Posts by Kaphalor
Nitrado now has an official Discord server to bring communities, friends and other gamers together!
Join the Nitrado Community Discord now and share your experiences and knowledge with others!
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Hello MonsterBob1988
unfortunately it is not possible to do that on a Nitrado Server.
We only offer the stable branch of the game.
If there are any further questions or issues, feel free to get back to us.
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Hello gydomans
according to our colleagues, you should have received an answer to your support request on sunday.
If the issues still persists, feel free to contact the support again.
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If you are a bit into development, you could use GameQ ( GitHub - Austinb/GameQ: A PHP Gameserver Status Query Library )
Please be aware, that Nitrado cannot support 3rd party tools.
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If you own a Smartphone or Tablet, feel free to install the App for Android/iOS and log in there with your Nitrado Account.
Activate the notifications and you will get a notification on your mobile device as soon as the update is available on your server.
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Your requests just got forwarded to the appropriate department.
If or when it will be implemented into the system is not known yet.
If there are further questions or uncertainties, please contact us again.
Until then I thank you for your trust in us and wish you a nice day.
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Hey there,
as soon as there are further information, they will be shared via our Website as well as our social media platforms.
From what i can tell at the moment, the game is already on the radar.
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In light of the recent update we would like to upgrade what configuration options we offer in the Webinterface instead of just hiding everything behind the expert mode.
To do so, we would like to ask you which 10 options you want to see the most in there.
Below is a list of options and their explanations we haven't added to the webinterface yet. Please select up to 10 options/settings you would like to have in the Interface, rather then edit in the config.
[Game]
HardcoreEnabled=false # Used to check if the difficulty of a singleplayer game has been changed to Hardcore or above.
PlayTutorial=false # Enable to have players play the tutorial upon logging in. Always disabled for multiplayer.
SafePlayerInput=false # Deprecated, don't use this. Verifies player input but may lead to massive (perceived) lags.
PlayerToPlayerDamage=true # Enable to allow players to damage each other.
LogoutInvincibility=true # Enable to turn player ships invincible after a short time after the player logged out.
LogoutInvincibilityDelay=30 # Time in seconds between a player logging out and their ship turning invincible.
ShipyardBoundBuilding=true # Enable to limit building of specific blocks to sectors with shipyards.
DevMode=false # Enable to get dev mode. This should only be used for developing mods, as it WILL suck the fun out of the game.
ExplicitCallables=true # When enabled, script functions callable from clients must be specifically marked as such in scripts. Highly encouraged. Turning this off will open doors for a lot of cheats and hacks.
BigWreckageDespawnTime=1800 # Amount of time in seconds until large wreckages (16 blocks or more) despawn. Only affects wreckages created by destroying things, not wreckages created by the generator (ie. scrapyards).
SmallWreckageDespawnTime=900 # Amount of time in seconds until small wreckages (15 blocks or less) despawn. Only affects wreckages created by destroying things, not wreckages created by the generator (ie. scrapyards).
MaximumFightersPerSectorAndPlayer=-1 # Maximum allowed number of simultaneous fighters per sector and per player. Set to -1 for no limit.
MaximumStationsPerSector=-1 # Maximum allowed number of stations in a sector. Only checks when players found stations, the generator can exceed the limit. Set to -1 for no limit.
MaximumBlocksPerCraft=-1 # Maximum allowed blocks per player craft. Set to -1 for no limit.
MaximumVolumePerShip=-1 # Maximum allowed volume per player ship. Set to -1 for no limit.
MaximumVolumePerStation=-1 # Maximum allowed volume per player station. Set to -1 for no limit.
MaximumPlayerShips=-1 # Maximum allowed ships per player. Set to -1 for no limit.
MaximumPlayerStations=-1 # Maximum allowed stations per player. Set to -1 for no limit.
MaximumAllianceShips=-1 # Maximum allowed ships per alliance. Set to -1 for no limit.
MaximumAllianceStations=-1 # Maximum allowed stations per alliance. Set to -1 for no limit.
MaximumAllianceShipsPerMember=-1 # Maximum allowed ships per alliance per member. Set to -1 for no limit. If both normal maximum and maximum per member is set, the smaller of the two will be the limit.
MaximumAllianceStationsPerMember=-1 # Maximum allowed stations per alliance per member. Set to -1 for no limit. If both normal maximum and maximum per member is set, the smaller of the two will be the limit.
MaximumBlocksPerTurret=250 # Maximum allowed blocks per player turret design. Set to -1 for no limit.
