Ipsquiggle

Understanding Shards and Migration Portals

62 posts in this topic

20 minutes ago, Ipsquiggle said:

@Oarc Right now the shard systems assumes that all connected servers form a "single world". This is intentional as that is the main design we want to support, and supporting other scenarios increases complexity. We do want to allow more varied clusters in the future but at the moment it's not what the system is built for, unfortunately.

No Problem. Thank you for the reply! And definitely makes sense from a complexity point of view. I can't imagine how difficult that would be to implement and test.

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Hmm ... What if this is the key to the ruins? Connect additional levels of caves (but with changed settings generation), and then it should turn out that that is all you need. Only one snag. How to change the generation in the ruins? (Or how to connect a similar fashion to a dedicated server)

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For what it's worth, I successfully setup a 2 overworld + 1 cave endless server with all 3 connected and working.

1st Overworld = No monsters + Campfire Respawn Enabled (noob friendly but lacks silk/gears).
2nd Overworld = Defaults w/ Giants + often spiders/chess (basically a warzone when you go in).
3rd Cave = Defaults w/ some rare settings for the monsters.

If anyone's interested in trying it out, search for "Oarc" and my server should pop up. It's based in US-East.

(@Zekfad I have no idea how generation of ruins works. I read somewhere that DST merged ruins in caves for simplicity sake to let people easily setup their own servers without too much complexity.)

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The OP seriously needs to correct this:

c_find('cave_entrance').components.worldmigrator:SetDestinationWorld(2, true)

to this, it took me hours to find that out:

c_find('cave_entrance').components.worldmigrator:SetDestinationWorld("2", true)

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16 hours ago, striker96 said:

The OP seriously needs to correct this:

c_find('cave_entrance').components.worldmigrator:SetDestinationWorld(2, true)

to this, it took me hours to find that out:

c_find('cave_entrance').components.worldmigrator:SetDestinationWorld("2", true)

Thanks for pointing this out! It has been corrected. Sorry for the trouble. :(

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On 10/3/2016 at 11:03 AM, Ipsquiggle said:

Thanks for pointing this out! It has been corrected. Sorry for the trouble. :(

Ha, no problem, thanks for the guide in the first place. Dat string vs int :/

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Should the MasterPort in the MasterServer need to be listening?

 

sorry..to my English ,it's not my first Lauguage

 

QQ图片20161112045500.png

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I try to make the MasterPort in Cave's cluster.ini Match the cluster_port in Master's cluster.ini and it dosen't work

then I do not math,it also dosen't work

I am really love this game and always play with my friends.

I have learn how to make it in different server for some days because of my pool English...

and these is the Configuration and thanks for your help:

QQ图片20161112054902.png

QQ图片20161112054947.png

 

QQ图片20161112054641.png

QQ图片20161112054721.png

 

 

Edited by Hotkang

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11 hours ago, Hotkang said:

I try to make the MasterPort in Cave's cluster.ini Match the cluster_port in Master's cluster.ini and it dosen't work

then I do not math,it also dosen't work

I am really love this game and always play with my friends.

I have learn how to make it in different server for some days because of my pool English...

and these is the Configuration and thanks for your help:

QQ图片20161112054902.png

QQ图片20161112054947.png

 

QQ图片20161112054641.png

QQ图片20161112054721.png

 

 

I have solved it. Because of the firewall,thanks

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Dose " On the same machine, this must be unique among the servers, but for multi-machine servers, can be whatever. Pay special attention to the value you give the master server, as it must match the value you put in the master_port in cluster.ini. "

mean that?

QQ图片20161112234439.png

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