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Custom maps - Broken zones = No loot respawn


jaxcze

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Hello,

 

Before i will describe my issue, i would like you to know that i have spent days searching for an answer to my issue and i didn't find anything helpful. 

 

I would like to note on the start, that this issue seems NOT like an issue with CUSTOM MAP itself. It seems like an issue of vanilla LOOT RESPAWN system for custom maps.

 

I'm creating a new dedicated PZ server (based on paid PZ server provider) and i have successfully added about 420 mods without any issue, just to find out that the basic, most crucial system - Loot respawning, is not working for custom maps on my server. So i have started from the beginning, reinstalled the server and installed just one mod - custom map - Lake Ivy Township.

 

I have successfully modified server.ini file, and restarted the server. Joined in as an admin, and voila! Lake Ivy Township is in the game.

 

So where is the issue? 

 

The whole custom map has wrong zone types, which means that there won't be any loot respawn happening. It seems, that the server successfully loads objects.lua file, where zone types are defined for exact x,y,z locations (Loading: steamapps/workshop/content/108600/2252982049/mods/li_township/media/maps/li_township/objects.lua.).

 

And boom .. not a single place in Lake Ivy, has a correct zone type, but as you can see.. even the chunk debugger shows the zone in light blue color, which is a color for a TownZone (not DeepForest, where loot cannot spawn):

 

image.thumb.png.0dfbe97cc0cf83d5547bf5bf66f839c6.png

 

I understand all the loot related parameters (HoursForLootRespawn=1 etc..) but those parameters are not the issue, as they are working well on Vanilla maps, where the zone type is showing as it should (zone type TownZone):

 

image.thumb.png.b092ffa4ae02af953358434bb63f284f.png

 

So i was digging a bit deeper..

 

Vanilla zones are defined in objects.lua in a path "/media/maps/Muldraugh, KY/objects.lua, where you can see the coordinates and zonetypes settings:

 

image.thumb.png.69ab31502ac769d1329989bb8c36007b.png

 

If i go to coordinates, where for example Like Ivy is, the zone type is corresponding to the zonetypes in Muldraugh objects.lua. = Muldrauh KY is somehow overwriting the zone types?!

 

Well, the Muldraugh KY has to be the last map in load order, because if it wasn't, we won't be even able to see the custom maps ingame.

 

Ok, does this happen only to Lake Ivy custom map? Lets try RavenCreek and find out! :

 

image.thumb.png.0a1f60a06b4cb9accedb61598752e538.png

 

Whoa! The RavenCreek map doesn't even show zonetypes in the right upper corner! (But it does show the blue light color meant for TownZones, on the places where loot is supposed to spawn)..

 

How ? Because RavenCreek is outside the vanilla Muldraugh coordinates! Lake Ivy is in the middle of Vanilla coordinates! .. if we go to the edge of RavenCreek, we can see, where the zone types stop to show:

 

image.png.02ae9f823e37c8d2b05545f84b1a8878.png

 

Lets check a bit more towards RavenCreek:

 

image.thumb.png.ca2e1978c88692e875b15c63d9e1dfee.png

 

Just to give you the most informations, here are the logs:

 

Clean Install: https://pastebin.com/Y019HZgh

 

Adding Lake Ivy: https://pastebin.com/xCG3Psbq

 

I will appreciate any hints, any help.. we would really like to play this amazing game to the fullest!

 

Best Regards

Edited by jaxcze
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Hello,

After few days of trying to fix this issue, i have woke up and the first thing that popped in my mind was "ForagingZ" mod, which is tampering with the metazoneHandler.lua and 0_0.lotheader, chunkdata_0_0.bin, world_0_0.lotpack and of course, adds its objects.lua with zone definitions.

 

Adding this mod, makes the lake ivy example spot (also the RavenCreek), a TownZone (which is as i understood, the right zone type and a prerequisite for respawning loot):

 

image.png.4d438d5ad09f64c9ee8e9d3f8ccfc797.png

 

But my smile of a victory sustained just for a few minutes, as the ZoneType is obviously not the only thing, that needs to be fixed. The loot is still not respawning at all.

 

Vanilla check = Spawns right in front of my face in 1 ingame hour.

