I started a server on the Experimental Branch on Monday. I have had about 5 minutes on it due to the fact that as soon as I exited my Drop pod, a drone wa flying above it. Barely had time to grab the items in the pod before trying to run away. Needless to say after being chased by the drone, and it gathering 3 more along the way I died. Lost all my stuff. Now I seem to have no way to continue as I have nothing, and no way to kill myself, its either re-spawn at starting location or last death. Thankfully I was the first person on and could wipe the map if I so choose. However, once a map has active players this is no longer possible. !. A way to do a permanet death is needed. Ie lose all your stuff and restart fresh. 2. NPCs should be removed from pod area or pod should only spawn/land away from NPCs. Suggestions as a long time server owner: 1. Features for auto restarting the server, timed and on crash as well as an auto backup feature are needed. 2. Web interface to the console to issue server commands, kick, ban, restart, save, etc. and view the console/log/chat is needed. 3. The ability for an admin to go into Creative mode regardless of the servers game mode. If you don't add them, a third party will. Few MP games become popular without these admin tools.
Did you planning a Standalone Dedicated Server version or do i have to install Steam with my Account on all Servers where i want to run a Dedicated Server? This should not really a Problem for some Community Members ... Google: PHP Telnet -> Telnet Class on Github + some lines of PHP Code. The Dev's better code the Game ... PvE, Ownerships and so on. An Option to set the Telnet port will be nice. elinox Edit: I Found the new Option in the Dedicated.yaml to change the Telnetport after i did the Update from 4.0.0 to 4.0.1
Just played on one of the busier dedicated servers and I have to say, this game is pretty much unplayable for anything other than a demo until players can protect their stuff. Each player should be able to identify a core as belonging to a team, and then a team leader should be able to add/remove team members. And the base defenses should fire on any non-team member that approaches the base the same way the npc bases fire on players. There are other options as far as property protection, invincible equipment etc etc, which probably should be added later, but at the moment every player has full access to every base and every vehicle that is not owned by an npc and there really is no point at all making a decent base under these conditions, as someone else will just steal it. In the dedicated server I was in, someone spent a lot of time making an amazing capitol vehicle, and some random player just showed up and blew it all to bits, and the CV was pretty much defensless because it didn't fire on the attacker.
Another bug, this is happening to a lot of people. When you put cobalt into a constructor sometimes it gets confused and turns into something else, like prometheum. Very odd, someone on the server said it was a known sync issue.
My Feedback after a few hours running Dedicated Server to the Public with about 20 concurrent users: Need a basic protection system and an advance one for PvE Servers that just want to prevent people breaking, entering, opening their things. We need a way to have load balancing and multiple Akua or similar starting planets. Like Akua Alpha, Beta etc. So 20+ People are not stuck on 1 planet fighting over resources. Would be nice to see Chat via the Dedicated Server GUI to keep monitoring issues etc. Be nice VIA Gui had a window to show all players who connected maybe even manage them like delete profile or even reset their position or ban them. At this time there is now already several ore nodes 100% gone and players are already struggling to fine ores. The server population will start to drop due to the lack of no resources.
After the new update I can no longer start the cmd line version of empyrion. The -nogui flag seems to not work anymore. Is this a server or a gui?
