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Found 69 results

  1. For this mod I'm wanting to make the 4 seasons more diverse for both the surface world and the caves world! I'm also wanting to add some new giants and give the world a way to enter a "hardmode" so to speak. The "hardmode" will be there for those who want a challenge after their first 100-200 days of survival and don't want to just keep going on with repetitive and easy survival. As you can see a lot of the stuff is yet to be filled in but that's why I made this post! So that you all can help me out and give recommendations as to what can be done where! So far here's what I've been able to come up with: Name: Unnatural Selection (Thanks, @rezecib for coming up with a great name!) New mobs New Items New Biomes New/changed Mechanics New characters Solar Eclipse Hardmode Changes
  2. Hello! I'm going to head straight to the point here to not waste anyone's time. You see, I'm making a mod and It's pretty close to being done and all I really NEED are the remaining art sprites and to add the new creature and by "new creature" It's really just a re-skin and stats changed cave spider (hider) so if anyone can please explain how to not only add this creature but how to change the stats the model, (sprites) it's spawn, what it does ,and eats and drops and so forth That be wonderful! Have a great day/night~!
  3. Hello again! I'm in need of an artist for a mod I'm working on! While I may not have much to give I will be granting as much thanks as I can give out and pass out Co-owner Ship to whoever can help me out! And for those who would Like to help me out I'd like if you can keep it to the Don't starve style. Like this --------------> (note this is an example) So please post here if your open to help! Or add me on my steam account here!--------------->http://steamcommunity.com/profiles/76561198110725104/ The more people on board the faster we can get this out to the public! I'm also taking people who can Code Mobs/NPCS as I'll be adding my own creature to the game! I've got most basic code done like the character's run speed health sanity and so forth! Anyways, Have a great day/night!
  4. Hello, modders and skin fanatics alike! After a very long time working on it, I'm happy to announce a brand new mod API that allows one to create their very own skins for their modded characters and items! You can find the mod on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=835602689 WARNING: This mod is only to be used to create skins for modded characters/items. Klei strongly forbids the use of modders creating skins for any official character/item. If any mod is found using code from this mod in order to skin official characters/items it will be reported on sight. How To Use: Very special thanks to: @Kzisor who's Additional Dressware mod inspired the creation of this mod! @Dudedude who helped out with the assets. @PeterA who walked me through a lot of the Dos and Don'ts so that I wasn't stepping over any lines! @Blueberrys who made the Persistant Data module that helped make this possible. Can be found here: For anyone wanting to skin their modded characters here are the skin portrait backgrounds! Some frequently asked questions: (If you have any more questions post them down below! I'll reply as soon as I can!) Can I skin Wilson or any other official character? No, Peter has told me to make sure that everybody is very aware that this is off limits... We've been given a gift so let's not squander it! How do I use it? The tutorial is up above! It has all the usable functions inside and how to use them! Please don't rip the code and put it in your mod through... Make sure that when you upload your mod you add this mod as a required item. (It is set up this way so that the same code doesn't run multiple times if someone has multiple mods that have skins!) What is an API? An API (Application Programming Interface) is a set of functions which allows you to use advanced techniques without having to write your own code or copy/paste the code in your mod... In order to use this API you must add this mod as a requirement on your mods workshop page. Can I make clothing? No, that is off limits. (and it'd also require a lot of extra code that is not supplied within the mod...) I found a mod that skins official items/characters! What should I do? If it is not the playable pets mod (They technically have the go-ahead to skin the playable mobs) then please immediately report it! We don't want to force Klei's hand and have Modded Skins shut down. What if I made a rip-off character of one of the official characters and skinned that? Still off limits because it is still Klei's character. (even after you change one letter in the name) So this is also prohibited and must be reported if anyone is found doing this! Can this be used to give myself official skins? At the moment I'm more than certain that this is impossible... However, if a way is found to do this using my mod then it's more a fault of Klei's (for leaving a hole in skin restrictions) and not mine because all I did was some UI hacking. What mods are currently using this to make skins? Check out @Chris1488's Modded Skins thread! He's going to try his best to stay on top of what mods get skins and he'll be updating his thread whenever he possibly can! Is mayonnaise an instrument? I'm... not entirely sure? I guess you could make a song using only sounds made by a tub of mayonnaise... But then again you could technically do that with almost everything! So I propose a counter-question. Does that mean that everything is an instrument?
