Posts by Juggernaut

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)

    Red_Baron  red51 I had the same issue twice with one player. I was with him and what triggered it was land smoothing. Started out as a blob as though I placed it, then started spreading and spreading consuming server resources. I couldn't stop it either using water removal (more was being added than I was removing). I took the server down, leveled the water in single player.


    Then a couple days later, it happened again (when he was raking near the portal and waters edge). This time I had him delete his portal and move it to higher land away from the shore as that was where it seemed to start happening. It hasn't happened again.


    I need to do further testing to identify the cause, but it seemed to originate from the portal being too close to the water, and smoothing land via rake or creative tools set it off. Not sure if you are using the WTG Portal plugin?

    Unfortunately I would also need the Chunks.db... The relevant files are basically the Chunks.db, the Meta.db and the World.db

    Chunks I sent to you already via PM .. a link u can dload from my Gdrive. Attached is meta Meta.zip


    Well, in the Java version, the player got sometimes suddenly attacked by a boar or bear when walking through forests, which caused some frustration sometimes... we wanted to make sure to have a few more indicators if an npc has detected the player (the heartbeat was supposed to be one of these indicators) ^^


    Aggressive animals also play a "roar" animation (and a sound accordingly) when they detect the player, but I'm afraid there is still a chance to miss that (especially if the animal is not in the fov of the player) :silenced:

    Yes I understand, which should be a configurable option so players who want more survival challenge/ realism have that option .. vs being warned. :) (a lot of us like hard settings, not to be hand held so much -- more survival focused).

    I do love the roar and animal sounds, the heartbeat sound just seems misplaced to me (they often can be heard from far away even when flying).

    ut does it work if you change a region with the overrideregion command (when using "snow" instead of "cold")? Just to make sure it's "just" a spawn problem of the biomes (and not a bigger issue that for some reason the other biomes cannot be handled properly).

    Yes this command works well (using snow vs cold) .. did both a cold and dry region in unused sectors. Love how it warns and shows if there are any construction elements and objects as a precaution. TY!!! The backup option does not work on a server though, only SP.

    Sidenote: goto #dryregion and #coldregion still take me to default temperate locations, and do not detect the ones I spawned in. (spawn a cold to the nearest unused sector and a dry to the searest southernly sector)


    Thanks! :) Unfortunately I could only verify that there are indeed no other regions... is there maybe a chance you could send me the world instead (no need for posters etc, just the .db files)? Then I could test it in my dev environment. Or is the world too big?

    word.db is small and will PM u right away, the chunks is approx 500MB but can send that too via link if you need that one too.


    RE: Heartbeat warning - Are you looking for a game setting to disable it, or a serverside setting? We'd still appreciate any feedback about this sound. If it's causing too much confusion, it's probably better to remove it?

    Both would be ideal (server and client side setting). Personally it goes against the challenge of 'survival' of predators sneaking up on you. In survival, you should be aware of your surroundings, predators tend to be very quiet for obvious reasons. :)

    The sound is fine if appropriately triggered by: low stamina .. or taking damage/anxiety. Instead of a heartbeat sound if a predator spots you, perhaps their 'attack sound' can be used as a warning (but only if warning is enabled) -- roar, hiss, etc

    They have to actually craft a new modern workbench for some recipes to unlock. Its not enough to just have one already or pick up and place one back down if its an existing world.

    My player already has a modern workbench, yet still sees question marks. has all required resources for question marked items in inventory. ore, ingot etc .. modern workbench .. still sees 5 question marks.

    But perhaps he stole it vs crafting it. I will check and report back. ty Red_Baron

    *Update: still had problem. Had player destroy the one he stole. And craft a new modern workbench using his resources. still saw 5 question marks. I then had him relog .. and the question mark issue resolved itself. FYI red51

    He also got this:

    I was wondering the same but as expected it's just you have to find the appropriate ore to unlock the recipes so it's intended and not a bug! Once you find the ores you unlock the recipes that are marked as ? at first

    This is not true. Testing with a player right now had all required resources and proper bench yet still see's question marks. 2 other players had same problem but now have no more question marks. they are uncertain how they unlocked them.

    There is definitely a problem, very confusing for players (and admins alike :)

    Now that's really weird :wat: If you press F3, the 3rd line shows your current biome and region. Which region is it? Is it also "Default", or "Snow"?


    Does it always teleport you to the same (wrong) sector? Or is it always a different one?

    Most always 'Default' but sometimes 'ocean' (never 'snow, never 'dry' when using goto #dryregion (or #coldregion)). the sectors do change, but always within 1 (e.g. 1 1 , -1 1 , 0 1 etc)

    *Note: Something that may give us a clue as to what may be going on, this server world was originally seeded with:

    World_Seed=WildFrontiers

    HOWEVER .. the seed the world sits in can no longer be replicated using the same seed in single player any more. This changed after an early update, so I am unable to reproduce this seed using the same: "WildFrontiers"

    red51 I can make you an admin if you ever want to pop on and look around to troubleshoot at anytime. I can add your Steam UID (which I have) to server.properties if you like.


    you could try to enter the command goto #coldregion - the game then checks if there is a snow region in your proximity (IIRC in a range of 5x5 islands). Does the game find a snow region then?

    goto #coldregion will tp me to a region, but its always a temperate biome (tried several times in dif sectors, same thing) thanks for the info.

    [Bugfix] Fixed other biomes/regions not being generated properly if too far away from the starter island

    Hi red51 .. still cannot find biomes in unexplored random areas on a world spawned from seed since original release (Wild Frontiers). I did manage to create a desert biome using overrideregion dry (which worked fine) .. however also tried to create a snowy biome in another sector using "overrideregion cold" but nothing happens; "cannot find region: cold". Seems to be an issue with the 'cold' parameter initiating the change.

    james1bow thanks for the replies. I visited regions that were unmodified .. .. even regions that were not spawned in before .. at random 50K + out and less in all directions via goto command .. no new biomes.

    Caves however spawned in islands that are heavily modified even (chunks are 32x32x32) so plenty of chunks underground were untouched for cave generation.


    Also, know of a way to disable that annoying heartbeat warning sound you hear when a predator spots you (serverside)?

    red51 going on what Gillwin stated above. Our server world got all the caves, NPCs etc .. but we had 3 of us flying away from center for almost an hr, even random gotos to distant lands 30K+ away from center and no new biomes. wonder if it has something to do with an old world seeded in from the 1st launch