Feature Requests

Discussion in 'Dedicated Server: Empyrion Admin Helper (EAH)' started by EleonGameStudios, Sep 15, 2017.

  1. CHAR

    CHAR Lieutenant

    Joined:
    Jul 22, 2018
    Messages:
    20
    Likes Received:
    1
    The general loader must do Eleon. So do in many games.
    Now, many mod developers are creating their own loaders - this is a bad influence on performance and convenience.
     
    #81
  2. remeey

    remeey Commander

    Joined:
    Jul 9, 2017
    Messages:
    152
    Likes Received:
    35
    from my understanding which is limited the eah is a mod so it could have a mod loader yes ?
     
    #82
  3. Polnoch

    Polnoch Lieutenant

    Joined:
    Sep 26, 2017
    Messages:
    43
    Likes Received:
    9
    Could you please provide HTTP REST API for in-game C# API or something similar? Or at least telnet access for it, please?
    https://empyrion.gamepedia.com/Game_API
    I'm Linux Python/Golang developer, and want to install new public server, and have several ideas, which can improve improve game process I bealive. For this ideas I have to write a bot/daemon, with access to in-game mechanics and events.
    Because it's volonteer activity, I don't want to write in C# and for Windows envinronment (usually I receive money for cloud developing, it's my specialization, and no Windows and/or C# here, even in Microsoft Azure Linux instances is more popular, I have no reasons to study it for myself)

    Ideally, for me, it will be REST API with events hooks.
     
    #83
  4. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    Wrong forum. This is only about EAH
    See your other post.
     
    #84
  5. Polnoch

    Polnoch Lieutenant

    Joined:
    Sep 26, 2017
    Messages:
    43
    Likes Received:
    9
    Why?

    Yes, it's feature request for EAH
     
    #85
  6. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    Sorry there will be no Web API for now.
     
    #86
  7. Polnoch

    Polnoch Lieutenant

    Joined:
    Sep 26, 2017
    Messages:
    43
    Likes Received:
    9
    And also I can't request "improved telnet" console with access to in-game API in your mod, right?
     
    #87
    Last edited: Aug 26, 2019
  8. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    That does not really make sense.
    Check out the API and you don't want telnet anymore.
     
    #88
  9. Polnoch

    Polnoch Lieutenant

    Joined:
    Sep 26, 2017
    Messages:
    43
    Likes Received:
    9
    I'm not a C#/Windows developer. Usually I receive money for python/golang code for clound environments/Linux. Also I don't want to install visual studio.
    I'd love to study new technologies, but invest my time in the c# platform looks like a waste of my time - it will not increase my price in the market.

    Also, I'll not write a telnet API, server wrapper, and or REST API implementation in C#: if I write it, I will commit to support this interface. And commit to launch the Virtual studio, write a C# code each major game release. It's also reason why it's a bad idea to write my code using another implementation if somebody else already made this(way to get network access to game server) in one unpopular mod - it will be broken at once, and turn into brick my own code.
    It should be in vanilla game, or in the very popular mod like EAH.

    If it will be telnet access to game API, or in your mod, I ready to write opensource bindings for python and/or web API(if somebody else needs it). Can commit to support it each major release. Looks like it will be not a difficult commitment for me.
     
    #89
    Last edited: Aug 26, 2019
  10. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    347
    Likes Received:
    141
    Would like to have a feature which will emergency rescue someone (not a warp disconnect) should a teleporter not work and/or for some reason their warp didn't work correctly. I would ideally want to be able to select a cooldown for this as well, as to not be abused.
     
    #90
  11. SLI_Fallen

    SLI_Fallen Lieutenant

    Joined:
    Sep 6, 2019
    Messages:
    37
    Likes Received:
    19
    Set start planet size? Kind of a major thing when setting up a server, especially since now setting large planet size is a "thing" for MultPlayer in 10.5. Something I want to do now that 10.5 alpha is "non-experimental version"
     
    #91
  12. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    Hey,

    not sure if I missed that option, but where should that option be? Isn't that something you set in the playfield yaml?
     
    #92
  13. SLI_Fallen

    SLI_Fallen Lieutenant

    Joined:
    Sep 6, 2019
    Messages:
    37
    Likes Received:
    19
    There appears to be a playfield.yaml for EVERY planet (folder), and some also in the scenarios. When you do a server wipe (as I did to start the server fresh with 10.5) and then start a new game (on a starter planet) it seems that you get a random selection of a few planets to choose from to start on. So I have to edit like 15 yaml files to make them all large?

    When you start a (non) dedicated server in single player, you get a simple selection screen to choose weather the starter planet is large or not.