  5. This is based off my past mod idea, Mysteries and Mirages. This mod overhauls the Antlion Desert - the Dragonfly Desert stays how it is (alas, it's renamed to the "Dry Desert") Sandy Desert (Antlion): Now uses Beach Turf, from Shipwrecked. Oasis is surrounded by Palm Trees, also on Beach Turf. Tidal Pools are added to this Desert, and re-named to "Drinking Hole"s Nox are added to the Desert (the un-named Ox from SW) near the Drinking Hole Palm Trees are dotted around the Desert Succulents are dotted around the Desert Rarely, Limpet Rocks will spawn there (without Limpets) Seagulls will come instead of Buzzards, but work the same. Optional world changes: Sandstorm covers entire world: Yes, (default) No Sandstorm slows Dragonfly: (default) Yes, No Sandstorm only happens when Antlion has not been appeased: Yes, (default) No
  6. Ok, so as you may or may not know, I've been thinking about making a character mod for quite some time now. This isn't a thread for me asking for a sprite! Just one to share my ideas I've been developing over the past few days (and the only other reason I'm starting this thread is because I may not get a response on my art threads about it so yeah). Ok first off, pictures of a hand drawn sprite (I was planning on digitally tracing) and a character "meme": (The perks, title, art and quote may differ in the future). Now if you know me/my persona well enough, you'll know she had fire powers. Not sure how that'll work for DS and DST but I recently thought of a solution. Obviously, the way DS works, she can't shoot fire directly from her hand so instead, how about a magical staff? I know what what your thinking, Dragon Mage doesn't have a staff or magical hand held item, right? Well earlier (like last year some time I think it was) she did actually have a staff but... I guess it just became obscure cos I never drew her with it. Plus it seemed kinda medieval-like as opposed to her modern look which did seem kinda weird. I guess she didn't really need it back then BUT anyway, back to the mod ideas. I thought in DS (much like Willow) it could be unlimited (however, having an unlimited fire staff does seem kinda OP don't you think? Well I'm still working out the details for that). As for DST, she could be nerfed a little, again like Willow with a limited source, except instead of lighter fluid how about mana? I was thinking about certain characters and how they have gauges for something like Woodie and his curse or a recent character mod I saw. Something to stop the mod users to go nuts. It does recharge slowly over time but there will be faster methods (not sure what yet. Maybe an item or actions like sleeping could help?) Idk, this idea still needs some development. Now, as for the sprites, I might be fine for the most part since I can trace over the Extended Character mod sprite. However, since the mod is a cat character, the head shape is a bit odd. Also Idk how I'm gonna do DM's hair. I could use a pony tail but... ugh, her hair has always been the downy, long flowing kinda hair. Idk. Anyway that's all I have for now. Feel free to leave suggestions! Or tell me to shut up, hide the thread and... keep to myself... ._. Please tell me I'm not the only one who's done this.
  7. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a mod that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) sometime ago. The mod is configurable and has a couple of neat features as well. You can view/download all the mods here. You will also need this mod if you want to access the skins for the mobs. Features Configuration Options General Info: -to be worked on later- Notes: Major Bugs: ToDo: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. - @Fidooop for making modded skins API, making it possible. -Logzombie for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group I have a server that runs the mods daily, information can be found on the steam group page. (Also it will be in the beta branch). The initial goal was to make all mobs fun/interesting for coop/pvp, which is still being worked on. So if you got any feedback/suggestions let me know.
  8. Steam workshop link Advanced Guard Protocol is the mod to look for if you want to add anything guard related! It adds: The mod also offers a new experience in the form of "HARD MODE", a mode where guards are faster, smarter and deadlier in every way. In order to use hard mode you need to install Sim Constructor Updates: workshop-569390373.zip
  9. This mod shouldn't take too long. Config options: Size: Default ? (trying to get it in line with other critters), option of SW size
  10. I've been working on a project with a tunneling creature. I am, however, pretty helpless when it comes to sound and Foley effects. Anyone in the community have experience to get me through it - or is interested in being a part of the project? I have dug up some open-license noises, but am having a tough time getting them to cycle in a way that sounds good. Anyway - if there is anybody with some experience, I could use the help
  11. Do you like nice legs? Do you like birds? specially tallbirds? then wait no more for now it has been done, I present to you: VVVVVVVVVVVV LEGGYBIRD VVVVVVVVVVVVVV http://steamcommunity.com/sharedfiles/filedetails/?id=854675755 Get those skinny tallbird legs outta my face and add some meat to them. Now you will finally be able to enjoy true tallbird drumsticks. --This mod literally just replaces the tallbird's legs with female legs wearing fishnet stockings and high heels-- Thanks to @Chris1488 for making the quotes. Also Thanks to @Mr.P for supporting and making me do that.
