i have opened the server map 24/7 and look most of the time in every inventory. If iam at home i look every hour 2 times in all inventorys. Its the only help for us to ban these duping guys. Or you have another solution ? It would be nice if the work would be easier.@thomtree: The player list is meant to become more powerful, currently it's obviously not of that much use.
Those are part of Coppi's that Alloc added and then took out a few updates back. You can add them with Coppi's separately.Hey Alloc.
This is my first time posting in your forums so first I want to say thank you for all the work you put into the server fixes. Now that's out of the way. spawnmultipleentity/unlockall commands are no longer working for me, have they been taken out for the time being or am missing something. Last time using unlockall was before your last update and seemed to be working for me then. Any ideas?
Thanks
TreeHuggingCharly
As I said opening the inventory will definitely come to the player list. No idea what else to add to make that checking easier for you though.i have opened the server map 24/7 and look most of the time in every inventory. If iam at home i look every hour 2 times in all inventorys. Its the only help for us to ban these duping guys. Or you have another solution ? It would be nice if the work would be easier.
On linux, you can use cron:Alloc how hard would it be to add a feature to schedule a shutdown every NNN seconds (so every 3 hours for example).
0 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh kill instance_name #kills server
1 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh start instance_name #starts server
yes I can also do that on Windows Server 2012 but killing the process does not save the last game state like using the console shutdown command via Telnet. when I tried killing the process on a schedule players complained they lost items or progress because everything was lost between the last server save and the process kill.On linux, you can use cron:
That would stop the server every 3hours on the hour and restart it one minute later.Code:0 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh kill instance_name #kills server 1 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh start instance_name #starts server
Ah right.yes I can also do that on Windows Server 2012 but killing the process does not save the last game state like using the console shutdown command via Telnet. when I tried killing the process on a schedule players complained they lost items or progress because everything was lost between the last server save and the process kill.
The intance management scripts written by Alloc - https://7dtd.illy.bz/wiki/Instance%20management - I changed to a linux OS for the ability to use them.@Zigstum so Alloc has a shutdown command that can be scripted? how is it exposed? maybe I can use Powershell to call it.
I've those pseudo zombies on my server too, had them in alphas before too but since A15 they are more often. I just checked with "le" too and they are on the list, even if no player is online. I killed them through telnet "kill id" and they disappeared from map too. So this seems to be an game issue not an issue from Allocs fixes.Hi Alloc,
In the screenshot below, the red squares indicate where the players are. Why are there zombies showing biomes away? Is the map incorrect or is there a chance that left behind zombies are keeping map chunks active consuming unnecessary server resources (including "MaxSpawnedZombies")? I know with another thread I posted on collapsing blocks/physics issues that zombies do keep chunks active and things will keep collapsing even if the player is miles away.
The "le" command seems to only return "EntityZombie" close to me. There must be another command or your map must use some different mechanism because it'll show them regardless of player distance.
Would it be worthwhile to consider a command that'll remove all entities map wide further than a specified distance from the nearest player? Coppi created a "removeentity" command, so if you think this is going too far outside of Alloc's fixes I'll chase it up with him.
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