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[MOD] Coppis Additions (NEW)

PrebabFillBlockOne (pblock1) done for 4.5

Will put block at given position without the need to reload the chunk (as per smegzor's request).

Code:
pblock1 <blockname> <x> <y> <z>
Servermanagers can use it to build structures block by block with an audience to watch it happen.

Cheers

 
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removelandprotection2 (rlp2) consolecommand done for 4.5.
Remove landclaimblocks even when chunks are not loaded (there doesnt even have to be a player on the server :) )
Great work! It always bothered me how Alloc's rlp command would happily report that it had removed claims but the reality was that it only did so where chunks were loaded. I implemented a sweeper that would attempt to remove and rescan for claims when players entered a new region. That worked but this will be so much more efficient.

 
Does anyone have Problems with ocn ? I wrote ocn James Harald

Server said it changed but the immediately there was ERR UNET:Could not send package to server(noRecources)...and the server shut down

 
Does anyone have Problems with ocn ? I wrote ocn James HaraldServer said it changed but the immediately there was ERR UNET:Could not send package to server(noRecources)...and the server shut down
That must be a coincidence. UNET has nothing to do with the mod. All ocn does is set a variable it checks when a chatmessage comes by and when it sees the name should change, it changes it.

Cheers

-edit- this is all it does when setting the new name. No networking involved at all:

Code:
PersistentData.PersistentContainer.Instance.Players[ci.playerId, true].ChatNameOverride = newName;
PersistentContainer.Instance.Save();
SdtdConsole.Instance.Output("New chatname for " + ci.playerName + " is " + newName);
There is a history of UNET trouble though and i believe common practice is disabling UNET networking in 7dtd launcher. Seems to be better for performance also.

 
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Okay, the ocn worked now ...

configurable response color for locatation tracker chatcommand ("loctrack responsecolor <hexString>")

- configurable text (with (nested) colorcode support) for NightTime Announcer.

Handy color code picker -> https://html-color-codes.info/

an announcer <name>

an nighttimetext <string>

an blooddaytext <string>

an blooddaytomorrowtext <string>

an counterdaytext <string>

- configurable warning hours for NightTime Announcer ("an warnhours <hours>")

Where can I configure this?

Are there Xml files like ServerTools or do I have to do everything over the console?

Thanks

 
Okay, the ocn worked now ...
configurable response color for locatation tracker chatcommand ("loctrack responsecolor <hexString>")

- configurable text (with (nested) colorcode support) for NightTime Announcer.

Handy color code picker -> https://html-color-codes.info/

an announcer <name>

an nighttimetext <string>

an blooddaytext <string>

an blooddaytomorrowtext <string>

an counterdaytext <string>

- configurable warning hours for NightTime Announcer ("an warnhours <hours>")

Where can I configure this?

Are there Xml files like ServerTools or do I have to do everything over the console?

Thanks
There are no xmls. Its console only. Mostly for telnet servermanager,- and mobile access support.

Its pretty straightforward. From the github wiki:

Code:
an (announcenighttime): Turn NightTime announcement on/off

Usage:

1. an true/false

2. an hordecycle <days>

3. an warnhours <hours>

4. an announcer <name>

5. an nighttimetext <string>

6. an blooddaytext <string>

7. an blooddaytomorrowtext <string>

8. an counterdaytext <string>

9. an

1. Turn AnnounceNightTime ON (true)/OFF(false)

2. Configure the bloodmoon cycle in <days>

3. Set the number of <hours> before 22:00 warning

4. Set the name of the announcer

5. Set the text for nighttime warning. {hours} will be replaced by the warnhours setting

6. Set the text for announcing bloodmoon is tonight

7. Set the text for announcing bloodmoon is tomorrow

8. Set the text for normal bloodmoon counter text. {daysleft} will be replaced by remaining days

9. List active AnnounceNightTime settings

All text and announcer name support (nested) color coding. The value of <string> has to be wrapped in "double quotes".

