set it to false, the game will smoothly open the door (plays the animation and the door will also be blocked by obstacles)
But calling "setStatus()" through the API will always work with the next update, even if the door is locked. -
Thanks for the suggestion! Honestly I have no idea why there is apparently no event for item placement
But I will put this on my to-do list. Not sure though if they will make it into the next update 
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Guter Hinweis, das werde ich mit dem kommenden Update ändern

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Actually the texture scale has no impact on performance
None of the settings in the building menu (that's opened by holding c) really affect performance. Only the total number of pieces used have an impact on performance (although this is typically only getting relevant if you use hundreds of thousands of pieces, for example) 
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Sorry for my late response!
If you can't open the inventory or chat, it indicates that there is most likely a bandwidth/throughput issue
If there are too many queued packets, it might prevent the game from receiving/processing other packets (typically resulting in delays for chat messages, cannot open inventory etc).Being close to another player shouldn't result in considerably more packets... player sync is indeed based on the distance to a player (i.e the closer you are to another server, the more frequently you will receive sync packets), but that should never cause such an issue... but the game doesn't distinguish between admins or regular players

Do you maybe use any plugins?
One thing you could try is to enter the networkstats console command when this issue occurs. If it has a high number of queued packets, it indicates that it's a clientside issue. However, if this number is always 0 (or around 0), it's probably a serverside issue (i.e the server can't keep up sending all the packets). The networkstats command also provides information about the packet loss (a high number, especially a two-digit number indicates that too many packets get lost, resulting in a slow re-request). The ping also plays a major role (ping + packet loss have a huge impact on the total throughput).
Feel free to send a report when this issue occurs (but first enter the networkstats command a few times, so the report contains this information)

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Good point! I will change it with the next update

It's probably indeed debatable whether or not the lantern should be a "Torch"... but considering the candle also has the "Torch" type, it's probably best to do the same for the lantern.
For the tent or shelter, I'm not sure if we should use the "Bed" type or just add a new "Tent" type...I'll think about it^^For the tent or shelter, it's probably best if we add a new "Tent" type (so you can distinguish whether this sets the primary or secondary spawn point)^^
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Yes, you can still change the stack sizes in the definitions db
Which ones did you actually change?Just keep in mind that stack sizes are stored as signed 16 bit value, i.e the highest possible value is 32,767
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Being able to change the speed will be possible with the next update

About the color, actually you can already change it by painting the light, as mentioned by krazmuze - this will affect the light color

And set regular lights to blink/flash and set/change the interval.
The perfect solution for this would be the future power system
But there had been also some considerations for adding some pre-defined light animations. Unfortunately I can't say much about that yet, but it's on my radar 
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Yeah, unfortunately doors cannot be opened if they're locked... it might work if you first set the "info" to 0, then change the status, then re-assign the old info value, but that's not a good solution...
But I can change the behaviour with the next update, so the API will always be able to open doors, even if they're locked

//edit: just a small question: is it also important that the door plays the open animation (and also get blocked by obstacles)? Or would you like to forcefully set the new status (without animation, just force the door to be fully opened instantly, for example)?
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Vielen Dank! Keine Sorge, dein Beitrag war absolut nachvollziehbar (und habe ich keinesfalls als "nervig" interpretiert, im Gegenteil, du hast das sehr freundlich formuliert)

Das Steam-Forum ist leider nicht immer das Gelbe vom Ei (und erinnert vom Funktionsumfang eher an Foren aus den frühen 2000er Jahren), aber da tummeln sich automatisch die allermeisten User. Trotzdem ist es nicht meine Absicht, das Forum hier zu vernachlässigen, du musst dich also nicht unbedingt zu Steam zwingen
Wir müssen dieses unbedingt etwas neu strukturieren, da momentan Content der Java-Version und der neuen Version zu sehr durchmischt ist... aber das wird schon 
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Yes, but it's unfortunately not very intuitive...

The "locked" state is currently stored in the info field of the object, so if you want to check if a door or chest is locked, just check if the info is not 0, e.g:
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Und wieder ein monat fast vorbei und nirgendwo eine info zu finden ob nun das update wieder verschoben wird 😅
Ungewissheit is einfach das schlimmste 🙈
Tut mir Leid für die Ungewissheit, das ist durchaus nachvollziehbar, leider habe ich nur im Steam-Forum einen Hinweis hinterlassen, ich hätte hier im Forum ebenfalls eine Info schreiben sollen
Ich versuche das Update auf jeden Fall weiterhin so schnell wie möglich fertig zu bekommen. Leider musste ich vorherige Woche unerwartet ins Krankenhaus, sodass ich in der Zeit nicht am Update arbeiten konnte... auch diese Woche standen einige Untersuchungen an, sodass ich mich tendenziell eher auf das (Steam-)Forum konzentriert habe.Ich habe zwar versprochen, dass das Update diesen Monat erscheint, aber es könnte sich leider geringfügig verzögern

Um aber wenigstens nicht mit ganz leeren Händen dazustehen habe ich zumindest ein paar neue Screenshots zu den kommenden POI's auf der Roadmap gepostet

