Current Alpha 5 Test Build [PC client only]
We are using the newest build the one in our login page.
on server restart the kiln was placed.
We are looking into the massive world death issue, if you have a server that this is happening on, send me your game.eco save file, email@example.com (for those that haven't already)
also on server restart it added a bunch of floating land
Kiln has no data on the inside when it is placed.
Not the stupid floating land bug...!! urgh! can you use one of the backups? it should keep 5, plus the last known good load (archive.eco)
@Trainmon what do you mean? Can you elaborate?
@Metachronism When the kiln is placed down on it's own, after the server crashing issue, looking inside the kiln there was no data tabs, just whether or not someone owned it. Might be related to it not having a brick backbone chimney stuff, which is in itself a paradox.
@Trainmon Are you using the alpha 5 from the SLG site? I remember specifically fixing the kiln earlier, but it could still be wonky. I will check now
@Metachronism Yes, this is the big official alpha 5 from yesterday
Looks like no matter what backup I use the land is still there. even ones well before the crash.
@hepcatkip can you send me any of those saves?
Here is the dump from the crash
System.NullReferenceException: Object reference not set to an instance of an object.
at Eco.Gameplay.Objects.WorldObjectHandle..ctor(WorldObject obj)
at Eco.Gameplay.Property.RoomChecker.<>c.<GetRoomStats>b__2_4(WorldObject x)
2.MoveNext() at System.Collections.Generic.List1..ctor(IEnumerable
1 collection) at System.Linq.Enumerable.ToList[TSource](IEnumerable1 source)
1 placementPosList, Int32 allowedFenceHeight, WorldObject owner) at Eco.Gameplay.Property.RoomChecker.CheckRoom(RoomRequirements requirements, List1 placementPosList, WorldObject owner)
at Eco.Gameplay.Components.RoomRequirementsComponent.Tick(Single dtime)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart(Object obj)
And sending save file
In the meantime will the floating land prevent crop growth or negatively effect my game or do I have to wipe my server again?
@hepcatkip It should just cause your world to look strange, but otherwise not have a significant impact.
Did you happen to hit the regenerate button on the server or somesuch ever?
Yes I did because I am playing on a different seed so I had to regenerate the world when I first started the server.
So is it Generating seed 0 on top on our world? that's a interesting bug
Alright I am guessing the floating worlds has something to do with that - in the meantime if you ever want to use a different seed, edit the Worldgenerator.eco file in a text editor, delete any existing Storage folder, then rerun the server.
There seems to be an issue with regenerate that leaves floating chunks of the old world still around.
Is there a way to save my users Skill points and inventory?
Updating the server build with a few hotfixes now, will not need a new client.
This fixes the exception when placing a few objects (Kiln, and some others). It does not require a world reset.