The is_public flag in Boundlexx maps to the public property that is returned by Sovereign worlds in the game API. That value is in turn is determined by the global “Can Visit” on Sovereign worlds in the World Control. For Homeworlds, Exoworlds and Creative worlds, public is never returned so I always assume they are public.
That is part of a feature set I would love to do if I can get game auth integrated in to Boundlexx, but that is currently not easy to do in a secure and “trustful” way. The Boundless Accounts SSO server is designed to only work with the forums and the game servers so I can make my own login page that can send the credentials you give to the Boundless Accounts server to auth, but I still have to accept your credentials, which is not ideal. I would need an OAuth or similar open SSO implementation so I could send the user to the Boundless Account server to auth and then send the user back to me after they are done.
There is no actual way to tell from a user that they own a world, but I could block their Boundlexx account in the case of abuse. Boundless auth integration would help stop some abuse that I rather not have to deal with:
Does this person actually own Boundless?
What stops the user from just making another Boundlexx account if they abuse it?
Some of the things I have thought of implementing if users actually had accounts:
Customized notifications (push/Discord notification for things like change in shop item prices, etc.)
Obviously access to the worlds they own even if they are private
Automated control over managing forum posts for worlds you own
The DS list-gameservers does not return Creative worlds. Only public (global “Can Visit”) survival Sovereign worlds and Homeworlds. As far as I know, it also does not show Exoworlds either.
Correct. @DreamEvil’s new crowdsourcing with Nixbot thing can only allow users to self-report global “Can Edit” and “Can Claim” permissions, not “Can Visit” since I can get that data myself.
WARNING: I am always working to make Boundlexx model more closely to how the game does stuff. Next up on the chopping block is world resources and drop rates. Because of that, I need to “fix” some of the existing data. All of the “resource counts” endpoints (listWorldPollResources, retrieveItemResourceCount, and retrieveItemResourceTimeseries) will all be getting updated to return the correct source block for an item.
All of the following “items” will be updated their proper “block item” (the seam blocks):
Rough Amethyst
Rough Diamond
Rough Emerald
Rough Topaz
Rough Ruby
Rough Sapphire
Rough Rift
Rough Blink
Copper Ore
Iron Ore
Silver Ore
Gold Ore
Titanium Ore
Soft Coal
Medium Coal
Hard Coal
Small Fossil
Medium Fossil
Large Fossil
Ancient Tech Remnant
Ancient Tech Component
Ancient Tech Device
Rough Umbris
Rough Oortstone
After doing this, I also plan to add drop rate calculations to Boundlexx and there will be new endpoints that will be “resource drop counts” versions of the existing “resource counts” ones. These new resource drop count endpoints will take into consideration all of the things that contribute to the drops, meaning it will allow you to search on Inky leaves instead of Rosetta Nox and it will show counts/averages based on drop rate for the Tier of the world correctly as well.
No ETA on release, the above changes to “fix” the data will likely go out in the next couple of days. If I manage to get the drop rate stuff done, I will add it in as well. Hopefully everything will be out by this time next weekend.
Are these maps available for all worlds, sovs too? I scrapped my map thing for BUTT when sovs came out since maps.playboundless.com only has perm worlds, this could make it possible again
Maps come from the exports that the devs have started doing:
I automated pulling these into Boundlexx (automated as in a command I give the Dropbox URL to). These include all Homeworlds and public Sovereign worlds. I have also gotten the beacon data and plan to add the beacons to the API as well.
Note These endpoints return a lot more data per item then many of the others. I recommend lowering your page limit.
Also, ingesting of the Beacon data is still in progress. Many worlds may not have beacon data for the next hour or 2 (should be done by 2020-11-03T05:00:00Z).
not sure if you are bug fixing v1 of the api, but the shopstand id variable isnt being populated on the shop_stands_url so this is the url for all shop stands on all worlds is showing as “https://api.boundlexx.app/api/v1/worlds/id/shop-stands/”
I can add it. I do not do a big side by side between the serializers so I could have missed values.
EDIT: Neverminded, @xyberviri, that is expected behavior actually. The v2 API does not provide ids either: https://api.boundlexx.app/api/v2/worlds/10/shop-stands/. The only data that should need to be added to the v1 API is data that is missing from it that the v2 API has.
Shops to not have a single “id” (primary key). There are no API endpoints to directly look them up and their actual database primary key is a composite ID of time + world + location. Shop data is actually all timeseries data behind the scenes, I just have not made the dedicated timeseries endpoints yet for them. Beacons are the same way, they do not provide an “id” as their primary key is a composite of time + world + location as well. World polls are the odd one out since Resources are broken out of the main World Poll so you can see them all separately.
Also, generally, I try to avoid giving direct ID look up unless there is a specific “retrieve item” endpoint (and you need the ID to look up the item) or there is actual game associated ID (like items, colors, etc.). In those cases it is essentially unnecessary data since the IDs are internal only for my database.
sounds good, appeared to be a bug to me, because at first glance the request_baskets_url has a world /id/ populated, same with the other ***_url fields so at first it appears to be a typo for the variable.
This API is still very basic. It only displays the location/prestige/name of the to top 50 Settlements. I just wanted to use the basic API that was available that other sites used so we could get some Settlement data to go with the beacon data. Hopefully we will get a proper Settlement API to match the Beacon data in the near future (hint hint wink wink devs). Settlements are updated once every hour. EDIT: Settlements are updated once a hour, but it seems like they are cached for ~24 hours on the CDN cache. So it may take up to 1-2 days for your settlement details to update on the API or anything that uses it.
I have set up the repo for Boundlexx UI to handle issues for the Boundlexx backend as well. Please report issues/request features there if you have a Github account!
WARNING: I have planned maintenance for Boundlexx for next Tuesday starting at 2020-11-17T22:00:00Z. During this time the Boundlexx API will be offline for approximately 2 hours. I will be migrating the app to a new (temporary) server as I will be moving in the near future. There will be another accompanying maintenance at some further point in the future to move it back.
EDIT: I will not be migrating all of the Boundlexx tools/things so Metabase and all of the public dashboards is will be powered will be offline until everything is migrated back to the original server.
Maintenance is canceled. There will be no outage for the Boundlexx API. Some stuff came up and looks like the maintenance will not be necessary for the near future. It will be rescheduled to a future time and date.