 

Desperation raising.

 

After some more hours of investigating: 

The loot on custom maps in stored server-side in multiplayer/saves/<servername>/map_<chunk>_<chunk>.bin files. If we remove those .bin files the loot on custom maps initially reloads (workaround for loot respawn on custom maps).

 

So whats the issue now? Just prepare a script and remove those files right? .. 

 

Those files have a client -> server synchronization that looks like this:

 

Client logs in to the server and while joining, the client downloads the state of map_<chunk>_<chunk>.bin files from serverside (multiplayer/saves/<servername>/map_<chunk>_<chunk>.bin) to (C:\Users\<username>\Zomboid\Saves\Multiplayer\<id>\ .. 

When client logs out of the game, the client sends and overwrites the serverside map_<chunk>_<chunk>.bin data.

 

So, if the admin/script removes the bin files on the server, when the player is in the game.. the player will overwrite the status of chunks on the serverside during logout. Which means the deletion won't be effective, if there are any players in the game. 

 

So the workaround is to have a maintenance time, everytime when we would like to have a loot respawn in custom maps. This workaround totally ignores any vanilla parameters relevant to loot respawning, as it is about hard save removal on the server side. 

 

Lets go back to the main point. Loot RESPAWN (not first loot load) should be working the same for vanilla and custom maps, because all the maps share the same metazonehandler.lua and the system of loading zones through objects.lua, .. meaning the parameters the admin has in hands to modify loot respawn settings (HoursForLootRespawn etc) should be working for the custom maps the same as for vanilla.

 

What are the prerequisites for loot repsawn? 

 

1. The zone has to be "TownZone" , Farm ?, another zone? .. 

2. The custom map mod has zone definitions in objects.lua .. 

3. ???? 

 

Because if you create a server with just one mod - for example Lake Ivy, you get a wrong zonetype (the map modder gave objects.lua and defined the example spot as a townzone) = why is that ? This is the most confusing situation, as there are many tutorials how to add a custom map to the vanilla game, but no one is dealing with the fact, the loot respawn is not working for custom maps. 

 

-> ForagingZ mod is changing metazonehandler and few other bins and fixes the zonetype for custom maps.. Okay.. 

 

So we have a TownZone spot, but the loot is still not respawning.. What is the next prerequisite, that has to be done, to get the loot respawn working for custom maps?

 

Best Regards

Edited by jaxcze
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Seems to be working fine in both MP and SP, so long as there's a valid townzone at that part of Lake Ivy Township. I don't think it's an issue of overlapping zones between the two maps?

Just ignore the respawn options in sandbox settings; use the ones in server settings instead. It's confusing, I know, but the servertest.ini is where you want to make these changes, not sandbox_vars.

Otherwise, it could be a lot of things:
A) There's lots of lake ivy maps; maybe you're using an out of date one
B) Lots of mod packs include mods with identical loading IDs, causing several to be loaded at once, and conflict
C) Maybe that area of the map really is poorly zoned; in which case there's nothing really to do beyond give the modder a heads up
D) Bad config (max items per container; construction prevents loot respawn; mixing up sandbox and server settings (understandably; the duplicates are fixed in b42, iirc)
E) Removed a map without resetting the existing world; the old map_x_y.bins will still contain the old map data, just without the zones and some other meta data; clear your local saves and the server saves when changing map mods, just to be safe. (You don't have to, but if the new or removed map mod overwrites an area you've already explored, nothing's going to change without purging the old files on the server.)
F) The server is improperly configured by the host and does not do the following when shutting down: calls save, waits for save to complete, then quits the server. Instead it 360 no-scopes the process, causing data loss. This is highly likely for VPSes and server managers that manage shutdown for you.
G) Desync? Somehow? I don't think that's very likely given the above posts
H) Not looting the container of its items initially? If it still doesn't seem to respawn, try walking far away from the chunk then returning after a few hours.

In general (more for people reading this than yourself, OP, as I see you reduced the complexity of the problem in your latest post): KISS works best for this sort of thing. Verify vanilla works; add one mod; see if it breaks. If it doesn't, change one option and restart the server or reset the map entirely and see if it works. Repeat until you know if it's the mod or vanilla or not. Don't throw hundreds of mods on as sever and expect to sort it out later. Don't just install mods, research them first. Don't customize things first; see if they work first.