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I'm sorry to hear about the crashes
Unfortunately there are currently a few NVIDIA users facing similar crashes. It only affects NVIDIA cards (but only some NVIDIA users are affected at all)... some users managed to fix it by updating (or downgrading) to a different driver. It's hard to tell if it's rather a driver bug (triggered under certain circumstances only) or a Unity bug... probably it's a mix of both. But you're definitely not the only one who runs into this issue.We're updating to the latest engine version with the next update, hopefully this improves the situation. But if you still run into this issue after the update, please let me know! Sorry for not having more positive news atm

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Yes, basically it's possible to change the hunger/thirst rate
Unfortunately this isn't exposed to the settings menu yet, but this will change with the next update 
Currently you can only change it manually in the config.properties file in the game directory. There is a setting Game_HungerThirstDurationFactor which determines how long it takes until the player gets hungry/thirsty. Set it to a lower value to make the player get hungry/thirsty more quickly (e.g. if you set the factor to 0.5, the player will get hungry twice as fast etc). But as mentioned, this setting will be exposed to the settings menu with the next update^^
When it comes to vegetables spawn rates, this is unfortunately a bit more tricky. Basically this has to be a world setting (in the world creation dialog), because it directly affects the world generator. It's on our to-do list, but unfortunately I have no ETA for that yet

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Hey, I'm not sure if I understood this correctly
Does that mean you want a separate class for different object types, e.g. for a storage object, there should be a new "Storage" class (instead of just the general ObjectElement)? In theory that's not impossible, but unfortunately the server only represents objects as a generic "ObjectElement"... the server only distinguishes the object based on the Objects.Type definition. For instance, if you want to check if an object is a storage, you basically have to grab the object definition and check the type, like this:Or are you just looking for a new method to get the Objects.Type directly (without having to grab the object definition first)?

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Is it possible to override the text that is displayed on the buttons?
Sorry for the late response, but unfortunately there is currently no way to do that
But I'll add a new Internals.overwriteUIText() method which will work similar to the overwriteUIStyle() method 
And, is it possible to change the alignment of text so it's, for example, aligned to the left?
Yes, basically that should work by overwriting the textAlign property on the text style (via Internals.overwriteUIStyle())

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Bin sehr gespannt ob und welche Bauformen mit dem nächsten Update ins Spiel kommen

Leider schaffen sie es aus zeitlichen Gründen nicht

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Quatsch, ich mach nur Spaß, natürlich kommen sie mit dem nächsten Update ins Spiel
Hinzukommen wird der Torus, der halbe Torus, der Torus mit flacher Innenseite, der abgerundete Zylinder (wie von Ozorvals oben erwähnt), der teilweise abgerundete Block (wie von Desmagu oben erwähnt) sowie ein invertierter hohler Bogen (+ entsprechende Eckstücke).Darüberhinaus wird es noch eine "Platte" als Blockform geben (in Anlehnung an die Planke aus der Java Version, effektiv ist es aber eigentlich auch nur ein dünner Block)

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I sent the report , confirmed its every server i connect to. Some i dont even make the connection to before timing out.
Thanks for the report! It seems that the game could establish a connection, but apparently it only received very little data from the server... eventually resulting in a timeout
This indicates that there is either a problem with the connection, or - more likely - that there might be a firewall or anti-virus program which interfers with the connection...Which anti virus program do you use exactly? Maybe try to disable it temporarily, then connect to the server again. Does it work then?
I was disconnected from a server and now I can't reconnect at all, it hangs then I get a timeout. I can connect to other severs so it appears to be just the one server. I had no problem connecting to this particular server until now.
When do you get a timeout exactly? Does it still happen in the loading screen? Or shortly after spawning?
If it h appens in the loading screen, at what percentage? Is it 10% or less than 10%? If it's at least at 10%, it indicates that a connection could be established (in this case, this sounds like a serverside issue). If it's at 5%, for example, it indicates that no connection could be established - in this case it must be a local problem (e.g. firewall, router, ISP).
Maybe you could also send a report right after this happens. To do that, open the console after returning to the main menu (when connecting failed) and type "report"

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1. Will the old armor set(s) ever be obtainable without a command
It's definitely on our to-do list, but right now these armors aren't used by the game... once that changes we will also add a way to obtain them

2. will the old armor set ever get warmth rating?
I can update the stats for the next update, although we'll probably touch them again in the future.
3. will you ever be able to loot clothes from npc's
Yes, that's still on our to-do list

4. the frozen chest in the artic contain loot, but the loot is way to OP to be fair. It would be better if you only can find kind of items in artic (so you can find rusty sword, steel sword and other things but like no katana or master sword.
That will be adjusted with the next update once POI's are in the game. We wanted to provide better loot in the frozen chests as long as they were the only place to get loot. But with POI's, there will be different tiers of loot locations.
5. A setting for loot, so you can switch between modern loot and medieval loot. Cuz I have a medieval server so its weirdt to find a mesuriing tape or raptor ammo

That's also on our to-do list
There will be a setting to limit the game to a certain era/epoche (so for instance, if you set medieval era, modern loot and items won't be available anymore).