BoardingAllowed=true # Disable to forbid boarding for all players.
MinimumCraftSize=0 # Set to a value other than 0 to set a minimum craft size. A ship's height, length or width can't be smaller than this value. It's highly recommended to not set this to a value that's bigger than 1.0, as that's the basic ship founding block size.
MaxShipVelocity=0 # Set to a value other than 0 to set a maximum ship velocity cap. Unit is m/s.
PlayerInventorySlots=1000 # Number of inventory slots of a player.
AllianceInventorySlots=1000 # Number of inventory slots of an alliance.
Version=1.3.4 # Game version of the patch. Don't set this, will be overridden every time.
xsotanInvasionSectors=5 # Configures in how many sectors with players the Xsotan invasion (after killing the endboss) will happen at the same time. Only applies to sectors in the center of the galaxy.
startUpScript=data/scripts/server/server.lua # Configures the path of the startup script for the server.
startSectorScript=startsector # Configures the path of the start sector generator script for the server.
motd= # Enter a message of the day here that is sent to players as a chat message when logging in.
[System]
MaxTimeStep=1 # Maximum tick length in seconds. When a tick takes more than this long (because of performance problems), it will be shortened to this number to avoid tunneling issues and the like. Don't change this unless you know what you're doing.
sectorUpdateTimeLimit=300 # Default time in seconds that a sector is kept in memory before it's unloaded. A sector is only unloaded when: 1. no player or player content is in it or 2. when it's not connected via gate or wormhole to another sector containing a player. Exception: Newly loaded sectors without players are always kept in memory for at least 15 seconds.
emptySectorUpdateInterval=0.5 # Time in seconds between updates of sectors without players in them.
aliveSectorsPerPlayer=5 # Number of sectors beyond a player's current location that are kept in memory. Also applies to alliances while members are logged in.
weakUpdate=true # Performance optimization. Improves performance by doing a simplified simulation of sectors without players.
sendCrashReports=true # Enable to send crash reports when a script or the server process crashes. Highly recommended.
hangDetection=true # Enable to send crash reports when a script or the server process doesn't respond for at least 30 seconds. Highly recommended.
backups=true # Enable to create hourly backups of the most important data of the server. Creating backups may take a few seconds.
statsLogging=true # Enable to track server stats over time. The stats are stored in a CSV file in the server directory, similar to logs.
commandsFile= # Configurable path where the server looks for a text file that contains commands. Use to send commands to the server when RCON or signals are unavailable. The commands must be formatted similar to chat commands, ie. "/stop 60" (without quotes). Multiple commands in multiple lines are supported. Commands are only executed when the file has had the same content for more than 0.5 seconds. Upon reading the commands from the file, the file will be deleted. If this string is empty, the server will look for a file named 'commands.txt' in the galaxy folder.
sendSectorDelay=2 # A delay in seconds until the server sends a new sector to a client upon sector change.
placeInShipOnDeathDelay=7 # Time in seconds that a player will spend without a ship after their ship was destroyed.
autoSavePerformanceData=false # Enable to automatically save performance data after bad performance was detected during update. profiling=true is required for this to work.
performanceDataAutoSaveFiles=10 # Amount of performance data files that are kept on disk. When exceeded, the oldest files are deleted.
timeBetweenPerformanceDataAutoSaves=30 # Minimum time in seconds between two automatic performance data printouts.
[Networking]
broadcastInterval=5 # Amount of time in seconds between two full network update broadcasts. Update broadcasts update all the content of a sector, not just what recently changed.
sendStatsToAdmins=true # Enable to send performance stats to logged in administrators. May use a lot of traffic.
rconPassword= # The RCON interface password of the server. Without password, RCON is disabled.
maxReceivableMessageSize=52428800 # Maximum receivable message size in bytes that the server will accept. Any message that is larger than this will be silently discarded. Note: Default setting should be plenty enough.
[Administration]
description=An Avorion Server # Description of the server as it will show up in server lists.
pausable=false # Enable to make the server pausable. Public servers can only be paused if the user may execute the /pause command, and only 1 or fewer users are online.
accessListMode=Blacklist # Use 'whitelist' or 'blacklist' to enable blacklisting or whitelisting of users. Black/Whitelist files can be found in the galaxy folder.
If you have any other suggestions on what could improve on the Webinterface let us know!
The Thread will be open for comments until Friday, 13th 2020.
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I'm sorry for the bad experience you made so far.
Unfortunately it is not always an issue on Nitrado side, but also on the developer of the game itself or the Server List of them.
