Hurtworld Linux Server

I finally got a dedicated Hurtworld server to run on Debian Jessie:

1. Create a new user named “hwserver” and login:
adduser hwserver
su hwserver

2. Grab the install script I created:
wget http://from-beyond.com/downloads/hurtworld/hurtworldserver.tar.gz

3. Unpack the script and make it executable:
tar -xvzf hurtworldserver.tar.gz
chmod +x ./install.sh

4. If your user name is “hwserver” as specified above, you can run the script now to install the dedicated server via SteamCMD:
./install.sh
IMPORTANT: If your user name is different from “hwserver” you need to edit the script accordingly before you run it. The default installation directory for the server is “serverfiles”. You can change it in the script if you want to (Do not use a trailing slash!):
nano ./install.sh

5. The script downloads and extracts SteamCMD, logs in anonymously, grabs the server files and finally links two files (steamclient.so and steam_appid.txt) to the positions where they seem to be expected.

6. Once everything is finished, you can start the server with “Hurtworld.x86” (I also tried “Hurtworld.x86_64” but it didn’t seem to work) in the installation directory. Add the desired parameters for server name, query port, player limit etc. as outlined here. Example:
/home/YOUR USER NAME/YOUR INSTALL DIR/Hurtworld.x86 -batchmode -nographics -exec "host 12871;queryport 12881;maxplayers 20;servername Linux Test Server" -logfile "gamelog.txt"
IMPORTANT: Don’t forget to open the specified ports in your firewall (in the example above 12871 TCP/UDP and 12881 UDP).

7. If you want to create a script to start the server, it could look something like this (using tmux):
#!/bin/bash
tmux new-session -d -s hurtworld '/home/YOUR USER NAME/YOUR INSTALL DIR/Hurtworld.x86 -batchmode -nographics -exec "host 12871;queryport 12881;maxplayers 20;servername Linux Test Server" -logfile "gamelog.txt"'
exit 0

Good luck with your server!

Starbound – key remapping for lefties

As there’s currently no option to remap the keys in the game, the following Autohotkey script should do the trick for lefties:

Up::w
Down::s
Left::a
Right::d
Numpad0::e
RCtrl::Space
Delete::i
End::c
NumpadDot::0
Numpad1::1
Numpad2::2
Numpad3::3
Numpad4::4
Numpad5::5
Numpad6::6
Numpad7::7
Numpad8::8
Numpad9::9

Single target DPS build (AR/Elemental)

WEAPONS: Elemental/Assault Rifle (725 AP)

ACTIVES
1. Shock (Elemental->Spark, 1 AP)
2. Blaze (Elemental->Zero Crossing, 27 AP)
3. Three Round Burst (Assault Rifle->Take Point, 9 AP)
4. Red Mist (Elite, Assault Rifle->Take Point, 50 AP)
5. Flicker (Elemental->Altered States, 21 AP)
6. Anima Charge (Elemental->React, 2 AP)
7. Confuse (Green->Subversion, 9 AP)

PASSIVES
1. Volatile Current (Elemental->Spark, 1 AP)
2. Elemental Precision (Elemental->Spark, 4 AP)
3. Aidelon (Elemental->Zero Crossing, 34 AP)
4. Brawler (Hammer->Grit, 1 AP)
5. Highly Strung (Elemental->Altered States, 27 AP)
6. Twist the Knife (Blade->Wind through Grass, 12 AP)
7. Seal the Deal (Elite, Pistols->Crossfire, 50 AP)

LINK

Single target DPS build (AR/Pistol)

This build requires a decent penetration rating to get things going. Actives 5 and 6 are optional and could be replaced with something else. I highly recommend keeping these getaway skills for PvP though. They can also be used to get out of harmful ground effects and to avoid exploding mobs in dungeons (if your dodge is on cooldown). If you plan on using this build in dungeons, you might want to squeeze in a detaunt to be on the safe side. Continue reading

The wastelands revisited

It’s been a while since I last visited the post-apocalyptic Grand Canyon wastelands and a lot has happened since May. The most important change was Fallen Earth’s transition from a P2P model to a F2P one under supervision of Gamersfirst in October (Patch 2.0). As a F2P player you have access to pretty much all of the game’s features and content, if at a somewhat reduced efficiency (such as reduced crafting speed and experience gain among other things). In case you decide to go for a regular subscription, you can choose between three different models: Survivalist, Wastelander and Commander. For more details on the available subscription models and the free membership, I highly recommend that you check out this detailed chart.

From what I have experienced, the (one and only) server was a bit unstable after the transition with unplanned downtimes happening during prime time for a couple of days in a row and quite a few hefty lag spikes. Things seem to be getting better now, however, and thanks to the considerable influx of new players, places that seemed to be rather deserted when the game was still P2P are now bustling with life.