    I'm just saying this perhaps should also be a thing in EAH when setting up a server, as it is now supported in MP 10.5. That's why I offered that opinion / question on this feature request forum. Without having to resort to editing 15 different files (I dont really know how many of them are temperate planets to be honest, which would reduce the amount of those planets playfield.yaml files to edit, but you get the point).

    If we can have a simple setting in the GUI for SP already for this, and now it's supported in MP, a dropdown to select planet size in EAH seems appropriate. Hense, the suggestion :)

    EDIT/UPDATE. I did find (after some looking in the folder structures) the playfields folder, temperate starter and starter 2 . I changed the dynamic.yaml planet sise from 3,4 to 4, 5 and we indeed got large planet on startup. :)

    Still would be nice to have a simple EAH setting for this, but for now..were on our way...
     
    #93
    Last edited: Sep 18, 2019
  14. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    Hey,

    ah ok. Yeah but that would be something for the Devs to do, or one of the Playfield tools.
     
    #94
  15. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Hmm, the problem with batch changing planet size in yamls would be that other playfield properties like some stamps or also the temp, humidity masks only work with certain planet sizes. There are stamps for class 2-class 5 planets, others only for class 4-5. So simply changing the planet size could change the appearance of a planet and maybe even cause COQs (not sure about that though or if the game filters those out that don't work).

    /jmc
     
    #95
    Taelyn likes this.
  16. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    347
    Likes Received:
    141
    Thoughts about the verbiage regarding your master/slave terminology for EAH.

    While there is a lot of discussion in some places about the words usage, I am more for suggesting a word change because the terminology is very old tech terms (I haven't heard it used since 80s/90s). I am sure your usage of the word is merely coincidental, and I'd like to suggest a different phrase that's more intuitive to people (specifically some non-tech users). When I explain the logic of master/slave to someone, they never understand why it's called that. Instead, I think words like 'Controller/Remote' or 'Main/proxy' would work better, as people have a better understanding of what these words mean and how it relates to the architecture of EAH. I wouldn't use something like 'server/client' though, because those words might mix them up with the dedicated server application itself.
     
    #96
  17. Hawkie

    Hawkie Commander

    Joined:
    Dec 7, 2018
    Messages:
    150
    Likes Received:
    80
    With the new version, there is arisen a new need. On all player infos, its referred to the playfield they are on, and as i have been forced to "rescue" a load of lost players, i would like to see not only playfield name, but system name listed in all infos. Also we now need to not only have sector lists, but also system listings. I would like to have a feature where i could list all playfields without any player structures, so i know which ones i can wipe totally to regenerate with new features.
     
    #97
    Jascha likes this.
  18. Hawkie

    Hawkie Commander

    Joined:
    Dec 7, 2018
    Messages:
    150
    Likes Received:
    80
    First of all, compliments on all your work @Jascha , you are fast and efficient. Cant thank you enough for a great tool.

    I would however throw in a little feature request, it is not something very important, but something I myself have done using scripts, but I got a feeling many others would love to do it as well. (have published my script here in the forums as well).

    I am thinking of a map template rotation. As you today have either the root templates (/content/playfields) or if you run a scenario from /content/scenarios/<name>/content/playfields , or finally in a static setup you have the /saves/<name>/content/templates folder. In these there is the playfield yaml for the different planet types. But using this single location means for example an Arid planet is most of the time just the same planet, with minor modifications. Same amount of resources, creatures and POIs. By rotating the files in the templates folder you can add massive variations to un-discovered planets. Personally i run with 10 versions of each template, and some of them are nightmare planets and some are trasure planets. My script rotates in timed intervals so the templates gets replaced. So newly discovered sectors at that time will maybe be different.

    I would love to see EAH have a small simple system for doing that on a scheduler. Just a simple at <time> cope from <source folder> to <target folder> , maybe with a bit different intervals on the types. Well I am just throwing this out, so see what you think. I include my powershell script here as well, so you can see what I am talking about.
     

    Attached Files:

    #98
    krazzykid2006, Germanicus and Jascha like this.
  19. Jascha

    Jascha Administrator

    • Moderator
    Joined:
    Jan 22, 2016
    Messages:
    1,141
    Likes Received:
    713
    Hey,

    thanks for the idea. I will see how I can implement that as soon as it gets calmer again.
     
    #99
  20. Hawkie

    Hawkie Commander

    Joined:
    Dec 7, 2018
    Messages:
    150
    Likes Received:
    80
    Well thanks anyway for just looking at the idea. It is not really something important, but I do think it could add a lot in the way of variation to the game, that it with the new massive galaxies is lacking a bit. But I understand you have a lot on your plate, and kudso for all the good work.
     
    #100
    Germanicus likes this.

Share This Page