Put text between [colorCode]text here[-] for giving it a color.
Default settings are:

Code:
AnnounceNightTime Enabled: True
Bloodmoon cycle: 7 days
Warn 2 hours before 22:00
Announcer name: [b43104]{Server-Auto}[-]
NightTime text: [00ff00]Nighttime in {hours} hours !!![-]
BloodDay text: [00ff00]Better hurry! Its bloodmoon [FF0000]TONIGHT[-] !!![-]
BloodDay Tomorrow text: [00ff00]Remember: Bloodmoon is tomorrow !!![-]
CounterDay text: [00ff00]Remember: Bloodmoon is in {daysleft} days !!![-]
Cheers

 
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That must be a coincidence. UNET has nothing to do with the mod. All ocn does is set a variable it checks when a chatmessage comes by and when it sees the name should change, it changes it.
Cheers

-edit- this is all it does when setting the new name. No networking involved at all:

Code:
PersistentData.PersistentContainer.Instance.Players[ci.playerId, true].ChatNameOverride = newName;
PersistentContainer.Instance.Save();
SdtdConsole.Instance.Output("New chatname for " + ci.playerName + " is " + newName);
There is a history of UNET trouble though and i believe common practice is disabling UNET networking in 7dtd launcher. Seems to be better for performance also.
Okay I can confirm that if there are more players than one, ocn leads to a server crash

 
Maybe it has something to do that I am an Admin and my name is colored
Both playerchat,- and groupchatcolor are able to handle overidden chatname. Maybe its another mod that cant handle?

Would help if you could post the logfile of when it happened. I have tested with colored name and multiple players on and cannot reproduce.

Cheers

-edit- to investigate further i would like to know: Do you use coppis cpc or cgc to color your name? Or maybe servertools?

 
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Something else: What is "Log [COPPISADDITIONS] Claimprotector has started." ?
Thats the advanced claimsystem. If you add advanced claim(s) (ccc command) that will do the protecting.

I looked into the ocn issue and i think i found what can cause the crash. If you use ocn for overiding chatname it will repost the message to the chatstream with the new name. If you have servertools and use chatcoloring (any of them) the message will get handled by servertools and reposted to the chatstream with the new colored name. But that will cause the message to go by coppis mod again and coppis will again do the rename and repost to chatstream with overidden chatname. Servertools will again color it and resend etc etc. That will cause infinite bouncing between ST and coppis and hang the server.

I made sure ocn is compatible with cpc and cgc so if you want to use ocn AND chatcoloring, the only way is to use cgc or cpc together with ocn.

This is an incompatability that gets visisble now, since i let the message be seen by any following mods (since 4.4). So while commands can be handled now by mods loaded after coppis, there can be no hybrid usage of ocn in coppis and chatcoloring in other mods.

Only solutions are:

* dont use ocn if chatcoloring is handled by mods loaded after coppis

* use coppis cpc and cgc for chatcoloring if you like to use ocn (but dont use coloring in other mods)

* use ocn but not any chatcoloring by mods loaded after coppis (so basically no coloring)

* ask obsessive compulsive to make an ocn command and use both his ocn and chatcoloring command(s).

Not much i can do about it, sorry.

Cheers

-edit- this also means there can be no hybrid usage of chatcoloring by coppis and ST. It will cause the same infinite bouncing. So its either coloring by coppis or coloring by ST. There is no possibility using both without causing the infinite bouncing between the 2 mods.