On ARK for example, the list is not able to show all the Servers out there due to the high amount of servers out there.
I can only guess that it is the same issue here, since my server for example can be found without any issue at all.
But i know that the developers and technicians of Nitrado are already aware of that and will take care of it as soon as possible.
The also might get in contact with Funcom as well.
Kindly ask you for a bit of patience.
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If you haven’t had time to check out yesterday’s Developer Q&A live, we have you covered!
We posted dedicated threads on Reddit and our official Forums to collect YOUR questions in regard to what’s on your mind regarding Conan Exiles. We collect the most asked questions and try to answer as many possible live on stream. We’ll also always try to pick some from the live chat towards the end.
Keep an eye out for more of these as we go forward to get your question in next time.
A stream recap with summaries of all questions asked and answered can be found here. Otherwise, the full video is available to view on YouTube.
Thank you for being part of our community and happy surviving!Source: https://store.steampowered.com…/view/2791626224175856457
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Hello,
did you already checked the Steam Serverlist?
It can be found in the main navigation of Steam at the Top of the Window: View - Server - Favorites.
Just Copy and Paste the IP and the Port of your Server, add it to the List (Port need to be raised by 5, so if its 26000 you need to enter 26005) and refresh the list.
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Greetings Exiles!
The Hotfix 2.0.3 is here with additional fixes, further improving client stability and addressing some graphical and balancing issues as well. We’ve also tweaked the Surges a bit, as well as the healing potions, as their animation shouldn’t be interrupted by bleeding damage as some of you have reported.
Oh, and our masons have also patched up a hole in the map, all exiles found within are available to be claimed at the nearest lost and found vendor.
We really appreciate all the input we’ve been getting from all of you and we’ll continue monitoring your feedback and reports on the forums and social media pages!
Thank you for all your support!
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed.
- Fixed a number of client crashes.
- Cemented a hole in the map close to the Scavenger Coast.
- Fixed certain buffs replenishing themselves.
- Buffed certain Surge animals that were extremely frail.
- Updated VFX for the Blood Moon Beast.
- Healing potions should no longer break on bleeding damage.
- Several balancing tweaks for the Surges:
- Changed Wild Surges to spawn 3 waves.
- Wild Surge Waves will spawn a number of enemies equal to the current wave count (i.e. 1 enemy for the first wave, then 2 when it dies, then 3 when they die).
- The only exception to the above rule is Darfari surges, as they spawn 2 enemies with each wave because they do not have crafting thralls.
- Changed Wild Surges to spawn 3 waves.
- Wild Surges now have a default duration of 6 hours.
- Wild Surges no longer despawn when a storm begins.
- Fixed an issue that prevented creating custom Singleplayer and Cooperative sessions.
- Fixed an issue where the Surge cycle restarted upon restarting a Singleplayer session.
- The Tentacle Portal is no longer photo-bombing the character creation process.
- Fixed an issue where the server query port was being unintentionally overridden.
- Fixed server query fetching information for logged out players.
- Fixed Surge VFX not being visible to some clients.
- Fixed an issue that was causing Surges to spawn one too many waves:
- Leyshrine summoned surges will now summon 5 total waves.
- Wild Surges will conform to the rules listed above.
- Leyshrine summoned surges will now summon 5 total waves.
Source: https://store.steampowered.com…/view/2791626224175316029
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Exiles,
Due to popular demand, we are adding the following additional servers and will keep monitoring all areas and demand for more as we go forward for both the base game and the expansion:
ASIA
Siptah | PvP | Official server #6448
Siptah | PvE | Official server #6449
Siptah | PvE | Official server #6450
Siptah | PvE Conflict | Official server #6451
Siptah | PvE Conflict | Official server #6452
Exiled Lands | PvE Conflict | Official server #6453
EUROPE
Siptah | PvE | Official server #6454
Siptah | PvE | Official server #6455
Siptah | PvE Conflict | Official server #6456
Siptah | PvE Conflict | Official server #6457
Siptah | PvP | Official server #6458
Siptah | PvP | Official server #6459
Thanks for your ongoing support and happy huntingSource: https://store.steampowered.com…/view/2895208382767719369
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And now a word from our producer, Scott Junior.
Hello Exiles!
First, I wanted to thank everyone that has joined us during the first week of Siptah launch. We are incredibly excited to see so many new and past players return to survive, build, and dominate in the world of Conan Exiles.
