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  • 2794 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

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    • If the VPS only has 8gb of RAM you will need to lower the RAM allocated to the server to allow OS overhead. Can you try setting it to 6g?
    • The error is showing that you're out of memory. Are you using mods?
    • Jar     you can place this in server-files/java and rename the existing jar to a back-up, then restart the server to help with this issue   getZombieList, ZombiesCountBeforeDelete via SandboxOptions$ZombieConfig, canBeDeletedUnnoticed, removeFromWorld/removeFromSquare, a zombiesCulled statistic counter  ZombieCountOptimiser is the engine's population-capping safeguard. Every tick it counts the live zombies (startCount + incrementZombie per zombie), and once the loaded count passes your ZombiesCountBeforeDelete value , deleteZombies() quietly removes surplus zombies that can go "unnoticed" — ones that are outside, off-screen, far from players, and not reanimated players — deleting them from the world and tallying a culled stat. In the update jar, startCount, incrementZombie, and deleteZombies are all stubbed to nothing. The counting never runs and the cull pass never fires, so the engine no longer auto-despawns zombies when crowds exceed the cap. canBeDeletedUnnoticed/isOutside are left in but nothing calls them anymore. So the "update" jar is a binary patch whose sole purpose is to kill vanilla zombie culling ,which ties directly to everything you've been chasing.  In the attached jar, startCount, incrementZombie, and deleteZombies are all stubbed to nothing. The counting never runs and the cull pass never fires, so the engine no longer auto-despawns zombies when crowds exceed the cap. canBeDeletedUnnoticed/isOutside are left in but nothing calls them anymore. also ZombiesCountBeforeDelete sandbox setting becomes dead with this jar, since the code that reads it is stubbed. Tuning that number might not do anything anymore. I`m curently testing this on a MP hosted server and looks like it`s actually keeping the zombies. Hope it will also respawn after players kill them as expected   
    • Estoy interesado en entender bien como funcionan los Vhs y los posibles eventos que puedes generar al reproducirlos. Rebuscando en el código de la B42, he conseguido llegar a algunos de los VHS nuevos. Expongo aqui lós códigos que he encontrado.   Interactions.ANG = function(_player, _amount, _opIsSet) doStat("Anger",_player,_amount, _opIsSet); end       -- Anger Interactions.BOR = function(_player, _amount, _opIsSet) doStat("Boredom",_player,_amount, _opIsSet); end     -- boredom Interactions.END = function(_player, _amount, _opIsSet) doStat("Endurance",_player,_amount, _opIsSet); end   -- endurance Interactions.FAT = function(_player, _amount, _opIsSet) doStat("Fatigue",_player,_amount, _opIsSet); end     -- fatigue Interactions.FIT = function(_player, _amount, _opIsSet) doStat("Fitness",_player,_amount, _opIsSet); end     -- fitness Interactions.HUN = function(_player, _amount, _opIsSet) doStat("Hunger",_player,_amount, _opIsSet); end      -- hunger Interactions.MOR = function(_player, _amount, _opIsSet) doStat("Morale",_player,_amount, _opIsSet); end      -- morale Interactions.STS = function(_player, _amount, _opIsSet) doStat("Stress",_player,_amount, _opIsSet); end      -- stress Interactions.PAN = function(_player, _amount, _opIsSet) doStat("Panic",_player,_amount, _opIsSet); end       -- Panic Interactions.SAN = function(_player, _amount, _opIsSet) doStat("Sanity",_player,_amount, _opIsSet); end      -- Sanity Interactions.SIC = function(_player, _amount, _opIsSet) doStat("Sickness",_player,_amount, _opIsSet); end    -- Sickness Interactions.PAI = function(_player, _amount, _opIsSet) doStat("Pain",_player,_amount, _opIsSet); end        -- Pain Interactions.DRU = function(_player, _amount, _opIsSet) doStat("Intoxication",_player,_amount, _opIsSet); end -- Intoxication Interactions.THI = function(_player, _amount, _opIsSet) doStat("Thirst",_player,_amount, _opIsSet); end      -- thirst Interactions.UHP = function(_player, _amount, _opIsSet) doStat("Unhappiness",_player,_amount, _opIsSet); end -- Unhappiness --Skills --agility Interactions.SPR = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Sprinting"), Perks.Sprinting); end         --sprinting Interactions.LFT = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Lightfooted"), Perks.Lightfoot); end         --lightfooded Interactions.NIM = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Nimble"), Perks.Nimble); end            --nimble Interactions.SNE = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Sneaking"), Perks.Sneak); end             --sneaking --blade Interactions.BAA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Axe"), Perks.Axe); end       -- Axe Interactions.BUA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Blunt"), Perks.Blunt); end       -- Blunt --crafting Interactions.CRP = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Carpentry"), Perks.Woodwork); end           --carpentry Interactions.COO = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Cooking"), Perks.Cooking); end           --cooking Interactions.FRM = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Farming"), Perks.Farming); end           --farming Interactions.DOC = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Doctor"), Perks.Doctor); end            --firstaid Interactions.ELC = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Electricity"), Perks.Electricity); end           --electricty Interactions.MTL = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_MetalWelding"), Perks.MetalWelding); end Interactions.FKN = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_FlintKnapping"), Perks.FlintKnapping); end Interactions.CRV = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Carving"), Perks.Carving); end --firearm Interactions.AIM = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Aiming"), Perks.Aiming); end            --aiming Interactions.REL = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Reloading"), Perks.Reloading); end         --reloading --survivalist Interactions.FIS = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Fishing"), Perks.Fishing); end           --fishing Interactions.TRA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Trapping"), Perks.Trapping); end          --trapping Interactions.FOR = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Foraging"), Perks.PlantScavenging); end   --foraging --new Interactions.TAI = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Tailoring"), Perks.Tailoring); end          --tailoring Interactions.MEC = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Mechanics"), Perks.Mechanics); end   --mechanics   Interactions.CMB = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Combat"), Perks.Combat); end Interactions.SPE = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Spear"), Perks.Spear); end Interactions.SBU = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_SmallBlunt"), Perks.SmallBlunt); end Interactions.LBA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_LongBlade"), Perks.LongBlade); end Interactions.SBA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_SmallBlade"), Perks.SmallBlade); end Interactions.MAS = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Masonry"), Perks.Masonry); end Interactions.POT = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Pottery"), Perks.Pottery); end Interactions.BLA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Blacksmith"), Perks.Blacksmith); end Interactions.GLA = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Glassmaking"), Perks.Glassmaking); end Interactions.HUS = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Husbandry"), Perks.Husbandry); end Interactions.BUT = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Butchering"), Perks.Butchering); end Interactions.TRK = function(_player, _amount) doSkill(_player, _amount, getText("IGUI_perks_Tracking"), Perks.Tracking); end
    • still something weird happening with Zombies spawn on MP servers if you max out zombie population
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