EnvironmentZ

EnvironmentZ

1M Downloads

Client side config applies server side

DangerMage opened this issue · 10 comments

commented

When i set myself to be cold immune in my client side config and then join a server where no one is cold immune i am still cold immune on the server. (after further testing it only happens with an empty list on the server, also if your server has a name and your client is set to immune then only cold progress doesn't work)

commented

Now I understand what the issue is^^
Are players then really cold immune or will the frost symbol just not show up but you will get the cold effect?

commented

That is exactly how it should work ;) server config will override client config

commented

@Globox1997 but they said that a client overwrites the server config.

commented

That is exactly how it should work ;) server config will override client config

That's how it should work, but if the server side config is left empty for cold immunity then i can set myself as cold immune on my client config and be cold immune on the server.

commented

Who is they?^^
The only case I can think of are client sided settings where the client could overwrite the server settings but I'm not sure about that.
However, everything which affects the gameplay and not anything like rendering will always get overwritten by the server (for good reason :))

commented

Who is they?^^

When you don't know someone's pronouns, it's safe to use the gender-neutral “they”

commented

Thanks but that is not the answer of my question ;)

If the config is left empty it means nobody is cold immune. Reopen the issue if there is a real bug :)

commented

When the SERVER config setting excluded_cold_names is blank (which it is by default) and the CLIENT config setting excluded_cold_names is not blank (which it is not by default), then the CLIENT config overrides the SERVER config.

And if you don't understand that, try the following (hey look, it is your own configs XD):

SERVER CONFIG

{
	"acclimatize_biome_temp": 1.0,
	"wet_effect_time": 609,
	// Wet modificator - every other second
	"wet_bonus_malus": 2,
	"icon_x": 7,
	"icon_y": 52,
	"allow_all_armor": false,
	"cold_damage": 1.0,
	// How often/fast you get the freezing effect in seconds
	"cold_tick_interval": 60,
	// How long the freezing effects last in ticks
	"cold_damage_effect_time": 2400,
	"cold_tick_snowing_bonus": 600,
	// How often you take freeze damage in ticks
	"cold_damage_interval": 400,
	// Increases the time for freezing in seconds
	"warm_armor_tick_modifier": 20,
	// Time for heating up in seconds
	"heating_up_interval": 4,
	// Substracting freeze effect ticks while heating
	"heating_up_cold_tick_decrease": 400,
	// Caution! This could decrease performance
	"heating_up_block_range": 2,
	// Below this biome temp - start freezing
	"biome_freeze_temp": 0.20000000298023224,
	// Players listed here won't have thirst
	"excluded_cold_names": [],
	"disable_armor_debuff": false,
	// Time after overheating occurs in seconds
	"overheating_tick_interval": 40,
	"overheating_damage_effect_time": 2400,
	"overheating_damage_interval": 400,
	"cooling_down_interval": 5,
	"cooling_down_tick_decrease": 400,
	// Above this biome temp - start overheating
	"biome_overheat_temp": 2.0,
	// Players listed here won't overheat
	"excluded_heat_names": [],
	// Thirst timer while overheating
	"overheating_dehydration_timer": 4,
	"overheating_dehydration_thirst": 0.5
}

CLIENT CONFIG

{
	"acclimatize_biome_temp": 1.0,
	"wet_effect_time": 609,
	// Wet modificator - every other second
	"wet_bonus_malus": 2,
	"icon_x": 7,
	"icon_y": 52,
	"allow_all_armor": false,
	"cold_damage": 1.0,
	// How often/fast you get the freezing effect in seconds
	"cold_tick_interval": 60,
	// How long the freezing effects last in ticks
	"cold_damage_effect_time": 2400,
	"cold_tick_snowing_bonus": 600,
	// How often you take freeze damage in ticks
	"cold_damage_interval": 400,
	// Increases the time for freezing in seconds
	"warm_armor_tick_modifier": 20,
	// Time for heating up in seconds
	"heating_up_interval": 4,
	// Substracting freeze effect ticks while heating
	"heating_up_cold_tick_decrease": 400,
	// Caution! This could decrease performance
	"heating_up_block_range": 2,
	// Below this biome temp - start freezing
	"biome_freeze_temp": 0.20000000298023224,
	// Players listed here won't have thirst
	"excluded_cold_names": [
		"StormyIceLeopard"
	],
	"disable_armor_debuff": false,
	// Time after overheating occurs in seconds
	"overheating_tick_interval": 40,
	"overheating_damage_effect_time": 2400,
	"overheating_damage_interval": 400,
	"cooling_down_interval": 5,
	"cooling_down_tick_decrease": 400,
	// Above this biome temp - start overheating
	"biome_overheat_temp": 2.0,
	// Players listed here won't overheat
	"excluded_heat_names": [],
	// Thirst timer while overheating
	"overheating_dehydration_timer": 4,
	"overheating_dehydration_thirst": 0.5
}

When the configs on server and client are set as shown above, the client overrides the server.
You do not understand? Okay. This means that if the server config does not define any excluded_cold_names and I put my own username in the client config, the server does not give me coldness. Even though the server config says that I should.

Please let me know if you have trouble following that @Globox1997, but I think both @DangerMage AND @RDKRACZ understand this perfectly fine.

commented

Now I understand what the issue is^^
Are players then really cold immune or will the frost symbol just not show up but you will get the cold effect?

They are really cold immune, the frost symbol doesn't show up either.

commented

Should be now fixed with 20873f1
Removed the excluding list and added a command instead which is only executable when permission level is high enough