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Hello EnigmaGrey! :) 

 

Thank you for fast answer. I will try to clarify a bit more and answer the given points. I don't know why it seems to be working in MP to You (please, i don't mean it in a rude way, <3), because every server admin i asked, confirmed the loot respawn issue for custom maps in some way (confirmed on 3 different servers with 3 different host providers).

 

There is no issue with loot respawn in SP.

 

Thanks for confirming, that I can ignore the respawn options in sandbox settings. I guess i can take that as confirmation, that parameters HoursForLootRespawn=X, MaxItemsForLootRespawn=X and ConstructionPreventsLootRespawn=false, are the "only" relevant parameters to begin with after clean PZ install, regarding loot respawn.

 

A: I'm using the latest Lake Ivy Township custom map:

 

Workshop ID: 2252982049
Mod ID: lakeivytownship
Map Folder: li_township

 

B: As described, i have clean PZ installation and only this one mod installed (just to clean out the mod conflicts and load order conflicts).

 

C: The areas are zoned very well in this custom map mod, and are saved in objects.lua as they should be:

 

image.thumb.png.79f7c8622b0690134eae966bb106bff2.png

C1: As you can see above on the Raven Creek example, the Muldraugh, KY zones are the only zones that the game loaded (it seems like its ignoring the zonetypes defined by the custom map modders).

 

D: MaxItemsForLootRespawn=8, but it doesn't really matter due to the test process i will describe a bit lower. ConstructionPreventsLootRespawn=false (to clean out this parameter).

 

E: As described above i have learned this by testing this issue. I always remove the whole /multiplayer/saves folder on the serverside and clean multiplayer saves on the clientside before logging in again for another test run.

 

F: Not the cause -

 

image.thumb.png.d25fe6977fee44109ea5d0dd28db2cb3.png

 

G: There are no indications of desync, im "sitting" right on the server with 2ms ping and stable latency.

 

H: Let me describe the testing process step by step now ..

 

1. Clean PZ install (+ delete client side multiplayer saves data.. i even unsubscribed all mods from workshop and reinstalled PZ to be 100% clean).

2. Modify server.ini file - HoursForLootRespawn=1 (to have fast loot respawn), ConstructionPreventsLootRespawn=false (i dont want this parameter to do stuff), MaxItemsForLootRespawn=20 (just to make sure, this parameter won't get in a way.. tested also with value 1 and default 4). Add only the Lake Ivy Township mod.

3. Modify sandboxvars.lua file - DayLength = 1 (to have 15 minutes, the fastest time ingame for testing purposes).

4. Restart server with update - the server downloads Lake Ivy Township and starts.

5. Log in, the server prompts to install Lake Ivy Township mod (as i cleaned my whole clientside), create a character and spawn as admin.

6. Teleport to Lake Ivy Township ammonation store (as on screenshots above).

7. The loot is SPAWNED - looted every single container in the little area of ammonation store.

7.1 Expecting the loot to respawn in 1 ingame hour (nothing happens).

8. Teleport to any vanilla map - for example Muldraugh gas station shop.

8.1 Looted everything - expecting the loot to respawn in 1 ingame hour = Loot spawned in front of my eyes as expected on this vanilla map.

9. Teleport back to Lake Ivy Township ammonation store.

9.1 Use Chunk Debugger = The zone type in Lake Ivy Township ammonation store are "DeepForest" ... = WHY? (The map modder provided objects.lua file to overwrite the zonetypes on specific chunks - its not the custom map mod issue, the root cause is somewhere else - how do i know that?