 
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My advanced land claims aren't working. I can add them, they show up with "ccc list" but no one is teleported off the claim. I also got this strangeness in my log:

Code:
2018-04-02T19:52:46 7550.047 ERR System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
 at System.Collections.Generic.List`1[unityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
 at Utils.MoveTaggedToLayer (UnityEngine.GameObject go, System.String tag, Int32 newLayer) [0x00000] in <filename unknown>:0
 at Entity.SetDead () [0x00000] in <filename unknown>:0
 at EntityAlive.ClientKill (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.Kill (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityEnemy.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.damageEntityLocal (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single impulseScale) [0x00000] in <filename unknown>:0
 at EntityAlive.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0
 at EntityEnemy.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0
 at CoppisAdditions.ClaimProtector.ProtectAdmin (.ClientInfo ci, Vector3 pos2) [0x00000] in <filename unknown>:0
 
My advanced land claims aren't working. I can add them, they show up with "ccc list" but no one is teleported off the claim. I also got this strangeness in my log:

Code:
2018-04-02T19:52:46 7550.047 ERR System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
 at System.Collections.Generic.List`1[unityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
 at Utils.MoveTaggedToLayer (UnityEngine.GameObject go, System.String tag, Int32 newLayer) [0x00000] in <filename unknown>:0
 at Entity.SetDead () [0x00000] in <filename unknown>:0
 at EntityAlive.ClientKill (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.Kill (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityEnemy.ProcessDamageResponseLocal (DamageResponse _dmResponse) [0x00000] in <filename unknown>:0
 at EntityAlive.damageEntityLocal (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single impulseScale) [0x00000] in <filename unknown>:0
 at EntityAlive.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0
 at EntityEnemy.DamageEntity (.DamageSource _damageSource, Int32 _strength, Boolean _criticalHit, Single _impulseScale) [0x00000] in <filename unknown>:0
 at CoppisAdditions.ClaimProtector.ProtectAdmin (.ClientInfo ci, Vector3 pos2) [0x00000] in <filename unknown>:0
Will take a look, but as it seems there is a protective bubble active? Did you use /bubble or consolecommand protect?

CoppisAdditions.ClaimProtector.ProtectAdmin is the bubble and not advanced claim.

Could you maybe post the entry from ccc list here so i can check if boundaries are used correctly?

Cheers

-edit- for future readers. When using servertools, donors will get added to the admin group and this will cause them not to get teleported out of an advanced claim, since admins can enter always.

 
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Hey there. So two days Ago I finally built up the courage to install this new Version of yours on our server. We had a Map-Wipe so everything was clean and fresh. I now see errors in my logfiles and have the weirdest Console behavior and errors iIve never seen before. Is this related to your mod, or just coincidence? :)

Some of the Errors:

2018-04-07T22:22:52 471.192 ERR [steamworks.NET] NET: Could not send package to client 76561198176511386

2018-04-07T22:22:52 471.192 WRN NET (NCSteam) No resources to send data to client (EntityID=xxx, PlayerID='xxx', OwnerID='xxx', PlayerName='xxx') on channel 0, backing off for 0.5 s

2018-04-07T22:22:52 471.209 ERR [steamworks.NET] NET: Could not flush the buffer to client xxx

2018-04-07T22:22:53 471.520 INF [steamworks.NET] NET: P2PSessionRequest from: xxx

2018-04-07T22:22:53 471.679 INF [NET] PlayerConnected EntityID=-1, PlayerID='xxx', OwnerID='', PlayerName=''

2018-04-08T03:45:39 37.808 INF Error in PlayerGroundDistance.Run: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary

2018-04-08T01:40:35 12333.759 ERR Task_CommWriterSteam (cl=xxx, ch=0):

2018-04-08T01:40:35 12333.759 EXC offset+count

Parameter name: The size of the buffer is less than offset + count.

ArgumentException: offset+count

Parameter name: The size of the buffer is less than offset + count.

at System.IO.MemoryStream.Read (System.Byte[] buffer, Int32 offset, Int32 count) [0x00000] in <filename unknown>:0

at NetConnectionSteam.Task_CommWriter (.TaskInfo _threadInfo) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

NetConnectionSteam:Task_CommWriter(TaskInfo)

ThreadManager:PA(Object)

(Filename: Line: -1)

getting dozens of those every hour ^^ Any ideas whats going on?

 
hmm, no. installed the old mods (3.6) and am getting the same errors now :/ and yes, i did shut the server down and deleted the .bin file ^^ dang

 
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