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Improvements for the dedicated server

I use the "killall" command to clean up these persistent zombies before a horde night. I've pointed this out to Alloc a few times. What really gets me on this issue is when the zombies are in unexplored areas or way out in the radiation zone.
Hey schwanz9000, "help killall" command returns "kill all players". You *sure* that's the right one?

Edit: As in, is there a way to parameterise the command to kill zombies only?

 
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Anyone knows why the webmap works for me but not for my friends? They only see the map black.

I have permission lvl 0 and I see that they connect to the map with 1000. I guess that's the default.

But shouldn't default show them the map? They only see the text online/offline players, to the right.

 
Anyone knows why the webmap works for me but not for my friends? They only see the map black.
I have permission lvl 0 and I see that they connect to the map with 1000. I guess that's the default.

But shouldn't default show them the map? They only see the text online/offline players, to the right.

Code:
webpermission add <webfunction> <level>

webpermission add web.map 2000
Put the second line in console.

 
Anyone knows why the webmap works for me but not for my friends? They only see the map black.
I have permission lvl 0 and I see that they connect to the map with 1000. I guess that's the default.

But shouldn't default show them the map? They only see the text online/offline players, to the right.

Code:
webpermission add <webfunction> <level>

webpermission add web.map 2000
Put the second line in console.
Yes. Just to clarify what zig is saying, to view the webmap without steam log in or admin privileges, the permission web.map needs to be set to 2000.

 
I am trying to find the easiest way for admins (mostly me) to remove LCB/Keystones. I have Allow and Server Tools installed.

right now what I do is use LLP nearby 10 to see what LCB I am looking at and then I use RLP and the X Y Z or the steamID if there are several in the same area by same person.

is there a way to automate that? it would be great if the RLP command had "nearby" and a radius option :)

PS: I moved my server off of CBSM - it was causing performance issues with all its telnet traffic and IMO not worth the down as much as up when it is using ALLOC tools anyway :)

 
Yes. Just to clarify what zig is saying, to view the webmap without steam log in or admin privileges, the permission web.map needs to be set to 2000.
They are logging in through steam. But it's not working. I edited the permissions in the webmap setting but still not working. Here is the log:

Code:
Web:Static:FileNotFound: "/static/favicon.ico" @ "C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server\Mods\Allocs_WebAndMapRendering/webserver/favicon.ico"
2016-11-15 19:49:58	1634.092	Log	Steam certificate error: RemoteCertificateChainErrors
2016-11-15 19:49:59	1635.478	Log	Steam OpenID login from XXX.XXX.XXX.XXX:XXXX with ID XXXXXXXXXXXX, permission level 1000
Why does it say Steam certificate error? Doesn't do that with my account

 
They are logging in through steam. But it's not working. I edited the permissions in the webmap setting but still not working.
Why does it say Steam certificate error? Doesn't do that with my account
That certificate error is something that just happens every once in a while. Not sure what it means.

Could you copy and paste the contents of webpermissions.xml in your root/saves folder so I can see what your settings are?

 
Sorry! Noob warning. If I had opened it with Notepad++ from the beginning then I would have noticed that half of the lines were "edited out".

Thanks for the help! I think it should work now. Just need to get a friend to check it again

 
As this is not at git hub i'll make a pull request here :D

@stats.js

Code:
		// 7 to 1 (days till next horde):   Number(7-data.gametime.days%7)
		// Week day 1 to 7: 				(data.gametime.days%7>0?data.gametime.days%7:7)
		var time = "Day " + data.gametime.days + ' (' + (data.gametime.days%7>0?data.gametime.days%7:7) + "), ";
 
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Please tell me there is a better way to repair chunk density errors. We run a fairly busy server and I spend roughly 30 mins every night going around the map fixing chunk density errors that were reported by players... after months of doing this, it's killing me.

My current method:

  1. Go to the reported coordinate
  2. Walk to where I can see the problem and type "le" in console to get my current coordinates
  3. Type "rcd <x> <z>" (substituting x & z with the relevant coordinates)
  4. Remote into the server and check the log file, which is up to about 10mb for the day, scroll to the bottom and find the lines that say "2016-11-19T20:41:47 47091.502 WRN DENSITYMISMATCH;1830;114;174;6;114;14;-1;0;False"
  5. Go back into the game, type "rcd 1830 174 fix".


There can be up to 8 density mismatch warnings at a given coordinates. I fly around for a bit repeating steps 1-5 and finding more mismatches before moving on to another area that was alerted.

On a particularly bad night I can spend an hour going around just fixing these... it's too much. Hoping someone will tell me I've been silly and there is a much easier way to do this.

 
Please tell me there is a better way to repair chunk density errors. We run a fairly busy server and I spend roughly 30 mins every night going around the map fixing chunk density errors that were reported by players... after months of doing this, it's killing me.
My current method:

  1. Go to the reported coordinate
  2. Walk to where I can see the problem and type "le" in console to get my current coordinates
  3. Type "rcd <x> <z>" (substituting x & z with the relevant coordinates)
  4. Remote into the server and check the log file, which is up to about 10mb for the day, scroll to the bottom and find the lines that say "2016-11-19T20:41:47 47091.502 WRN DENSITYMISMATCH;1830;114;174;6;114;14;-1;0;False"
  5. Go back into the game, type "rcd 1830 174 fix".


