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Of course, we understand that when an error is not permanent, it is difficult to find and fix it. I hope there are more players from Dedicated Servers and could help with reports.
Thank you for reporting! I suspect it's a bug with the mod itself, but one that I'm not sure how to reproduce. :(
On the first day, players began to complain that stamina was not restored to 100% after restoring health.
Everything was OK with me. Stamina was restored.
The next day, my health dropped to 99% from suffocation and did not recover to 100%. Looked at the file. Their stamina froze at 27, 46, 84%...
I disabled the mod until the reasons were clarified so as not to spoil the gameplay.
I assume that this is a mod conflict or a glitch in this mod. No mod other than "Eat. Drink. Sleep. Repeat!" does not affect the change of characteristics of the character after death.
I've also just tested with what seems relevant from your mod list - "Eat. Drink. Sleep. Repeat!" (id 2547246713).
"Stamina" seems to work same way as described below.
> In the stats.xml file, the health are not reset to 1.
`stats.xml` doesn't track health, it's only one field per player, called "Stamina".
I guess you meant stamina instead of health?.. This mod does not track health.
Are you checking the correct save's Storage folder?
Does the DS have write permissions to this folder?
Are there any errors in the server's console/log?
What is different in your server setup compared to mine (except the extra mods)?
Actually, never mind, turns out I never uninstalled the DS, so testing now (Through the Windows-based launcher SpaceEngineersDedicated.exe).
In my "Mars Planet" test game, there are no other mods than this one (id 2166947275), plus its dependency TextHUD API (pulled in automatically).
I have verified that after taking damage (from a fall) the Stamina field is saved to `stats.xml`.
After healing up in a medbay _or_ a survival kit, the character's health is increased, stamina rises as expected, and the changes are reflected in `stats.xml` after next auto-save.
To be specific, the `stats.xml` file I'm viewing is:
%appdata%\SpaceEngineersDedicated\Saves\Mars Planet\Storage\2166947275.sbm_Stamina\stats.xml
Thank you for reporting.
Although I've installed SE again, it doesn't look like I'll be able to debug Dedicated Server Issues any time soon.
Can only suggest disabling the mod for now. :(
I couldn't find mod incompatibilities. In stats.xml, for each character on the DS, health decreases after bad weather or a battle. Recovery in a survival kit does not raise the stamina cap. In the stats.xml file, the health are not reset to 1.
After the death of the character and re-entry, everything is OK.
Installed mods "Eat. Drink. Sleep. Repeat!" and "AiEnabled".
In single player everything is OK.
AFAIR this was common on DS, especially when used with other mods that set health <100% after re-spawn.
Stamina is capped by health. Have you found a bug where stamina is below health, and no longer rising?..
Dedicated Server bug. After losing HP and recovering, stamina does not return to 100% again.
Yes. The license is CC BY-SA 4.0 - follow the link in the "Source Code" section of mod description. Basically, "as long as you distribute the same way". Be sure to change something in the mod thumbnail.
The code is simple and an OK place to start modding, yes.
- it would probably need to cover all the other states, not just Sprinting - so, another table;
- it would also have to take into account the helmet state (open/closed), as well as atmospheric oxygen level (high/low/none), and possibly some edge cases on weather transitions.
I'm intentionally trying to keep this as simple as possible, with just one extra game dynamic to track, and relatively little code to maintain.
In short, something like that surely seems doable, but I'm not going to do it any time soon.
i found this if it could help :p https://pastebin.com/TqpL6TFw
It was just my opinion, but i spent few hours ingame with your mod and its great, i am not sure now to slow down bellow 50% ...
I've previously tried making stamina follow a logistic curve instead of a linear one, and it worked OK-ish - except for the "black border" fade-in getting too choppy then, due to the simplistic way it's coded.
Anyway, I've filed this for the future on github:
https://github.com/keyspace/Stamina/issues/2
I would just like to add slight gradual slow down bellow 50%
It worked for me three weeks ago, on a dedicated server - although it was just me and the spiders, no other players.
- Fix exception where bots were still iterated in networking code.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Keyspace.Stamina.Stamina_Session.SendUpdatesToAllPlayers()
at Keyspace.Stamina.Stamina_Session.UpdateAfterSimulation()"
The "fix" was made blindly, without any testing; it seemed simple, but not sure I guessed right. If it doesn't work, looks like I'll have to set up a dedicated server for this, to avoid the ping-pong.
- Try not to crash multi-player servers on player log-in if data is not fully loaded.
Is this a dedicated server, or are you hosting on the same computer? (Shouldn't make a difference, just asking for easier bug reproduction.)
Regarding the question - maybe; but this probably won't do anything in high-oxygen environments (like on Earth-like surface), effectively granting unlimited stamina there.
at Keyspace.Stamina.PlayerStats.Recalculate(IMyPlayer player)
at Keyspace.Stamina.Stamina_Session.UpdateAllPlayerStats()
at Keyspace.Stamina.Stamina_Session.UpdateAfterSimulation()"
- Added a dark overlay on the screen edge that fades in as stamina gets low. (On retrospect, this still isn't visible enough, especially at night.)
- Fixed a bug where stamina of bots (wolves, spiders, etc.) was being applied to the game host. Should get less sudden deaths now.
I'm not big on simulating panic in-game, IMO that's best handled by player head. (Maybe that's what you meant, and I misunderstood.)
However, I'd prefer to get the essentials right before introducing extras. This'll have to wait.
Thank you again @metalsnake for reporting.
This might be an odd one to debug. I'd suggest turning either monsters or the mod off for now.
@metalsnake Nope, I see no realism in that, sorry. :D Will get to fixing it ASAP.
Do you die suddenly, or is there an ever-increasing amount of damage being applied, as it would usually do with the player character getting exhausted?
@Solraven You must've been trying to comment on some other mod.
As well... we took the precaution of international copyright due to KEEN antics with mods and modders ( and ask the powers that be at KEEN, they learned the hard way the DNSK CR was fully registered, whats the saying, "my lawyer is bigger than yours......" )..
Anyways... thanks to your comments ( and your sideways kilter-ed indication of its 'source' as code..., we are looking at your code...... if its ours.......
if its not... then well done.....
Nuff said...