10. Logout (not to tamper with .bin files on serverside later)

10. Add ForagingZ mod

11. Delete serverside multiplayer saves (map bin files), delete clientside multiplayer saves

12. Log in again, repeat the steps above once again (initial loot spawned) - no difference .. no loot respawn in custom map .. EXCEPT >

13. The ForagingZ mod changed the zonetype in Lake Ivy Township to "TownZone" .. HOW? How did this mod change the zonetypes, and the custom map on itself didn't? (And no other custom map does it, thats why i stated above, that this seems NOT like an issue of the custom map)

ForagingZ mod consists of these files:

 

\steamapps\workshop\content\108600\2927691080\mods\ForagingZ\media\maps\ForagingZ:

image.png.a2c1e0f144480421b3b36db54e780751.png

 

and steamapps\workshop\content\108600\2927691080\mods\ForagingZ\media\lua\server\metazones:

 

image.png.6c7e4a9a8f1228d3ef5b2336588ed729.png

 

- So the zone types, are handled by metazoneHandler and something also happens changing the 0.0_lotheader, chunkdata_0_0.bin and world_0_0.lotpack files.

 

So the questions are:

 

1. How is metazoneHandler.lua relevant to the system of setting ZoneTypes?

2. Why is the loot respawn not working, even if the zonetype is a "TownZone"? -> 

3. Could you describe in depth, how is the loot respawn coded - how are the items being overridden or written to bin files? Which .lua files are relevant to the loot respawn system?

 

 

Best Regards!

 

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Hi, thank you very much @EnigmaGrey for giving your attention to this thread - I am very much hoping for a follow up to @jaxcze's clarification in the last recent post, as this issue plagues our server too. He described it precisely, and we can't wrap our heads around it. Further input from you towards finding a stable solution would be brilliant.

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There's nothing special about loot respawn. After X time passes, the game calls RollContainer again. Lua doesn't control this.

I can't really help with mod support. I'd recommend following up with whomever wrote ForagingZ.

Just in case:
 

# List Workshop Mod IDs for the server to download. Each must be separated by a semicolon. Example: WorkshopItems=514427485;513111049
WorkshopItems=2252982049

# Enter the mod loading ID here. It can be found in \Steam\steamapps\workshop\modID\mods\modName\info.txt
Mods=lakeivytownship

# Enter the foldername of the mod found in \Steam\steamapps\workshop\modID\mods\modName\media\maps\
Map=li_township;Muldraugh, KY

# After X hours, all containers in the world will respawn loot. To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting.\nMinimum=0 Maximum=2147483647 Default=0
HoursForLootRespawn=1



That's all it should take.

Looks like it's also working at the ammunition store for me.

Edit: Just to confirm, @jaxcze: are you deleting the server-side save data, as well? The client-side stuff really shouldn't matter as it'll get pulled from the server.  You'll want to clear out the /saves/multiplayer/YourServerNameHere folder on the server, not just the client data. Apologizes in advance if I read that wrong.

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11 minutes ago, EnigmaGrey said:

There's nothing special about loot respawn. After X time passes, the game calls RollItem again. Lua files do not control this?

I can't really help with mod support. I'd recommend following up with whomever wrote ForagingZ.

Just in case:
 

# List Workshop Mod IDs for the server to download. Each must be separated by a semicolon. Example: WorkshopItems=514427485;513111049
WorkshopItems=2252982049

# Enter the mod loading ID here. It can be found in \Steam\steamapps\workshop\modID\mods\modName\info.txt
Mods=lakeivytownship

# Enter the foldername of the mod found in \Steam\steamapps\workshop\modID\mods\modName\media\maps\
Map=li_township;Muldraugh, KY

# After X hours, all containers in the world will respawn loot. To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting.\nMinimum=0 Maximum=2147483647 Default=0
HoursForLootRespawn=1



That's all it should take.

Looks like it's also working at the ammunition store for me.

 

@EnigmaGrey The thing is that it's not about ForagingZ - it's about how the game somehow ignores zone definitions, which are clearly defined in the map mods.

 

Jaxcze basically says he just used ForagingZ as a last ditch effort to change the zonetype. It didn't cause the problems.

 

When every single map mod (even ones that are properly made according to your instructions) replicates this issue, it must be something in the game, and not the mods.

 

I am sorry if this comes out arrogant or anything, that's not the point, because I love your game and you guys. But it seems a little bit like you're downplaying this zone issue, when several server owners I know are encountering it, swapping mods like crazy, looking for all possible solutions and you just bring up the most basic things that practically all of us have tried already...