i kinda wish that server software woulda offer a bunch of commands, kinda like minecraft does, mainly those features would be nice: Whitelisting Passwords sort-of work but once you have a bunch of players on a server you run 24/7 chances are there will always someone leak the password and changing it all the time isn't the solution. The solution is maintaining a whitelist of people allowed to connected. Should have a server console command to, add/remove/list and reload a whitelist. Whitelist coulda contain steamid's. Bans/Blacklisting The opposite to whitelisting for people that want to run a server open-4-all. Kicking Disconnect a specified player from the server Gamemode <mode> [player] mode beeing one of: - survival - creative - spectator (noclip fly through stuff, invisble to others, no interaction with objects/npcs, maybe a teleport menu to get to other players quick) That way when you play with some buddies you coulda switch some of em to creative (individually) to build something, while others could keep playing normally in survival. This is imo a must-have feature The mode of the player should be saved, so disconnecting shouldn't change it. However there should also be a optional server-config variable to force everyone into a specific mode on login and override saved modes. Teleporting teleport <player> <target player> teleport <player> <area> <x> <y> <z> The more players are on a server the more problematic it can be to get em all together for some event or something.. teleporting would be nice then Instances Considering this game aims to be much bigger then those few planets and have capital ships traveling around, running one server instance per area seems to be a rather poor idea to me that doesn't scale well. Wouldn't it be possible to do the following: - spawn server instances dynamically on a need-base. - let the server admin via the console flag areas as permanent or dynamic. Example: 5 people on a server, all on akua. If all areas are flagged as "dynamic" then the only area loaded on the server should be akua and nothing else. If all 5 players travel in one ship to space then the space instance would load and the akua instance can shutdown. If 2 players decide to stay on akua but 3 travel to space then of course both instances would have to run. Basically, only run as much instances as people are spread to different places. Except when one area is flagged as permanent.. then of course keep that instance loaded all the time. The only reason i could think atm why someone would flag some area as permanent even when nobody is there would probably to have it loaded faster (i.e. the planet new players spawn on) + maybe to keep constructors running evem when no player is present in that area for a while or keep plants growing there. Operating system would be great to have a dedicated server version for linux.
I just want to know if the devs are planning to introduce NATIVE Linux server execution at some point. I understand why it's in Windows right now but Unity is definitely multiplatform and the pointless debate (with zero context of the implementation) over processes vs (kernel-level) threads ends. I'm also curious to know if this is your first sandbox game for many of you. Non-consensual sandbox PVP is completely indistinguishable from griefing. Full stop. I don't why people were expecting otherwise. (And if you've never seen me post before; I'm not interested in joining anyone's server or opening mine up to the public.)
Thank you, I got it started, but the telnet is not working, I am not sure how I will save anything. I tried manually setting the port but nothing. Initialize engine version: 5.2.2p2 (67d68477bb52) Forcing GfxDevice: Null NullGfxDevice: Version: NULL 1.0 [1.0] Renderer: Null Device Vendor: Unity Technologies Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\System.Core.dll (this message is harmless) - Completed reload, in 0.236 seconds Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\System.dll (this message is harmless) RELEASE: rootReason (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\EmpyrionDedicated_Data\Managed\System.Xml.dll (this message is harmless) INFO: Uptime=0.000m heap=0.6MB fps=0.00 players=0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Setting up 2 worker threads for Enlighten. Thread -> id: 24b8 -> priority: 1 Thread -> id: 2200 -> priority: 1 INFO: Uptime=0.500m heap=0.7MB fps=113.94 players=0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
Really depends on the libraries they are using. I never spent time looking into them but you could probably start going through them one by one seeing if there is a Linux equivalent lol.
Maybe you would also improve doing some of this suggestions? What do you think? • Real time cycle option adjustable also on survival (with the option to adjust so 24h would actually be exactly 24h); • Option to convert Creative saved games into survival mode; • More admin commands, like ban, kick. • Admin option and powers: like activate creative mode inside his own survival server just for him and also give someone else admin powers; • Low-orbit that actually allows the player to place a space station or satelite closer, way closer to the planet chronosphere in a way that the player can have a really good view of the planet surface; • The hability to create/craft a survival constructor and pick it up even after putting on the ground; • Light attached to the player's helmet; • Damage on the ship when experience re-entry; • Small Vessel being capable of carry a Ground vessel inside; • Capital vessels that can actually land on planets; • Breathable atmosphere inside capital vessels and bases; • Air-lock doors - with decompressing camera - for capital vessels; • Huge doors for capital vessels and base' s garage/landing bays; • option to run the game with even lower resolution, way lower; • Hide other players and assets/ores locations, unless - if you build a specific radar • voip chat; • Creative servers; • Creatures on creative. I think for now those are some suggestions. congrats for the great game. If I remember something else I'll come back.
