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Revolverman

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  1. Ok, do I just put the workshop number in the Mods line, or the mod's name, or something else? Man, I feel like an idiot, but I can't seem to get this to work. I tried both, and they didn't work. How do I set the Mods= line? Mods= takes the id= name from the mod.info file. For example with Hydrocraft's mod.info file: id=HydrocraftYou would set this: Mods=HydrocraftIf you have more than one mod on the server, separate them with semicolons. Mods=mod1;mod2THank you for all your help man! Everything is running smoothly!
  2. As with the non-Steam version, you need to set the Mods= line in the server's INI file. It may seem redundant to have both Mods= and WorkshopItems=, but there could be multiple mods in a single workshop item. Ok, do I just put the workshop number in the Mods line, or the mod's name, or something else? Man, I feel like an idiot, but I can't seem to get this to work. I tried both, and they didn't work. How do I set the Mods= line?
  3. As with the non-Steam version, you need to set the Mods= line in the server's INI file. It may seem redundant to have both Mods= and WorkshopItems=, but there could be multiple mods in a single workshop item. Ok, do I just put the workshop number in the Mods line, or the mod's name, or something else?
  4. Hey, again, more problems. I'm using the automatic system to download the workshop mods, and it does download them, and make it so that anyone connecting needs them to join. However, it doesn't actually seem to be activating the mods themselves, as none of their functions seem to show up on the server itself. Is there something else I need to set to get them to work.
  5. Hey, hate to be a bother, but how do I update the server so its running the same version as the client? Its still running on the last build, rather then this one.
  6. ahh, cool. Thanks for the prompt info!
  7. Alright thanks! I assume that once whatever is breaking it is fixed, you just need to subscribe to the mod and it work install to the server?
  8. ok, I got it working. Not sure how, but everything seems smooth. My next big question is, if its possible to install workshop mods into the server, or do I need to use a diffrent method to get those to work?
  9. Oh, true. After doing all that, what is the process to creating the server? For example; transferring server data (characters, the world, etc.) and PZ settings to the new server? Can we get a guide on this or some step-by-step process later on? I'd mess around myself but at the moment I'm playing on the non-Steam version to pass time with friends. Please. I wasn't even aware SteamCMD was a thing untill now, and some lines of code might as well be in greek for me.
  10. Can we get a tutorial on how to convert a server to run with the new steam protocals, and how to get workshop mods working on the server please?
  11. Log walls all around, with a single doorframe with door as the gate.
  12. After the new update my friends and I decided to fire up a personal server for us. According to the patch notes the Zombie respawning is tied to HoursForZombiesRespawn. We have it set to about 2 weeks. In pratice this seems to be more like peurpetual respwaning. Any time we leave an area, when we get back, there is always more Zombies. Now it might be just roming zombies, but they all appear in our fort, Unless they can ninja over walls now, they are spawning in what the patch notes say is a safe area. It seems to always happen when we leave, no matter how little time we are out, or how far we go. Any time we come back, somehow, there are Zombies in our fort. I think we have killed more Zombies then the population of West Point. The Server is set to real time, and when we are all done, its turned off (that seems to cause tonnes of zombies to respawn too come to think about it.) Any way to fix this?
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