There can be up to 8 density mismatch warnings at a given coordinates. I fly around for a bit repeating steps 1-5 and finding more mismatches before moving on to another area that was alerted.

On a particularly bad night I can spend an hour going around just fixing these... it's too much. Hoping someone will tell me I've been silly and there is a much easier way to do this.
We re-enabled binimikes on our server with the release of A15 hoping they would not be so buggy and require constant admin hand-holding. Whilst the bike may be less buggy (within five minutes of someone having a bini it began "Admin!!"), the worst of it is that the whole map was pretty much uncovered after 300 days. Our server just gets laggier and laggier as the map gets uncovered - it was so bad after 350 days we had to do a wipe :/ We carried across playerfiles to ease the pain, disabled the bini chassis in XML, and re-opened on the modded tab. Now we are 650 days in and we are back to that place again - whereas A14 would get to day 1000 generally before it was wipe time.

Everytime the word 'wipe' is mentioned, the tears flow enough to make Noah nervous; fortunately with the new 'English Weather Mod', they are just crying in the rain.

I'd love to know how to keep a map running well, so that we could extend our wipe cycle, but am clueless other than flying in with a rocket launcher everytime i see some weird message about 'should be a parent but is not!' and blowing up anything i can find until the error stops it's 30 lines per second log filling mission. My latest favourite is some cryptic announcement about a 'shaggy_male_hair_hat' ^^

 
Could you guys please stop randomly posting stuff in here? This thread is about the mod, not the game in general.

is there a way to automate that? it would be great if the RLP command had "nearby" and a radius option
Nope, nothing like that in yet, but that sounds like a good idea :)

@stats.js
Code:
		// 7 to 1 (days till next horde):   Number(7-data.gametime.days%7)
		// Week day 1 to 7: 				(data.gametime.days%7>0?data.gametime.days%7:7)
		var time = "Day " + data.gametime.days + ' (' + (data.gametime.days%7>0?data.gametime.days%7:7) + "), ";
For those silly people that can't do mod7 in their head? Not sure if I want to support those peasants ;P

Added it.

 
EDIT: The "WRN DENSITYMISMATCH" message shows in a log written out by a bot we run. So based on that I assume the bot can interpret it and will ask the bot dev if the fix command can be automated. I have no idea what the implications are running these fixes automatically.

Could you guys please stop randomly posting stuff in here? This thread is about the mod, not the game in general.
If you're referring to my post about fixing the chunk density issues, it wasn't that I went and picked a random thread to post in. I intentionally came in here and spent the time to post because back in "rev. 272 (7_9_13) (2016-04-28)" you added the command "repairchunkdensity".

I'll propose some additions to the "repairchunkdensity" command in the hopes that you'll see my post as less random (though I dislike doing this since I often overlook the more obvious solution the devs come up with):

  1. Instead of showing a list of chunks with errors, add an option where it will run the "fix" against every line that would've been returned to the log file.
  2. If that's not possible, instead of outputting the chunk density warnings to the server log file, can you have it go to the console instead? In this case we can automate a bot that will run "rcd" often against random players, interpret the errors and run the fix command against the returned coordinates.


I appreciate the purpose of your mod is to provide features and fixes that lack in the core game and hope you're not offended by my persistence that my life could be made significantly easier by you adding an option to the command. Thank you for the work that you do for us, I won't run a server without your mod.

 
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The command isn't part of my mod (it was for like a version or two because I didn't get it in the game in time) but the actual feature was always part of the game ;)

Also it's not meant as the big "all-time tool" but rather a band-aid for as long as we don't have that fully fixed. Proper reports of how those issues come up in the first place would be way more useful than just adding in "better" versions of such a band-aid.

Btw, you don't need to run the fix command against every coordinate, just one coord out of a chunk is enough (e.g. the coord used when running the check).

 
The command isn't part of my mod (it was for like a version or two because I didn't get it in the game in time) but the actual feature was always part of the game ;) Also it's not meant as the big "all-time tool" but rather a band-aid for as long as we don't have that fully fixed. Proper reports of how those issues come up in the first place would be way more useful than just adding in "better" versions of such a band-aid.

Btw, you don't need to run the fix command against every coordinate, just one coord out of a chunk is enough (e.g. the coord used when running the check).
Thanks Alloc, that's good to know.

So based on what you've said about not having to run it against every coordinate, that means we simply (for example), do "rcd 100 100" and if it returns any "WRN DENSITYMISMATCH" messages we run "rcd 100 100 fix", rather than cycle through the list of coordinates that the WRN might return.

If I can find a way to reproduce the issue I'll go post it in the appropriate area rather than here. What I can say is that it's incredibly common and happens often where people try and flatten an area to build a foundation for a base. I don't think I've ever seen the issues below the surface and I've fixed hundreds.

 
Does the Killall command kill all players or all zombies? I thought I read there was a kill command that killed all Zombies? I heard this is not a bad thing to do before horde night to get all the zombies re-allocated.

 
Does the Killall command kill all players or all zombies? I thought I read there was a kill command that killed all Zombies? I heard this is not a bad thing to do before horde night to get all the zombies re-allocated.
It kills all zombies, I thought it was players as well, but someone said it was zombies the other day. I gave it a shot, and yup, zombies, not players.

 
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