 

 

Edited by Farrold
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I'm unsure what you want me to say here, as I can't reproduce the issue on a clean install of the game. For me, it works.

If you can figure out what might break it and a means to reproduce it, then I'll happily look further. Though I think it's safe to say that "swapping mods like crazy" isn't going to be the thing that does it.

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9 minutes ago, EnigmaGrey said:

I'm unsure what you want me to say here, as I can't reproduce the issue on a clean install of the game. For me, it works.

If you can figure out what might break it and a means to reproduce it, then I'll happily look further. Though I think it's safe to say that "swapping mods like crazy" isn't going to be the thing that does it.

 

Well, I meant swapping them as the only single map mod intended to try out if it's a game issue or a single mod issue. Turns out we are repeatedly encountering the same issue with multiple well-defined map mods. I think Jaxcze provided a really thorough description of his methodology in this very thread, just a couple of posts back, and I indeed did very similar / same things when trying to solve this.

 

When I saw this thread, I was hoping you guys from the dev team would be able to shed some light on why this *could* be happening and help us out to solve it, since it happens to more people...

 

 

Edited by Farrold
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49 minutes ago, Farrold said:

When I saw this thread, I was hoping you guys from the dev team would be able to shed some light on why this *could* be happening and help us out to solve it, since it happens to more people...

 

I tried. Then you accused me of being disingenuous. And on a weekend, to boot. Unlike Jaxcze, you've given me nothing to go on, so I'd suggest making your own thread with detailed information about your issue instead of participating in this thread further.

 

I get being frustrated about a problem and not getting the answer you want, but that's really demotivating, lol.

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Hello once again :) ,

 

First of all, thanks @Farrold for backing me up in this issue. We can PM and discuss this issue together (would like to know your step by step process .. I would like to confirm few things on your side, if everything is really the same, so i can say that i found another admin with the same issue - you would be 4th from 4 servers.)

 

Lets get into it - @EnigmaGrey, you have asked me, if i do delete the multiplayer saves on the server-side data. You can find the answer in the step-by-step process as i have described. And the short answer is - yes i did. I also don't want to sound rude or spill more oil to this discussion (i'm surprised of the reactions). But, WITH ALL RESPECT, it feels like you didn't even take time to properly assess the situation as i have described the issue to depths and didn't get proper detailed answer for any of my questions. We are all on the same boat with a goal to make this game better. I have put days of work analyzing this issue and describing it. I would expect "deeper" answers. If it works for you, it doesn't mean it works for other players. To describe this issue in a better way, i have created a youtube video (unlisted, admin PW can be seen in video, i have changed that):

 

 

Would you please, take a look at this 12 minutes long video, which i hope, will motivate you enough to dig a bit deeper with me? 

 

After watching this video, you should realize that this seems not like an issue of Custom Maps or..  do you got some ideas? It seems like an issue of "accepting" the custom maps zonetype definitions and loot distribution settings, which seems to be modified by the ForagingZ mod, which fixes at least the zonetypes (my guess is, because it modifies the metazonehandler.lua in vanilla).

 

You said, that the simple clean install of PZ and adding only Lake Ivy map works for you (i envy you, no joke. :D).

 

Could you please try to answer my questions?.. Those questions are not related to any mod, they are related to vanilla possibilities / map / loot systems:

 

When you tried to reproduce, was it really a clean install? Could you send me logs of the clean install, please? 

Could you send me your server.ini and sandboxvars files before and after installing LakeIvy, please?

How is metazoneHandler.lua relevant to the system of setting ZoneTypes?

Why is the loot respawn not working on custom maps, even if the zonetype is a "TownZone"? -> What are the other prerequisites, except the zone type and loot distribution.lua from the custom map modder?

 

Could you describe in depth, how is the loot respawn coded - how are the items being overridden or written to bin files? Which .lua files are relevant to the loot respawn system? I know that this question is a bit too much hardcore, and you can just say that i shouldn't ask.. But i just really want to solve this issue. For me, and for others.

