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Refugee
OrcsHoly crap, bandits are FUGLY.
OrcsHoly crap, bandits are FUGLY.
no doubt,Don't confuse a dedicated server rented from a provider with a home server; I was specifically talking about a rented one (unless you can build your own with all the necessary security measures)—but it’s already clear to me where you stand... no need to reply.

Sometimes it's good just to let them sit for a few hours then walk in, sit down and listen. There always something interesting to hear when you listen without prejudice.That is a lot of words to say the same thing multiple different ways and several things that are not at all relevant to 7d2d. I truly hope that TFP staff ignore these type of posts since you are wasting their time reading this gobbly-gook.
I will also clue you in on something. More words does make something more persuasive. Here, the gratuitous loquaciousness hurts your argument because people have to read through meaningless tripe to figure out what you are tying to say.
Such a small stone yet the largest of ripples. Agreed, give them a sliderIf we are posting game option suggestions in this thread, then I would like one of these (A is preferred):
A) The option to completely remove empty jars from the game again.
-or-
B) The option to remove empty jar requirements from the dew collector, and if they are required for the apiary now, then from there as well.
Let people who want them have them. I couldn't care less. But I'd like a way without a mod to remove them from my own game. I can mod them out, but it seems to me like a good game option to add since there is such a divide in the community about them. It's certainly a better option to add than bobbleheads.
Isn't the new release still experimental?Dedicated-server administrators and hosting providers need clearer 3.0 support
I want to raise this respectfully. I understand that 3.0 is a major update and that some systems may still be under development. However, the current lack of dedicated-server information is affecting more than individual server administrators. Hosting providers are also being left without clear implementation guidance.
One hosting provider has stated that the that they have not received direction from the developers explaining how the setting is encoded, how it should be handled, or how it should be exposed through their hosting panel.
That is a serious migration concern.
My original question remains:
After a hosted dedicated server loads a SandboxCode, what supported method allows the server owner, hosting provider, or server-side mod to read and verify each individual effective setting at runtime?
For example, are those values exposed through:
The response to paste the code into the game’s Sandbox Settings screen explains how a person can inspect it manually through a client. It does not explain how a hosted dedicated server, a hosting control panel, or a server-side administration tool can obtain the same decoded values.
- GamePrefs;
- GameStats;
- WebDashboard;
- a console command;
- server logs;
- a public runtime object or API?
This distinction matters. Hosting providers need to know how to:
Dedicated-server administrators also need access to effective values such as movement speed, gravity, jump strength, damage, XP, block damage, loot settings, and other gameplay rules. Server-side tools and anti-cheat systems cannot safely assume those values remain at their defaults.
- accept and validate a SandboxCode;
- preserve it during updates;
- expose it through their customer panels;
- show or audit the effective decoded settings;
- migrate existing server configurations safely;
- determine which settings are controlled by the server.
There are now several unresolved areas:
I am not claiming that anyone is intentionally ignoring multiplayer, nor am I trying to insult TFP. I am explaining the practical effect: dedicated-server administrators and hosting providers are being left to investigate and reverse-engineer critical parts of the migration themselves.
- no documented runtime method for reading decoded SandboxCode values;
- incomplete dedicated-server migration documentation;
- hosting providers lacking implementation details;
- uncertainty around WebDashboard, GamePrefs, GameStats, and server-side APIs;
- major modding and XUi changes without a complete server-focused migration path;
- client-UI explanations being provided in response to hosted-server questions.
Dedicated servers and commercial hosts support long-running communities, mod ecosystems, player retention, and continued engagement with the game. They are not a minor edge case.
At minimum, the multiplayer ecosystem needs:
A direct answer that the functionality is unfinished or does not currently exist would still be useful. What makes planning difficult is not knowing whether the functionality exists, is planned, or must be independently reverse-engineered.
- documented dedicated-server configuration behavior;
- a supported method for decoding and displaying effective sandbox settings;
- a documented runtime API, if one exists;
- a clear server-owned versus client-local settings list;
- hosting-provider implementation guidance;
- dedicated-server migration documentation before release;
- direct technical answers from someone familiar with hosted-server operation.
I hope this is received as constructive feedback. The current level of dedicated-server and hosting-provider documentation does not yet match the scale of the changes being introduced in 3.0.
You are aware of the fact that its not 7 layer(s)? Its layer 7. You know, top one in the OSI model. Thats the application layer. Trying to sound like you know something about it?no doubt,
this alone explains it all
View attachment 39437
your definately NOT going get 12TB world wide anticast 7 layer ddos protection from a residential isp.
Yes, it is still experimental, and that is exactly why this is the right time to raise the issue.Such a small stone yet the largest of ripples. Agreed, give them a slider
Post automatically merged:
Isn't the new release still experimental?
the only thing i know 100% is many fools have wasted money trying to ddos our server over the years.You are aware of the fact that its not 7 layer(s)? Its layer 7. You know, top one in the OSI model. Thats the application layer. Trying to sound like you know something about it?
I am not involved with that feature, but have passed it along to the relevant dev.I rarely post here on the forums these days, but faatal, please, could you guys be so kind enough to consider keeping this in the game and not remove it entirely? What would be the overhead cost of keeping this in?
View attachment 39433
I thought it was an appropriate ask from the POV of someone trying to run 7D2D as a live game service.That is a lot of words to say the same thing multiple different ways and several things that are not at all relevant to 7d2d. I truly hope that TFP staff ignore these type of posts since you are wasting their time reading this gobbly-gook.
I will also clue you in on something. More words does make something more persuasive. Here, the gratuitous loquaciousness hurts your argument because people have to read through meaningless tripe to figure out what you are tying to say.
I have no problem with TFP responding to questions from people. I object to people posting AI slop because they are lazy. Grandpa's posts waste the time of everyone who reads them because he cannot be bothered to take a moment to think about what he wants to ask and commit it to writing. I was also pointing out that what Grandpa thinks is persuasive is actually the opposite.I thought it was an appropriate ask from the POV of someone trying to run 7D2D as a live game service.