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Messages - ai_enabled

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Bug reports / Re: behemoth mech disappeared overnight
« on: Today at 11:40:38 am »

Thanks for reporting! This is odd, we've got just maybe two reports like this one about a suddenly disappering vehicles so far.

PvE server moves your vehicles into the garage when they've left outside the owned land claim for 4 hours.
The garage is shared between all the land claims. It doesn't require a presence of the VAB (Vehicle Assembly Bay) in a particular land claim. In fact, you don't even need to have a VAB in order to get your vehicle put into the garage—the garage is not something attached to a world object. It's just a global system containing a list of all the vehicles and their statuses (in world/despawned/etc)—the server determines which ones you own and provides them to you when you browse any VAB.

If you don't see a vehicle in the list of your vehicles in a VAB, then it's either:
1. destroyed and removed from the world (lost in a battle)
2. you no longer have control over it (passed to someone else)
3. or we actually have a bug!

To help us investigate this issue please provide more details:
0. Please confirm that you definitely don't see this mech in the vehicles list on this server.
1. Your username.
2. When approximately you have built this mech (if you can recall the date).

I will check the server log and try to reconstruct the events order that happened with your mech. We need to determine the vehicle ID first so then we can search it in the logs.


Bug reports / Re: behamoth arty ammo reload bug
« on: September 27, 2020, 04:23:03 am »

Thanks for reporting!
We're already aware of this issue and working to fix this in the upcoming A28 Update that will deliver a batch of improvements and fixes for PvE players (without a wipe for PvE servers) as well as long-awaited changes to make PvP fair (official PvP servers will wipe).


Game discussion / Re: Stack Sizes
« on: September 14, 2020, 03:38:28 am »
The C# class with constants responsible for the stack sizes is located here:

Please do not change the value for the "Single" entry. It must be single otherwise it will cause issues with items that have durability, ammo, etc.

Also, please keep in mind that if you create only a server mod to change that (without providing a client mod), the clients will be unaware of the increased stack sizes. While a client could display any number of the stack as reported by the server (so, technically, a server side mod could work fine for things like gathering tons of ore as they will fill up the inventory properly), it will keep the limits it has when you perform any actions on stacks on the client side—such as splitting the stack or combining stacks. As you can guess the client performs these actions without waiting for a server response to essentially provide a lag-free experience, and keeping the known limits is necessary to prevent discrepancies with the server as it will not allow the client to place more items in a stack than it is configured by its ItemStackSize.cs.

It's a great game but the limited stack sizes and smallish inventory is a real limiter.
I wonder if you're playing with increased item gather rate (x3+ server?) and using [R] [T] [Y] keys to quickly move items between containers to help with sorting stuff.


Help section / Re: Italian translation as a mod
« on: September 14, 2020, 03:27:52 am »
No ETA yet. We will consider working on it after A28 Update release that is scheduled for late September.

Help section / Re: Italian translation as a mod
« on: September 12, 2020, 06:07:20 pm »

I would not recommend attempting creating a translation mod until we release the translation toolkit. Without it keeping track of the new and updated strings would be a big problem.



I'm afraid it's not currently possible to have a mob that would use the current human skeleton (as it's intended for player characters only).
You could ask help from a more experienced modder that could debug it and make it possible to use the current human skeleton class for mobs (I can imagine some reworking on the existing classes such as animator helper would be necessary), or wait until we investigate this on our own (but not anytime soon as we're currently busy working on A28 Update).

If I have to rewrite the ProtoCharacterMob how do I revert the current server I have now that errors out due to the missing BasicNPC.mpk references? (Seems the Zone definitions being modified has done something?) I've removed the .MPK and the version listing in the server config file, but I believe there were some other references leftover.
It will load the savegame fine as long as the prototype name is kept. E.g. if you have added new prototype "MyHumanoidMob" and removed the mod, you could add or create a new mod, just ensure there is an a prototype of the same name.
For modding we recommend using CryoFall Editor first as it provides a full set of tools that we're using ourselves while working on new content and features for the game!


