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Snufkin's Community Pack Server Side Vehicles

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@AndrewDeMethill Looks like a Linux setup which is something I cannot emulate to match the exact conditions. I could however join you in a server on a separate map and go through a process of addition and elimination until we spot any conflicting pairings. If we get to that stage, it may be possible to manually change any IDs/attributes which are not working well together. The vehicles use a container ID 950, 951, 952 I believe and that has caused conflict issues in the past. 

 
@arramus Im on desktop not on linux.The thing is, the mod works, i can see their crafting recipes,get them from creative but when i want to place them,they disappear

 
@arramus Im on desktop not on linux.The thing is, the mod works, i can see their crafting recipes,get them from creative but when i want to place them,they disappear
I hear ya, and some actions are governed by different processes like the crafting. I'd go with adding one by one in a new World until you hit issues.

 
Here are the steps I would take in your position.

1. Remove all mods except this vehicle mod. Check that it functions on its own in a new World without any NRE warnings.

2. Add in your server management mods and test again.

3. Continue this process one by one until you hit the NRE and report back with the details.

 
I don't get it either,its very odd because i tested the mods both on my dedicated server and on the paid one.On dedicated i got the railgun error that happens only with vehicles and on my paid 1 i get the mod to work but when i try to place vehicled from the mod down they disappear

 
I don't get it either,its very odd because i tested the mods both on my dedicated server and on the paid one.On dedicated i got the railgun error that happens only with vehicles and on my paid 1 i get the mod to work but when i try to place vehicled from the mod down they disappear
I've never tested on a paid (just my home one), so can't help. I had my snufkin rail gun out last night and have several vehicles though without issues. I did have an interaction with the lootlist item numbers 950-951-952 (vehicles mod) and Darkness falls (edited to 76-77-78 and deleted the loot.xml add on). Tried them all via CM just to test before I used the mod but have only crafted the shark/blimp in my game. 

 
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@arramusFound the problem,Snufkin_Weapons_Xpansion_A19_Stable_2020Nov23 breaks the vehicles mod
Excellent. You could find an initial common denominator.

Stage II:

1. Launch only Snufkin Weapons and Snufkin Vehicles on a new World to see if the issue persists..

2. If they launch well together without issue, start to add in an extra mod beginning with your Server Management mods as they will always be fundamental and see if and when a break appears.

The reason for testing this way is two fold:

a) The mods launch in alphabetical order and something coming before these two mods may take ID slots.

b) In the recent update post there is an entry stating - 'Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility'. I am wondering how this feature works and if it's related to this issue.

@Dre is certainly our expert on such issues as Dre's environment is not only multiple mods which are then futher customised, but also overhaul mods which effectively rewrite much of the data. As such, suggestions relating to IDs will probably hold true something in there and this is where Stage II suggestions are heading.

As for my own environment, I am currently running a pretty simple mod arrangement without any noticeable conflict including all the Snufkin mods:

Untitled.png

 
I'm playing with this list now without issue and have been for 67 game days (my only xml edits currently are play related not conflict related apart from the loot item edits need to run with DF mod):

2020-12-01 21_04_02-Window.png

 
Here is an update with some important changes:

Download: https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2020Dec05

1. Removal of custom containers. Containers 950, 951, and 952 have been removed. The primary issue with this mod has been ID conflict for these containers which gave certain vehicles a custom storage size. All vehicles have now reverted back to default values as follows:

Parachute and Jet have bicycle storage.

Sled, Bath, and Shark have mini bike storage.

Bikes and Whirligig have motorcycle storage.

Buses, Cars, Big Floaters, and 4x4s share the jeep storage.

We hope this will allow this mod to have better cross compatibility with overhauls and other mods that use custom containers.

The parachute.

20201206001434_1.jpg

2. Removal of items.xml tags. All but 5 vehicles have no tag references and they could take vehicle modifiers. The tags were from Snufkin vehicles and it appeared to be part of the attempt to ensure the attachments retained their placement on vehicles. It appears that the tags for items.xml are mod focussed as with the weapons and their entries may well be redundant as Snufkin found a more reliable method. All vehicles now take the vehicle mods. We tested  Toad_VehicleMods and War3zuk Vehicle Addons. Some features apply beneficially or detrimentally such as lighting buffs. We couldn't see any speed impact and didn't test long enough to check for fuel efficiency. The object was simply to ensure all vehicles could accept the mod and this has been achieved.

20201206002016_1.jpg

3. Localisation

All vehicles have received basic localisation with their names separated and reference to seating capacity. For example, 'PsyrenRide' to 'Psyren Ride (4 seater)'. The description uses the default value as shown in the image. The seating addition will allow players to see exactly how many the vehicle can hold during quests and looting adventures.

20201206001321_1.jpg

 
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How to chance the velocity of BathBlimp, too fast to put on servers will lag, what field i have to change to slower them down like gyroscope ?

Is easy to make a motorcycle Bath for donor ?

Tanks

 
How to chance the velocity of BathBlimp, too fast to put on servers will lag, what field i have to change to slower them down like gyroscope ?

Is easy to make a motorcycle Bath for donor ?

Tanks
Greetings. A good place to discuss these questions.

In the vehicles.xml file, try changing the BathBlimp entry from:

        <property name="velocityMax" value="10, 18"/>

to the vehicleGyrocoptergyroscope value of:

        <property name="velocityMax" value="9, 15"/>

As for motorcycle bath, do you mean it will run on the ground just like a motorcycle except the player sits in the bath?

 
<property name="velocityMax" value="10, 18"/>

thats not so easy i tried that ;)

yes make motorcycle  bath, run on ground

i tried also but shows the motorcycle  if put too small i cant ride it or grab

 
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