Factions as a whole seem to play a less important role than they used to. All mutations are available to all players now, regardless of their chosen faction. This makes the choice of a faction a lot easier (it is based solely on cosmetics and agendas now) but critics will argue that the entire system was dumbed down to make it more accessible to new/inexperienced players. With the decreased importance of factions also came the removal of the so-called capstone abilities to allow for more flexibility when building your character. As with various mutation lines, these abilities were granted exclusively by a specific faction and thus influenced players heavily when choosing their allies for the rest of the game.

As you can see, some of the game’s core features were altered rather significantly, possibly to make Fallen Earth appeal to a broader audience after its transition to the current F2P model. Some of these changes were criticized vehemently by the original player base and these critics seem to have good and valid points when defending the old systems that were in place a couple of months ago. Is the game still enjoyable? Hell, yes! Even though its graphics look rather dated now, Fallen Earth is an awful lot of fun. By the way, this is one of the things that made me revisit the game after five months of absence:

Fallen Earth remains to be one of the top picks when it comes to MMOs with a post-apocalyptic setting. The learning curve can be rather steep for beginners but the time investment is well worth it. Sector 1 is quite crowded at the moment, so it shouldn’t be much of a problem to get a group going if you so wish. Just give it a try, you won’t regret it!

Factions, factions, factions

First off, I would like to mention that I never really enjoyed faction systems in the other MMOs I’ve played. In most cases, good standing with a certain faction was a mere necessity to get a specific item or some other reward, and with it came an almost unbearable amount of reputation grinding.

Fallen Earth does have factions, too, and there are item rewards associated with them, but somehow the whole faction system that really starts in Sector 2 is way more enjoyable to me than expected. It might be due to the fact that there are basically three factions you side with (your main faction plus its two allies) and that raising your reputation with your main faction positively influences the other two.

Having understood the basics of factions of Fallen Earth it was quite obvious to me that the anarchistic Children of the Apocalypse (CHOTA) would be my faction of choice, its two allies being the communist Vistas and the savvy Travelers:


Since the current character build I’m working towards with my melee/crafter toon includes the Empathic and Telekinesis mutation lines, I did some research on their availability. Earlier, they seemed to have been exclusive to the Lightbearers but apparently this was changed in a patch and the basics for each mutation line are freely available to members of any faction now. That was the good news… Now here comes the bad part: With the basic knowledge detached from the factions you still need to learn the different mutation skills. And guess what! These skills are still more or less restricted to the various factions. For a CHOTA seeking Empathic skills that means that there are hard times ahead since the Lightbearers are their enemies.

I’m afraid I had to find this out the hard way. If you are a Mutagenics crafter or have friends in other factions, things are not that bad, however. Just spin the faction wheel enough to get access to that faction merchant of your choice – obviously by killing members of his archenemy or enemy faction – and grab the books you need. As I said, I had to find this out the hard way after I had already sided with the CHOTA/Vistas/Travelers. Still, I found the whole experience quite enjoyable because the consequences of my actions were clearly visible. In the process of getting to friendly terms with the Lightbearers (to rob them of their precious crafting stuff) my reputation with the Travelers suffered quite a bit. By running some missions for the CHOTA and by killing a couple of them pathetic Lightbearers after their precious knowledge was in my possession, this could be easily corrected though.

Factions in Fallen Earth are an enjoyable experience to me so far. Depending on your build, your initial choices might require quite a bit of strategical thinking. So plan ahead, think about what you want to end up with and start working towards it!

Spiked log wall, I hate thee!

Dear fellow Xsyon architects,

We all know that spiked log walls are quite demanding when it comes to resources. This makes the following story all the more annoying:

Yesterday we decided to do some more terraforming in our little homestead area to create some additional resource storage space. To get things how we wanted them to be, a stone corner post had to dismantled in the process. Our intention was to rebuild said corner post after the terraforming part was done. However, to our astonishment, it wouldn’t fit in its original position any longer after rebuilding it. It just wouldn’t connect to the spiked log wall we had built earlier.

I as our chief architect decided to remove one of the spiked log walls to test if it was just that particular wall piece causing the problem. Boom, 10 long logs and 40 nails went poof in a second only to find out that the problem persisted with the following spiked log wall. No matter what we tried to connect to the spiked log wall,  there always remained a gap of one click in building movement mode. I even dismantled and rebuilt a sheet metal wall to check if a similar problem would arise but as a matter of fact, the rebuilt sheet metal wall could be moved to its original position just fine. I know there are more important things to fix but I really hope that Jordi will have time to fix this issue some time…

The screenshot below illustrates how we had to “solve” the problem in the end:

Consider this a fair warning to all Xsyon architects out there:

Don’t dismantle anything that is already connected to any built spiked log wall if you do not plan to screw up your plans for your camp because things just won’t fit any more!