  12. Being straightforward, i'm trying to always spawn a Varg when a hunt is completed. The command lines i tried are: And the error is: Any ideas? Any help is appreciated. Also, uploaded the file if anyone wants to take a deeper look. I'm pretty desperate to make it work. Everything i've tried is failing. yukihime.lua
  13. Since the old topic was archived(again) I started a new one here. Steam Workshop Version workshop-580661011.zip
  14. =Wallander Thomas Sykes - The Beastly Barber= Workshop Page Download Page [This is an in development mod, updates will be posted here on progress, new features, and hotfixes] Description: "A seasoned barber whose life had gone awry, Wallander Thomas Sykes, known by Wilson as "Snickety Tom", joins our morbid cast of characters, who curiously inquire about the nature of this newcomer. Questions arise to be answered with the arrival of this beastly barber and his perilous past." Stats: Health: 125 Hunger: 225 Sanity: 100 Perks: *A particularly skilled "Barber" Wallander's past is veiled in mystery. Though his dialogue may demystify some of it. He spawns with an Heirloom Razor Scale, an ornate handle with which he can craft razors for combat. *Balances Humanity and Animosity While at High sanity, he gains damage resistance due to his cautious nature and expertise in defensive combat, at Low Sanity, he becomes careless, his damage resistance drops massively, but also gains increased attack power and running speed. At completely zero sanity, he gains nightvision and becomes immune to Charlie's attacks until he regains sanity. *Has a voracious Hunger and Predatory Instincts Wallander's not afraid to eat what he can to survive, but he'll need to eat a lot due to increased hunger drain. At 15% Hunger or less, Sanity drains much more quickly due to regressing to his predatory instincts Trivia: *Voiced by a Pizzicato Bass Thanks to: Dleowolf for their "Extended Sample Character Mod" Found here X Akiru for code that helped with creating the Predatory Instincts perk Griffin for being my main modtester and vet to bounce ideas off of ZupAlex for help with Spriter and various bits of code Stephen Songheim for the wonderful broadway musical that inspired this mod to begin with Lumina for help with coding the Heirloom Scale
  15. Hey, everyone! I'm looking to get some assistance coding some stuff. I apologize, as the list is quite long. Is it possible to make it so a character starts losing health from Sanity drain after Sanity reaches 0? Is it possible to make it so a character's Wetness goes up when attacked by specific enemies; in this case, Shadow Creatures? Is it possible to make a weapon use the Blow Dart's attack animation instead of the standard one, or do I need to create a new animation in Spriter if I want something other than the default? Is it possible to make a weapon reward sanity on killing specific enemies; in this case, Shadow Creatures? Is it possible to make a weapon be able to "reload" its finite uses, like being fueled, only with drain being on use instead of constant while equipped? And can I make it fueled only by one specific item; in this case, Papyrus? I'm happy to be getting more experienced at coding, but more complicated stuff like this still eludes me, so thank yous are very much in order to anyone that can help with even one of the above.
  16. Hey guys. First off, i'm trying to make a 'hair' fuction to my character. It will work just like Wilson's beard, but with the headpiece instead. The code is working. I didn't just organize the sprites yet. The problem is, i don't want to 'shave' it, or 'cut it'. I want to brush it with a beefalo brush. It was working with the normal beard component and razor item. I tried making a entirely new beard component for her, swaping the 'bearded' state to 'brushable', but it's crashing the game. I'm uploading the entire mod in a .rar format, and the crash log. Maybe you guys know something that i don't, or find a silly mistake i may have done. Any solutions? Thanks, beforehand. Yukihime - Art 1.2.rar client_log.txt
  17. Playing with the idea of a shovel that has a random chance to unearth different gems and stones, maybe up to 3, when used. Would this be possible? I was thinking a chance table like this, but I dunno how to implement it so it's called when you dig. local function MakeLoot(inst) local possible_loot = { {chance = 0.2, item = "rocks"}, {chance = 0.1, item = "flint"}, {chance = 0.1, item = "boneshard"}, {chance = 0.05, item = "nitre"}, {chance = 0.04, item = "goldnugget"}, {chance = 0.03, item = "moonrocknugget"}, {chance = 0.03, item = "marble"}, {chance = 0.02, item = "bluegem"}, {chance = 0.02, item = "redgem"}, {chance = 0.02, item = "orangegem"}, {chance = 0.02, item = "greengem"}, {chance = 0.01, item = "purplegem"}, {chance = 0.01, item = "yellowgem"}, {chance = 0.01, item = "thulecite"}, }
  18. This is a version of Generation Options+ that is compatible with the latest Sim Constructor version. There's no new content, but there will be in the next update (which hopefully won't take too long) Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here workshop-588953061.zip
  19. So guys, does anyone knows a Mod that Resets Caves after some time, like after one year, cause I searched steam thru, but coudent find one, maybe I am blind Also if not, is there antother way to reset cave, like deleting the cave folder? (If there is one) if yes where do i find that folder and whats its name? Thanks for any answers!
