xFleury Posted February 8, 2019 Share Posted February 8, 2019 I noticed my server regenerates when everyone is dead, but I want it to also regenerate if everyone leaves. Is that a server-side mod? Link to comment Share on other sites More sharing options...
Daniel86268 Posted February 9, 2019 Share Posted February 9, 2019 Not sure why anyone would want that, because that makes everyone start over all the time. (Just imagine you play with some peeps, everyone takes a pee break and leaves for a minute to not get killed by a random hound attack, and you have to start over.) But I guess to each their own, here ya go. (And yes, it's a server mod.) Link to comment Share on other sites More sharing options...
xFleury Posted February 9, 2019 Author Share Posted February 9, 2019 My server is being left empty in either winter/spring/summer, and almost no one wants to start the game in those seasons. Periodically, I'm manually resetting the server back to day 1, and the moment I do that, the server fills up with players. I saw that "Reset on Empty" mod, but it hasn't been updated since 2015, and there's a guy saying that he's had it reset the server while he was transitioning into a cave. I'm skeptical that that is what the other server admins are using. Link to comment Share on other sites More sharing options...
Daniel86268 Posted February 10, 2019 Share Posted February 10, 2019 15 hours ago, xFleury said: My server is being left empty in either winter/spring/summer, and almost no one wants to start the game in those seasons. Fair enough. 15 hours ago, xFleury said: it hasn't been updated since 2015, and there's a guy saying that he's had it reset the server while he was transitioning into a cave. Just try it out then. Just add it to your server, launch it, and test a few scenarios, such as traveling to the caves, etc. Link to comment Share on other sites More sharing options...
linweiqing Posted February 13, 2019 Share Posted February 13, 2019 On 2019/2/10 at 5:35 AM, xFleury said: he's had it reset the server while he was transitioning into a cave Link to comment Share on other sites More sharing options...
xFleury Posted February 15, 2019 Author Share Posted February 15, 2019 I asked the guy who's hosting all the "DST United States" servers (there's about 10 of them) what he's using to reset them, and he said he's manually resetting them. On 2/12/2019 at 10:45 PM, linweiqing said: Your post isn't self explanatory; is the highlighted part a change that needs to get made, or are you just emphasizing that the mod *should* work? Link to comment Share on other sites More sharing options...
cezarica Posted February 18, 2019 Share Posted February 18, 2019 The #AllPlayers is defined outside of the scope of the code he used. Based on last comment apparently it doesn't take into consideration people that are transitioning between the two shards so I would go with a: if #TheNet:GetClientTable() == 1 then instead of the one highlighted line above. This should work for dedicated servers not player hosted servers, I mean those where [Host] is listed as a player. Link to comment Share on other sites More sharing options...
CarlZalph Posted February 18, 2019 Share Posted February 18, 2019 9 hours ago, cezarica said: The #AllPlayers is defined outside of the scope of the code he used. Based on last comment apparently it doesn't take into consideration people that are transitioning between the two shards so I would go with a: if #TheNet:GetClientTable() == 1 then instead of the one highlighted line above. This should work for dedicated servers not player hosted servers, I mean those where [Host] is listed as a player. This is what I used to use: local activeplayercount = #(TheNet:GetClientTable() or {}) - (TheNet:IsDedicated() and 1 or 0) Link to comment Share on other sites More sharing options...
linweiqing Posted February 19, 2019 Share Posted February 19, 2019 On 2019/2/15 at 11:43 AM, xFleury said: I asked the guy who's hosting all the "DST United States" servers (there's about 10 of them) what he's using to reset them, and he said he's manually resetting them. Your post isn't self explanatory; is the highlighted part a change that needs to get made, or are you just emphasizing that the mod *should* work? Well, the following reply has already told you what I want to say. Link to comment Share on other sites More sharing options...
cezarica Posted February 19, 2019 Share Posted February 19, 2019 17 hours ago, CarlZalph said: This is what I used to use: local activeplayercount = #(TheNet:GetClientTable() or {}) - (TheNet:IsDedicated() and 1 or 0) I see what you did there. Nice trick. Link to comment Share on other sites More sharing options...
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