the build in scheduler does this.
Posts by james1bow
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switch around the ports on wild wild west. the game looks for port and query = port+1 so wild wild west running its going to use 4255 and 4256 (4256 being used by paradise) so wild wild west should be 4254, 4255 and paradise 4256, 4257.
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I don't think I've been on SP since 2017
lol same.
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At present, the only workaround is to run a localised server.
Given current priorities, this edge-case behaviour would likely be a misplacement of development resources for JIW Games.
it would appear that if instead you select your world and then click play with friends tabbing out does not pause the game!
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Oh god. Please don't!!
I like the idea of this thread. Though i wouldn't see it as competitive. More like
1 player server with set buildings. Possibly player made poi, cities, quests, etc
2. Server for free building
3. Server with dungeons, quests, etc that can be traveled to via portals.
Those 3 connected sound great to me
this was my idea originally. i want to have quest for rpg stuff but did not want to eat up a bunch of of the map to do so. so i figure a server for building and a server for questing, then it expanded into a virtual world grid, this way other servers could add content. but again the currency/economy is a tough one. would need more control over others servers that i am comfortable asking for lol. tho i am thinking, i could build a system to monitor how much of each object/item is produced harvested and mined and have prices change dependent on the available amount. tho items would still need to be tracked to block admin/creative/bp spawned items.
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currently an issue I am having is keeping things fair. i want my currencies to be synced across all servers using the plugins but i see things getting out of control with it. someone could dl the plugin spawn in a bunch of stuff and sell it crashing the economy.
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worst case I have a pretty cool plugin auto updater. I made an update plugin that dls my other plugins and auto updates them.
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these are the trains we need.
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its back up
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if you place them correctly, you can put them on the boats.
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However, we could add a serverside check if the player is very close to the world bounds (i.e the point at which the client starts slowing down the player - which is ~ 16 blocks from the world edge), then trigger an event and/or set a bool. It wouldn't be 100% perfect because the player could still move a bit closer to the edge at that stage. Would that still work for you?
this should work. its mainly needed for my server clustering system. i just need a way to know when a player is at the end of the map so i can send them to the next server in the cluster.
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Would it be possible to get an Event or Boolean for when a player hits the edge of a static sized world (World_MaxSector= >-1)?
I would prefer an event over checking a bool every time a player changes position.
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When the server is running, you can open this homepage and check port 4255 and 4254: https://www.yougetsignal.com/tools/open-ports/
Are they open according to that website? If not, it indicates that the port forwarding was not successful...
Unfortunately some ISP's use carrier-grade NAT or "Dual-Stack Lite" / "DS-Lite". Basically that means that you don't get a full IPv4 address, instead you share it with other customers. This makes port-forwarding impossible. Not sure if xfinity uses DS-Lite...
The only way to host a game in this case would be to use IPv6. Our server actually has IPv6 support, but the Steam API only supports IPv4, so unfortunately it's impossible to run it via IPv6...

i remoted into the system and got it fixed. was a silly issue really lol.
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I have been thinking about a multi server kingdoms plugin system since the java days. I had little to no coding experience back then. I feel my skills have improved enough to maybe give it a go.
Concept:
- The concept is, there are multiple servers hosted by players(Kingdoms).
- Player characters are synced across all participating servers.
- Characters use an RPG based system to upgrade using experience.
- Players could then battle for areas in other kingdoms as well as kingdom vs kingdom events.
Home Servers:
- kingdoms hosted by players could still be customized with other plugins (in theory).
- kingdom size would be limited to something like 3x3 sectors.
- Kingdoms would be arranged in a virtual grid.
- Players could travel from kingdom to kingdom via portals in kingdom capital cities.
- players could also travel from kingdom to kingdom by sailing from one grid to another (virtual grid mentioned above) relative to the position in the grid.
- Players declare their "Home" kingdom. this would be their main server.
- Kingdoms can declare war on other kingdoms.
- When a player travels to a rival kingdom they are put into PVP mode in that Kingdom.
This is just a concept and would take a long time to develop. Im asking here to find out who all if anyone would be interested in something like this.
I would love to hear anyone's input or ideas.
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you can increase stamina but only via api/plugin. Or by editing the player database.
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also found some info here https://forums.xfinity.com/con…/666481689e1ca35abf349c72
if this is the case others should see but you will have to join with the local ip of the server.
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whats the name of the server? some ISP's hardware does not support NAT looback so you wont see it but others will. make sure you have Server_Visible=True and Server_WebserverEnabled=True.
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and i still cannot build lol
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