For the first few weeks of Early Access we will be rapidly fixing and patching issues as we discover them. We released our first hotfix– 2.0.1, on Wednesday and today we released 2.0.2 which addresses some of the feedback and bugs you have told us about. This includes crash fixes, toning down the surge audio, addressing some issues with the healing changes, making the mounted version of the Rhino easier to obtain, and other fixes you can find here!Why Early Access?The first reason is that Isle of Siptah does a lot of things different than Exiled Lands and we want to get feedback from the player base and make the necessary changes. Early Access was very successful on the original Exiled Lands map and we will engage with the community and incorporate your feedback to improve Isle of Siptah. The goal is to make the map the best that it can be.
The second reason is that the Expansion was not ready to release on the Xbox and PlayStation consoles. Due to the pandemic and our work from home situation we have not been able to spend as much time testing and developing the expansion on consoles. Two of our studios, and several of our testing partners are still working at home which limits the sharing of dev/test kits. Console submission times have also greatly increased due to the pandemic and first party changes related to the next generation of consoles. One of the benefits of doing PC Early Access first, is that the platform allows us to more quickly patch out new fixes, improvements, and try out gameplay changes, allowing us to spend the next few months efficiently fine-tuning the experience. This will no doubt greatly benefit console players when they finally get access in early 2021.What's Next?We will be using the Early Access period to work on some major changes that will impact both Isle of Siptah and the Exiled Lands. The first will be an update to the economy and crafting systems, balancing some of the Siptah systems, and introduce a character re-customization feature which includes new character creation options exclusive to Isle of Siptah owners. As we get closer to the launch of the update we will give you more details on changes, as well as preview some of the art and assets associated with it. We are also working on feedback about the game mechanics of Siptah. We will be adjusting certain mechanics like wild surges to make them more solo player friendly, and adding additional land masses throughout the Early Access period.
Healing and FoodI wanted to discuss the changes to the healing/food system in update 2.0. Prior to this update, healing was primarily a function of food your character ate. The mechanical effect was that when you activated a food item, you would receive a small duration buff that would heal you for a small to moderate amount based on the item quality. Therefore you had to eat a piece of food every time the buff had dissipated until your health was full.
Food items weigh very little and are abundant throughout the world, which allow you to carry multiple stacks when doing any activity. Additionally, these items can be activated at any moment, while sprinting, in knockback or even during an attack. The gameplay that this system promoted was continuous item activation during any activity, in some cases allowing you to heal through many encounters without repercussion. This ended up trivializing health as a resource and invalidated several of the other healing options in the game.
The goal of the new system is to create windows of safety in which you can heal mid combat while also having options for cost effective out of combat healing solutions.
This boils down to – more interesting and dynamic combat encounters, more meaningful and decisive use of healing items, and less need to carry stacks of random foodstuffs.
Healing Items by Role-
Potions- are intended as an in combat tactical heal, you perform an animation for two seconds, at one and a half seconds the healing buff is applies. If the you are knocked out of the animation before the buff is applied, you do not receive the healing effect.
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Wraps- are intended as a strong/fast out of combat heal, however you can risk using them if you feel confident in your safety. On use you are locked into a ten second animation during which you heal for the duration or until you reach maximum health.
- Food- is intended as cost effective background healing effect that players use between encounters. Update 2.0.2 will increase the out of combat healing amount.
We are listening to your feedback on this feature and will continue to make improvements over the Early Access period.
We are also doing a Q&A stream next week, so please drop by the forums and send us your questions: https://forums.funcom.com/t/q-a-dev-stream-ask-your-questions-here/137620. I look forward to talking to you all next week!
As with every journey in the world of Conan, this one will be long and bloody. But together we will fight our way from the wreckage strewn beaches and, one day, climb to the top of Siptah’s tower and look out over all we have accomplished.
Thank you for being a part of our journey, Exiles. The Tower waits…
-ScottSource: https://store.steampowered.com…/view/2895208382761122485
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Potions- are intended as an in combat tactical heal, you perform an animation for two seconds, at one and a half seconds the healing buff is applies. If the you are knocked out of the animation before the buff is applied, you do not receive the healing effect.
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Does the issue still occur?
Did you already checked the Wiki about?
https://wiki.nitrado.net/en/connect_to_a_xbox_nitrado_ark:_survival_evolved_serverIf your server is still not available, please get in contact with the support team via Gameserver Support | nitrado.net
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The request got forwarded to the appropriate dept. which will check an implementation as soon as possible.
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I have forwarded your request to the apropriate dept. which will get in contact with the developers to check out.