When connecting to a server, it seems entities such as doors load in after the player. As doors are supposed to be barriers allowing some form of privacy, doors should really be loaded first. Currently, you can connect to a server and run through any opening with a door, before the door loads into the game.
Posts made by Diosys
5.1 - Players Able to go through Doors
RE: Steplife ECO Server is up and running.
Hey, hopefully you get this message. Havent been able to connect to the server since 5pm EST. It hangs on Connecting... and never connects. Dont know if you are still on your trip or have access to your server but you may want to look into it to make sure its not an issue serverside.
Chunk lost Collision
Reporting a rather obnoxious bug I encountered today while playing, which was confirmed as not being a desync issue with the server by the owner of said server.
During play, a large portion of my house lost the entirety of its collision detection. Basically, you could walk through blocks and when you hit a floor with no detection, you fell through the world.
I performed the following actions in the last 5 minutes before the issue started:
Put a windmill on my house
Tested Mill by making 1 flour
removed 4 log blocks to gain access to my roof
Put down 8-9 log blocks as I was building a tower for the windmill
At this point, the chunk area lost all of its collision. The only action I performed afterword was removing the windmill. I tried to disconnect/Quit Game/Reconnect to check if it was a desync issue. The server owner came over and confirmed he would also fall through the world when walking in the area.
After about 10 minutes and the server owner replacing several log blocks with mortared stone for the floor, the blocks became walkable again.
Alpha 5.1 Agriculture
So, I am trying to make a farm on my current server, and ive run into a couple of problems.
So I am in an area where wheat naturally grows, so I figured I could farm wheat. After clearing out a plot infront of my house, bordering it with road, hoeing it. It seems the grass spreads at an unnaturally fast pace back into the hoe'd area.
As well, it seems everytime I plant wheat seeds, they plants die (even after freshly clearing out the grass that grows by shovelling it out and re-placing the dirt).
Is there something I am missing about farming? I understand matching the Moisture/Temperature rates, but even at a 50% growth rate, my seeds die out within the day they are planted.
And yet, the wheat is growing wild nearby in the grass just fine. Ive also tried clearing that wheat within 10 blocks of the perimeter of the field.
[Feedback] Current Skill System does not promote co-operation
So, I have been playing this game for a few days now. While I think this game has some serious potential, one of the largest drawbacks in the current Alpha is the lack of players. One of the selling points of the game is to promote and establish co-operation between players on a small world with limited resources. The problem currently, IMHO, is that there are certain systems in place that dont promote the active playing of the game over the passive waiting of the game. The problem, so far, is the Skill system. There are two fundamental problems with the Skill system.
The skill system really doesnt encourage players to actually be playing the game but managing a simple eating mechanic and logging out. Balance Diet, Maximize Daily Skill gain, log out and wait for skill points. Being logged out means no active playing. Its much more difficult to co-operate and co-ordinate with players not playing the game. In a game that is supposed to be about co-operation, this strangles gameplay immensely. A good point to reference is that it seems most servers have 50-60 "citizens" but always between 0-3 actual players at any given point. If you want to encourage players to be online, you need ways in which they can gain skills at the same pace that you wish skills to advance, but within the game. You want to encourage people to be actively, not passively playing the game. That gives greater chances for people to start talking and co-ordinating.
The second problem is "Jack-Of-All-Trades". On one server I have been playing on, within 18-20 hours I was a Carpenter, Farmer and slowly working toward early Smithing. The problem with being able to go very route is that it doesnt encourage me to find someone who woodworks and ask them to make me a door or find someone who farms for food. It doesnt encourage economy. Its a safety system designed so inactive servers can sort of thrive. I am not sure if there are mechanics that make it harder to go multi-routes but you need ways to stop people from becoming, well, skill gods. Possibly a system where Skill costs increase in other paths as you invest down one. Ive been reading the forums and these small group, jack of all trades situations pop up in a few conversations.