 

Best Regards

 

 

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As I  said, I cannot  offer support for specific mods. You’ll have to contact the mod author. I would highly recommend that you read the descriptions and comments of the mods you have chosen to install (both ivy town and foraging Z) to understand what is happening. I suggested everyone (anyone) using mods  do this earlier, but you both have told me that that is too basic/dismissive to be helpful now.
 

So I am going to bow out of this conversation.

 

 Have a good day.

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Thanks Sir, although your help was not enough to solve this issue :( .

 

There is no need of your support anymore. I need someone who would like to read the described issue and has enough knowledge about the vanilla game system regarding loot spawn/respawn system, so he can answer my questions (at least partially). That could lead to some positive outcomes. 

 

Your last suggestion was taken into consideration and yes, i have read the descriptions and comments of the mods - but its not relevant to the custom mods, so .. it didn't help either. 

 

I will hope for answers from someone from the DEV team, who understands the depths of this issue.

 

Have a good day too!

 

I will clear the questions a bit more, so if someone else would be so kind and really wanted to help, didn't confuse the questions as custom/specific mod relevant. 

 

metazoneHandler.lua is vanilla basic lua script, which is handling zones/zonetypes:

- How does metazoneHandler.lua handle ZoneTypes?

- How does it work with custom maps?

- What does the custom map modder have to fulfill for the vanilla game to register the zonetypes, the modder have prepared in his objects.lua?

Loot respawn

- What are the main entities relevant to loot RE/spawn system? (distributions.lua ... and?)

- What does the custom map modder have to fulfill for the vanilla game to register the itemdistribution.lua, the modder have prepared for his custom map? 

- How does the map.bin saving work in regards to loot RE/spawn ?

 

Anyone, help?

 

EDIT: @RingoD123, sorry to bother you this way, i am desperate. I see that you have been helping modders with custom maps and loot spawns. Could you please give us some insights ?

 

Best Regards

Edited by jaxcze
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TL;DR: It's generally best to start fresh when adding maps to the game. They should be added before you run the server for the first time.  (This is E from my initial list, btw.) I can confirm Lake Ivy works perfectly fine if only you add it to the server config before starting a new server. I don't totally understand why you did it the way you did, but at least the video allowed us to reach a conclusion instead of fumble around more.

The long version:

Against my better judgement, I took another look:

A) You're not actually doing a clean install. You can't trust that the reinstall feature provided by a web interface is clearing the game's installs and save files correctly. (This probably doesn't matter, but it can be the source of many unexplainable issues. [And no, verifying files in Steam isn't enough. It'll often leave stuff behind or ignore small changes.])
B) You're modifying the server config after starting the server for the first time and while the server is still running. If you had checked the save files after shutting it down, you'll see map_zones was generated on save / quit. This means you're now stuck with Muldraugh, KY's zones, it seems.
C) There's an error on restart relating to a bad path for the zomboid/mods directory. (It probably doesn't matter, but it's weird.)
D) You didn't have to create a character or select a spawn point, so we know the server-side data for your character and map was never actually cleared. That's weird?
E) The colors in debug don't correspond to zone type. They're the boundaries for the isobuilding generated by the map tool. They have nothing to do with zones.
F) If you had looked at the zones in debug at this point, you'd have known that the ammunition store in Ivy Lake never showed up as TownZone. It's a deep forest.
G) You deleted the server save without restarting the server, it looks like? (Or that was cut out of the video.) So there's no chance the map_zones.bin will contain Lake Ivytown's zones
H) Adding a mod that "fixes foraging zones" isn't going to make any of this easier. Why are you doing this ... Let the ForagingZ mod thing go rather than complicate this. It's already broken ... more mods aren't going to make it suddenly work more better ...

 

So, in short. It's generally best to start fresh when adding maps to the game. They should be added before you run the server for the first time.  (This is E) from my initial list, btw.) I can confirm Lake Ivy works perfectly fine if only you add it to the server config before starting a new server. I don't totally understand why you did it the way you did, but at least the video allowed us to reach a conclusion instead of fumble around more.