Ideas and suggestions / Re: Single Player
« on: September 11, 2020, 02:35:10 pm »
@gaara, absolutely, and that's the reason why we usually suggest players to try PvE multiplayer instead of hosting their own server. Trading, joining forces together to fight the boss, simply chilling with old and new friends, even farming and building are really fun. And we're planning to expand that with more features and content.

But we acknowledge that a large number of players just either:
- don't want to play a multiplayer game no matter what
- want to play with a few friends only in their own world (classic co-op mode)
- or simply want to experiment with the game before jumping in big worlds

For all these cases providing a user-friendly option to quickly run your own local server would be a great addition. Especially if you could just invite your Steam friends or anyone else when you wish so.

Technically, it's already possible for everyone who has some basic knowledge of CMD and computer networks (manual port forwarding is often required to allow other players in) or by renting a third-party server as explained in the server setup guide (BTW, the Moderation section in that guide explains how you could enable the whitelist to allow connections of only selected players by adding their nicknames into the list).


Ideas and suggestions / Re: Single Player
« on: September 11, 2020, 09:08:25 am »
Indeed, it's a popular request. We're considering implementing an easier to set up local server or even a completely integrated single-player mode—but only when there will be a bit more content. From our Trello card:
The single-player mode would be great to have. However, we also know that providing a lackluster single-player version is not a great idea as players will criticize it. So we're still considering introducing it in the future when the game will get more PvE content and improvements—so it would be actually worth to play in a single-player mode. Improvements such as a good challenging AI and more mechanics to keep player entertained are planned and will get us closer to providing a fine single-player experience.
(it's here


Help section / Re: Bug en mi cuenta
« on: September 11, 2020, 08:45:19 am »

The number of land claims on the official servers is limited to 3 land claims per player. Community servers are free to configure the limit as they want.
If you want to relocate the base, you need to use a crowbar to remove one of your land claims so you could build it in another place. It's not possible to delete or reset your character on the server.

Regarding the bug with the mech/robot construction—we have checked the logs of the Official South America PvE server for the last 3 days but cannot find any errors related to the reported issue. Please clarify the server name and when the issue happened (how many days ago). We will check the logs!


Servers / Re: How do I open a server in nas?
« on: September 10, 2020, 09:48:21 am »

1. If your PC (that you're trying to connect from to your game server) within the same local network as your NAS, you may need to use your NAS local IP addresses in the custom servers list instead of your public IP address. From the server setup guide:
You might be unable to connect to the game server from the Community servers list on that PC due to NAT routing even with the proper port forwarding. In that case, simply add your server into the client custom servers list by providing its local IP address (IPv4) and connect to it directly. To get your local IP address please use ipconfig command-line tool or check the network adapter properties in the network center. You need to get the local network IP address of the PC that is hosting the game server. Then add it in the custom servers list on your PC. You can lookup the IP address in the Windows network settings or by using CMD tool called ipconfig in Windows. For example, here we've run the ipconfig tool here and see the IPv4 address as (screenshot). We can use it on any other PC in the local network to connect to that PC hosting the game server.

2. Perhaps the server doesn't operate properly and so it doesn't respond. Please share the server log file in that case. The server log location on your NAS is /volume1/@docker/volumes/cryofall-server-1/_data/Logs


Game discussion / Re: Server item drop roll algorithm improvement
« on: August 28, 2020, 03:13:32 am »
@Caninicus, that's a good suggestion to consider. Technically, it's already done to some degree—you will always find a seed from green grass in a reasonable time (the algorithm described above applies there so you get a random seed once in a while). However, it doesn't ensure that you will find a particular seed, only a random one from the set. So getting all the seeds available through grass gathering might take considerable time (though, not much, I believe).
However, some seeds could be obtained only in radtowns/ruins (from brown "Supply crates"). We will analyze how it works and consider changes there for future updates.


Modding info / Re: Modding prerequisites (Visual Studio 2019)
« on: August 27, 2020, 06:44:56 am »
You can download CryoFall Editor now from this link
However, it would be a problem for us to keep it updated to the latest version as it's not automated unlike Steam. Don't hesitate to remind us reuploading the latest version when necessary.


