Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sorry for the delay in answering and implementing feature requests. I have a full time job and a lot of other things. I promise I'll keep taking care of this mod (eventually).
Savanah beefalo, swamp tentacles, rock field, etc
Would it be possible to make it so that the Graboids of previous owners delete themselves and the island quota goes down by 1 so whoever crafts the next Graboid can have access to the island. Also the Graboids that get crafted and there is no free island to go to, delete themselves as well since people just get confused why the Graboid does not work?
How exactly does "islands_unbind_days" work? Does it mean the Graboid that was previously built remains in the world and other players can use it or the Graboid gets wiped and new Graboid can be built to get to the new island? Does the items/prefabs remain on the unbind island? Do the unused Graboids be deleted or still remain in the world?
I think there should be some sort of limit how many islands can player have and after that they shouldn't even be able to craft a new Graboid to avoid any exploits.
I think that would be a good idea to have a configurable value on how many personal islands a player can have in 1 world, overworld and caves. This prevents the islands from running out too quickly. SOme endgame players who have a ton of resources can simply take up all the islands.
As far as i know, when you don't set the configuration option, it uses the default value, so that can't be a problem i think (I did update the configuration anyway btw). The error log does mention Less Lags mod which might be be a culprit, so perhaps a workaround is possible?
Also in a running server where you only upgrade the mod, maybe the dynamite recipe screws up. Please tell me if it happens so I can fix it.
The crash you posted is due to a misconfiguration: the parameter "islands_unbind_days" is mandatory (0 means never). Maybe you upgrade the mod without updating configurations in modoverrides.lua. Anyway I add a fix for that. Thanks.