Now as to why I originally assumed it might be a problem with Lake Ivy that and ForageZ? It seemed like you were simply refusing to research it. Lake Ivy's author expressly states that only downtown area contains a (small) townzone. So, respawn isn't going to work in many homes and outlying areas on that map. Then you insisted on using a mod that alters zones in some way (likely adding a crap-ton of DeepForest zones and possibly conflicting with Lake Ivy). It also has -very specific- instructions in how it should be added to the server. Then all the questions about it that frankly don't appear to have any relevance to the matter and make assumptions about non-existent problems really confused things. And that's not even getting into how you treated me in this thread. I don't appreciate it and no "with all due respects" and "but I love the game!"s makes up for that sort of behaviour. It's not conductive to getting help or answers, frankly.

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I was trying my best, to be polite. I'm sorry, I made you agitated. Maybe its my fault, i have tried to show my respects to You, but i really didn't feel your effort until now. I don't want to judge you, so thats all i have to say - i apologize.

 

A, Thanks, thats interesting point! I will try to discuss this with my host provider. I will try to make them change the reinstall function, so it would not start the game after reinstall.

B, Thanks! But i was deleting the save files .. and if the foragingZ is able to change the zones, why would i be stuck with Muldraugh KY, zones? Yes, you say dont use the mod ForagingZ, thats ok.. BUT I mean it that way - I have confirmed, that if you delete the multiplayer saves on server-side and join the game (even without restarting the server), the server generates the files again (updated with actual zone settings).. and thats also the reason why ForagingZ is able to change the zones.

 

So the problem could be, that the map mod was implemented on top of the Muldraugh, KY zones (which were initialized right after server reinstall, as it ends with starting the server).. but from the other side, it shouldn't be a problem, because if i delete the saves folder on server-side, the server generates the map.bin files as new (initial load for map.bin files, which shoud also load the lake ivy settings, right?) Deletion can be seen on the video 8:46 - 9:40 .. 

 

C, Will check that .. thanks! (There are also a lot of other errors which are not "relevant" .. its hard to read what is and what is not a true issue, as the logs are describing some actions in a confusing way .. thats my point of view, maybe its not confusing for skilled DEVs.)

 

D, Yeah, need to analyze this behavior a bit more.

 

E, Thanks! Good to know better!

 

F, Can you please specify, to which time in the video you are referring to? I know, that Lake Ivy is a DeepForest, until i install ForagingZ, which fixes the zones.

 

G, Yes i did. How does that work?

This happens to me:

- I delete server files (multiplayer saves), while the server is running (but no players logged in)

- I join to the server -> Server sends info to client-side and creates save files on client + generates this set of multiplayer saves (initially loading bin files):

 

- There is loot initially loaded in Lake Ivy = It loads the loot for lake Ivy, but not the zones?!

 

H, Thanks! Ok, i will totally cut off the ForagingZ from this scenario and work with just the server settings (need to confirm the host provider not to start the server after reinstallation).

 

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I don't totally understand why you did it the way you did, but at least the video allowed us to reach a conclusion instead of fumble around more.

 

It is because i didn't find any information about this. And if there are server providers for PZ (like mine), which are making a mistake by implementing "reinstall" function, which is starting the game after reinstall (and i need to confirm first, if thats really the root cause), then even the server providers don't have the right information they should. My server provider (when i buy the service for PZ), installs the PZ server and starts it right away after installation. I will do my research on how the other server providers are doing this. 

 

I will try to find the right instructions for server providers.

 

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I don't appreciate it and no "with all due respects" and "but I love the game!"s makes up for that sort of behaviour. It's not conductive to getting help or answers, frankly.

 

I would ask you to leave all the personal beef behind the doors and keep this on professional level, if you would like to continue helping me solving this issue. If not, please lets agree to disagree and let this discussion opened for others (other DEVs, admins, server creators).

 

Have a good day.

 

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Hello for the last time :) ,

 

I had a fast response from the server provider, and he modified the reinstall function, so the server won't start right after reinstallation. 

 

After "clean" reinstallation, the server was stopped, so i have modified server.ini file, started the server and everything works like a charm - loot respawned in Lake Ivy as expected.

 

Thank you for your help @EnigmaGrey, as i said, i really do appreciate your last reply, which helped me and many others to solve this issue.

 

Good luck and i wish you no more JaxCZE's in your future. :)

 

Best Regards!

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