Game discussion / Re: what happened with coal
« on: August 23, 2020, 06:45:12 am »
@gaara, there is no +50% additional yield with the mining skill, it's called "Chance to have additional yield"—just a chance to get a random amount of additional yield. Perhaps you're confusing it with +50% bonus for the mining speed? But it's for the speed only so you can mine faster.

The amount of ore you get is slightly reduced in that patch (more on the actual number later) and Lurler decided to keep it this way when I've presented him all the info earlier (at the time of my first message in this topic). We've increased it back for coal only to keep the carefully adjusted power generation balance.

Technically, the difference is +1 ore for every mining stage (there are four stages including the final one) so in the worst case, you get 4 less ore from a mineral.
E. g. for copper before it was (per mining stage) 5 guaranteed ore + 1 guaranteed ore (only if you have Mining/Prospecting skill with the perk) + 1 random ore (only if you have Mining/Prospecting skill with the perk). Now "+ 1 guaranteed" removed but "+ 1 random" is kept.
"+ 1 guaranteed" amount with skill was never intended—it was a bug in the item roll method (as I've explained in my first message in the current topic). The skill says "Chance to have additional yield" not "A guaranteed additional yield".
For the final stage of mining copper, the difference is even less significant. E. g. before it was (per mining stage) 10 guaranteed ore + 1 guaranteed ore (only if you have Mining/Prospecting skill with the perk) + 5 random ore (only if you have Mining/Prospecting skill with the perk). Again, now "+ 1 guaranteed" removed but "+ 5 random" is kept. So for the final strike you currently could get 10-15 copper ore instead of 11-16 (as it was before the change) assuming you have the skill with the perk.
So before the patch (if you had a skill) it was (5+1)*3 + 10 + 1 = 29 ore, plus a random amount up to 1*3 + 5 = 8 — total 29-37 ore (assuming you have the perk). After the change, it's 4 less so it's 25-33 ore.
The difference is 4 ores per mining stage for some minerals like copper (four stages total, one ore less per mining stage including the final one as each stage provided extra 1 ore if you have a perk "Chance to have additional yield"). We decided to keep it this way as Lurler doesn't find the difference significant (and during his further PvE playtesting over the last weeks he tested this well). Mining in A27 is already much faster thanks to mining drones.

If you think the Prospecting skill got nerfed signficantly with this patch—it doesn't, as you still could mine up to +50% faster (which is big improvement alone, plus you can use better mining tools and several drones to make it much faster) and with the perk get significantly more ore that the player with 0 skill level (e.g. for copper now it would be 25 ore per mineral while a player with perk could get up to 8 additional ore).
For reference, Github links:
- Skill Prospecting
- Mineral Coal
- Mineral Copper
(you can find code for other minerals in the same folder, just press "Go to file")


You can open the console (~ key) to bring up the console and see the game log. Then search in the top right corner for "damage" and see the log entries related to that.
Please keep in mind that if you don't place a land claim the damage will be much increased as the walls/doors without the land claim are weak (you cannot place them in-game this way as placing walls/doors require a land claim area).


Ideas and suggestions / Re: about the direction of development of game
« on: August 22, 2020, 12:54:21 pm »
There are already various automation. Isn’t that cheating? I don’t want to see the servers full of robots.

Quote from the original post we've made:
Is there ANY hacks/exploits that are possible then?
This leaves us with really only one class of exploits which are still technically possible and that is bots and aimbots to assist players with the game. Yes, it's perfectly possible to write a bot that would automate certain action (e.g. gathering items) or assist in performing other actions (aiming).

Yes, these types of mods are possible and we neither could nor want to prevent this. The game is moddable to the maximum extent possible and there is no way of preventing this kind of modding without removing the modding capability altogether. But given real impact of such modifications there isn't much actual harm. Not to mention - all of these mods are available publicly and could be used by anyone. And we are even considering making some of them a part of the base game to remove the last reason to even attempt to do something like that.
So the mods such as Automaton are available to everyone.
If/when players actively start writing and using client bots (such as farmbots) we will analyze the harm done by them and consider adding special protection (by detecting bots, introducing captcha, etc). Again, our views on the mods and their abuse with the intent of cheating explained there please note that even non-moddable games have the same problems as it's a never-ending game of cat and mouse. We're constantly analyzing what's happening in the game and ready to react to everything.

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