  20. Hello! I have a problem where my Character Script doesn't work, and is just saying the normal Wilson quotes. Is this normal, or is there something wrong with the mod, or is it The New Reign Beta messing something up? I would like to know. Thanks
  21. This is a character that was requested for me to make, problem is that I only took an intro int Java script Drawing and animation, I'm not too sure how I would code all of this, the sanity gain at night I can do but the sanity drain during the day I don't know the code The art I'll be able to do just fine, but I need help I took a bigger bite than I can chew... EDIT: Alright alot of the code is done now it is the spriter issue... WARNING for those who have OCD this picture can cause nightmares. Any way The character wont compile right... and I'm not sure how to fix it I'm very new to spriter and it is like alien technology to me, I was hoping someone could help me with this.
  22. EDIT: I have solved my problem by using code of the following mod: Pickle It Hello guys, I just started modding and to train up and get to know the environment my first goal was to mod a chest that is self sorting. I am an experienced programmer (even though i only worked with C#/Java/PL-SQL before), but I cant really get the hang of LUA and how the different files work together. So far I have read the pinned guides, but they couldnt help me. Enough chitchat here is my Problem: I have a prefab which is called "sorter". Its basically the same code as in a treasurechest. Now I want to add an button to the chests widget. The button should be called "sort" and call an action that is defined in the modmain.lua. So far so good. I followed this Thread to add an button to my prefab. But i cant get it to work. The mod itself works, the game doesnt crash, but there is no button. no matter what. I've been trying for the last few hours to produce the button, but no matter what i googled and searched in this Forum i wasnt able to find a solution. You can find my source_code in the attached ZIP. For those who are too lazy to download the zip ill add the code as quote below this post. I hope you can help me and that the description of my problem was sufficient. Thank you, Narmor sorter.lua: require "prefabutil" local assets= { Asset("ANIM", "anim/sorter.zip"), } local function onopen(inst) inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_open") inst.AnimState:PlayAnimation("open") end local function onclose(inst) inst.AnimState:PlayAnimation("closed") inst.SoundEmitter:PlaySound("dontstarve/wilson/chest_close") end local function onhammered(inst, worker) inst.components.lootdropper:DropLoot() inst.components.container:DropEverything() inst.SoundEmitter:PlaySound("dontstarve/common/destroy_metal") inst:Remove() end local function onhit(inst, worker) inst.AnimState:PlayAnimation("closed") inst.components.container:DropEverything() inst.components.container:Close() end local function onbuilt(inst) inst.AnimState:PlayAnimation("place") inst.AnimState:PushAnimation("closed") end local function itemtest(inst, item, slot) return true end local function EditContainer(inst) local self if TheWorld.ismastersim then self = inst.components.container else self = inst.replica.container end self:WidgetSetup("sorter") local function sortfn(inst) if TheWorld.ismastersim then BufferedAction(inst.components.container.opener, inst, ACTIONS.SORT):Do() else SendRPCToServer(RPC.DoWidgetButtonAction, ACTIONS.SORT.code, inst, ACTIONS.SORT.mod_name) end end local sort_buttoninfo = { text = "Sort", position = Vector3(0, -195, 0), fn = sortfn, } -- One buttoninfo per button self.widget.sorter_buttons = { sort_buttoninfo, } end local function fn(Sim) local inst = CreateEntity() inst:AddTag("structure") inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon( "sorter.tex" ) inst.AnimState:SetBank("sorter") inst.AnimState:SetBuild("sorter") inst.AnimState:PlayAnimation("closed", true) inst.entity:SetPristine() if not TheWorld.ismastersim then local _OnEntityReplicated = inst.OnEntityReplicated inst.OnEntityReplicated = function(inst) if _OnEntityReplicated then _OnEntityReplicated(inst) end EditContainer(inst) end return