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5 hours ago, JazzyGames said:

I suppose the main reason for this was to simplify the managing of cave entrances on each shard, and cracking them all made it easier to check the total number of portals in a forest world without having to run console commands on two different prefabs. Plus I was also having linking issues with unopened portals that I am now unable to duplicate, so perhaps it was an unrelated problem. I'll probably edit that suggestion out.

There was a bug where one of the settings were not transferred when we changed from caves_entrace to caves_entrance_open. It was been fixed meanwhile.

23 hours ago, JazzyGames said:

Working on a video guide for this. Wanted to drop a couple of important notes here for would-be multi-shard world admins:

1) Keep only the portals that have matching ID's in the shards to which they are linking. For example, if I'm linking a third world then I'll only keep portals with ID's 5-10, and my second world will keep portals with ID 1-5. This might not be entirely necessary but makes troubleshooting infinitely simpler. (EDIT: some of the dev comments strongly suggest that this is necessary as portals will look for their matching ID when linking).
2) This has been mentioned but you MUST manually run the linking command on each portal in order to completely turn off automatic linking.
3) You need to modify your .bat file to start up additional shards.

I would like to suggest this commands to be added to the guide. They help diagnosing problems.

 

Didn't get a chance to add those commands by the time I made the video but I'll mess with them on my own and maybe add it to the pastebin. Anyways, here's the finished video guide! 

 

Edited by JazzyGames
  • Thanks 5
On 10/10/2021 at 11:42 AM, marioespinho said:

Sorry for necroing or posting in the incorrect part but, is it possible to set up a multi-shard world without a dedicated server? 

You can only have two shards on a client-hosted game. I've been told you can swap save files to access different shards but I've only been able to make that work on a dedi.

  • Like 1

I can directly connect to the Master through the c_connect("111. *. 37", 10098) command, but when I use c_connect("111. *. 37", 10099) to connect to the cave,
Why is it that I am prompted to enter a password, but when I enter the correct password, it prompts me that the password is incorrect? When I cancelled the password and tried to connect directly to the cave,
It's also necessary to enter a password, and it's still an incorrect password. It's strange. If I have multiple shards and want to enter them through direct connection, what should I do?

Hello everybody,

i  managed to launch my 4 shards (master and cave on one machine and 2 other shards on another machine). I can migrate from one shard to the others thanks to the command c_migrateto(shard_id)

BUT 

I cannot link the portals together. The nuke1's mod is no longer working at this time and when i try to handle that manually with commands given by OP it doesn't work either. I think an update may have broken the whole thing.

I wonder if it is even still possible to run a dedicated server with more than 2 shards?

Pls contact me if you have any solution or information on the matter

(sorry if i sound rude or if my message is not understandable enough, english is not my native langage)

 

Hello everyone,

I have the same problem as @Spyro83. 

After quite some time, I set up a server again via AMP-CubeCoders.
I can travel between worlds using the command “c_migrateto(shard_id)”.

I'm pretty sure that the portals between the worlds (at least Forest and Cave) used to connect automatically back then. I don't remember installing the above-mentioned mod, nor did I have to execute any commands via the console.

Is there any information available from the developers, i.e., is there currently a problem or is this intentional?

Hey there!

I've made some progress.
What I didn't realize at first is that when I'm in the caves (using the c_migrateto command), I can travel back to the forest via the portal in the cave. However, I then spawn at the Florid poster. According to the logs, the cave shard also activates the portals:

Spoiler
 
[00:00:57]: [Shard] Sending secondary shard information to master...
[00:00:57]: Received MasterInfoPacket row 76cfd35a10697a9acaaead3b16c1ec2a region eu-central-1
[00:00:57]: Obtaining secondary shard IP from eu-central-1 lobby
[00:00:57]: [Shard] secondary shard is now ready!
[00:00:57]: World 1(Master) is now connected
[00:00:57]: Validating portal[8] <-> 1[8] (active)
[00:00:57]: Validating portal[2] <-> 1[2] (active)
[00:00:57]: Validating portal[3] <-> 1[3] (active)
[00:00:57]: Validating portal[oceanwhirlbigportal] <-> 1[oceanwhirlbigportal] (disabled)
[00:00:57]: Validating portal[4] <-> 1[4] (active)
[00:00:57]: Validating portal[5] <-> 1[5] (active)
[00:00:57]: Validating portal[6] <-> 1[6] (active)
[00:00:57]: Validating portal[9] <-> 1[9] (active)
[00:00:57]: Validating portal[7] <-> 1[7] (active)
[00:00:57]: Validating portal[1] <-> 1[1] (active)
[00:00:57]: Validating portal[10] <-> 1[10] (active)
[00:00:57]: [SyncWorldSettings] recieved world settings from master shard. true

The master also shows that the slave for the cave is connecting, but the portals remain deactivated:

Spoiler
 
[00:00:50]: [Shard] Starting master server
[00:00:50]: [Shard] Shard server started on port: 10889
[00:00:50]: Telling Client our new session identifier: 8858E98E99F7FA39
[00:00:50]: Check for write access: TRUE
[00:00:50]: Check for read access: TRUE
[00:00:50]: Available disk space for save files: 15575 MB
[00:00:50]: ModIndex: Load sequence finished successfully.
[00:00:50]: Reset() returnin
[00:00:51]: Skipping portal[8] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[1] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[6] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[2] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[5] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[4] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[3] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[7] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[9] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[oceanwhirlbigportal] (no available shard [Caves] connected)
[00:00:51]: Skipping portal[10] (no available shard [Caves] connected)
[00:00:51]: Server registered via geo DNS in eu-central-1
[00:00:51]: Sim paused
[00:00:54]: [Shard] Secondary shard SlaveForCave(2) connected: [LAN] 192.168.178.8
[00:00:54]: [Shard] Secondary SlaveForCave(2) ready!
[00:00:54]: World 2(SlaveForCave) is now connected
[00:00:54]: [SyncWorldSettings] Sending master world option ghostsanitydrain = none to secondary shards.

However, the portals are also deactivated before the slave connects, which is logical. 
But why are the portals not revalidated in the master itself after the slave connects to the master? This seems to work in the slave. Is there perhaps a command for this?

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