Hey everyone, thanks for the great update with the dedicated servers. Yesterday evening the update to 4.0.1 arrived on my Steam-Account. After this update, i can't connect to all server, because they are 4.0.0. Spend the serverlist a new column with the number of version from the server. At the moment u can see only the version from the server, if the owner typed it in the servername. Btw, the server doesn't crash any time i used it. CPU load: 10% RAM use: ~5GB Have a nice day. DragoonTT
Faction system as already mentioned in the 0.4.0.2 patch notes , would be sweet if with in that faction system the leader could allow disallow the usage of individual items via a menu to individual people
right now I cannot enter most of the servers due to version conflict... I have 2 feedback/suggestion for that 1. have a column in server-list for the version of the game the server is running. 2. have player able to play multiple version via selecting them at the start of the game..like Minecraft .I know Minecraft game files are 45/50mb in size and this game clocking at couple of GBs but the servers which runs for 24/7 may not able to update as frequently as the players and also some update might reset saves/ or have to start new game to see the new items and the people playing in that server might not want that as soon as a update released.
Kane, I was thinking about this too... I don't know how feasible this is, but I was thinking that if resource nodes could be instanced per player, then each player would have access to resources unless someone fences them off... this is what I was thinking. Resource nodes are generated as they are right now, with the map. The global resource node will contain the location and the size (ie Cobalt @ 32, -24; Size 11) Each player will have access to their own instance of that node... they will still have to go to the location, but the player will have a full node to extract (in this case a Size 11 Cobalt node). There are some issues with this idea like... What if a player fences off the node? (Either put building protection around the node, or make it something the Admin / Mod takes care of on their server). If Player A mines out their node completely... All other players will look like they are flying over the node when they are mining their instance (in perspective to Player A). If Player A mines out their node completely... Player A will seem to disappear underground when another player watches them go into their mining pit. I'd like to see some resources that are unsafe to mine by hand and require a mining rig, or some sort of machine to extract them. The machine will extract the resource and put it into a container that is safe to handle. I think more advanced minerals / elements may even require "canister materials" to package them properly. Some materials may not need a canister if the outside surface of the element can be made "inert" by a process the machine performs (bombard the surface of Neodymium with negatively charged IONs to make it safe to handle, machine only needs power cells to function vs other elements needing glass panes and metal panels for containers (1 x panel and 1 x glass allows for 50 units to be packaged, etc...). Well that is just an idea, but nodes that require a machine could function more like "Element X" in GRAV.
Adriel, Looks like something is wrong, you should have 5 threads started, not 2. I would delete all the server files (except your save folder and the yaml file) then download the game files again. This time DO NOT use the beta files as the main game files are the latest release. Make sure the telnet interface is on an open port. I am using the gameport + 20 to be safe. Telnet ONLY opens on the localhost IP, you MUST be on the dedicated server and connect to 127.0.0.1 for it to work (you may be doing this already, I just wanted to make sure it said in case others didn't know). I believe you MUST have a password set. I tried a blank password and the telnet server just ignored me (even though it was running on the proper port, I validated this was the case via the Windows Resource Monitor). As long as something else is not using the port, it seems to work really well for me, I have not had any issues with telnet (other than the blank / non-defined password) [knock on wood] Hopefully something here will help.
Personally, as an Early Access game, I think having multiple versions out there will be a nightmare for troubleshooting and bug checking. 7 Days to Die didn't allow for multiple versions till about 18 months after the game was relatively solid... the answer to all questions about an issue will be "upgrade to the latest version, start a new save, then let us know if the bug still exists". At this early stage of development, troubleshooting one version is plenty. Again, just my 2 cents from working with a lot of Early Access games.
I agree, if a server/player stuck at 4.0.0 they will have all the bugs that comes with it, to get new feature, less bugs, they have to get the newer version and reset their save if required.. but some player may want to deal with the bugs, old content to keep their progression intact.. at this stage of the game this may be not a major problem(I restart at every update and do everything before the next update release) but when the game get bigger people may want to keep their progress or need a older version to play some mods, but I have no idea if it logistically possible, steam may charge them for every version they keep in the steam depot, so having all the version may become financial burden for devs..which is very much undesirable
Wow, after scanning all of these suggestions mine seems kind of simple. I'd like to be able to change my name for game purposes and not have it set (and seemingly unchangeable) to my name in Steam.