inst end inst:AddComponent("inspectable") inst:AddComponent("container") inst.components.container.itemtestfn = itemtest inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose EditContainer(inst) inst:AddComponent("lootdropper") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(5) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) return inst end return Prefab( "common/sorter", fn, assets), MakePlacer("common/sorter_placer", "sorter", "sorter", "closed") modmain.lua: local Spot = GetModConfigData("Spot") PrefabFiles = { "sorter", } Assets = { Asset( "IMAGE", "minimap/sorter.tex" ), Asset( "ATLAS", "minimap/sorter.xml" ), Asset("ATLAS", "images/inventoryimages/ui_chest_3x4.xml"), Asset("ATLAS", "images/inventoryimages/sorter.xml"), } AddMinimapAtlas("minimap/sorter.xml") STRINGS = GLOBAL.STRINGS RECIPETABS = GLOBAL.RECIPETABS Recipe = GLOBAL.Recipe Ingredient = GLOBAL.Ingredient TECH = GLOBAL.TECH GLOBAL.STRINGS.NAMES.SORTER = "Chest sorter" STRINGS.RECIPE_DESC.SORTER = "Put in your problems and they will be sorted out" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.SORTER = "I like it" local sorter = GLOBAL.Recipe("sorter",{ Ingredient("cutstone", 1)}, RECIPETABS.TOWN, TECH.NONE, "sorter_placer" ) sorter.atlas = "images/inventoryimages/sorter.xml" ----------------------------------------------------------------------------------------------------------------------------------- -- widgetsetup for my prefab -- Not too shure what it does exactly, found it in another mod and it seems to work fine. local sorter = { widget = { slotpos = {}, animbank = "ui_chest_3x3", animbuild = "ui_chest_3x3", pos = GLOBAL.Vector3(0, 200, 0), side_align_tip = 160, }, type = "chest", } for y = 2, 0, -1 do for x = 0, 2 do table.insert(sorter.widget.slotpos, GLOBAL.Vector3(80 * x - 80 * 2 + 80, 80 * y - 80 * 2 + 80, 0)) end end local containers = GLOBAL.require("containers") containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, sorter.widget.slotpos ~= nil and #sorter.widget.slotpos or 0) local _widgetsetup = containers.widgetsetup function containers.widgetsetup(container, prefab, data) local pref = prefab or container.inst.prefab if pref == "sorter" then for k, v in pairs(sorter) do container[k] = v end container:SetNumSlots(container.widget.slotpos ~= nil and #container.widget.slotpos or 0) else return _widgetsetup(container, prefab, data) end end ----------------------------------------------------------------------------------------------------------------------------------- -- Method for sorting the Stuff in the Sorter local function SortFn(act) --Methods Stub to be implemented later end AddAction("SORT", "Sort", SortFn) Sorter-Chest.rar
  23. Would anyone like to help me with this new mod idea I've got? If not, teach me how to mod items?
  24. I want to make a simple character mod, but I don't have one of those oh so fancy drawing pens for mobile, and my devices are so old I don't think there compatible. So all I have is a mouse. And MS paint. And a mouse is IMPOSSIBLY HARD to draw with. And MS paint is the biggest mistake that humankind ever made. So I had a stupid idea that might just save me. I am very good with a pen and paper, so I thought I would scan a drawing with all the stuff on it, scan it, and convert it to whatever the hell DST uses. I thought that this would look nice and fit in with the animation style, but I'm not so sure about it. And then there's the programming. Please give me advice.
  25. Hello, When I load up my modded character everything seems to work out perfectly. After I exit the game, return to the home screen, and click on Play it crashes. Here is the error log. [00:00:00]: System Memory: Memory Load: 46% Available Physical Memory: 2129m/4001m Available Page File: 2060m/5025m Available Virtual Memory: 3970m/4095m Available Extended Virtual Memory: 0m [00:00:00]: Process Memory: Peak Working Set Size: 29m Working Set Size: 29m Quota Peak Page Pool Usage: 238k Quota Page Pool Usage: 231k Quota Peak Non Paged Pool Usage:16k Quota Non Paged Pool Usage: 16k Page File Usage: 5m Peak Page File Usage: 5m [00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogetherANewReignBeta/ [00:00:00]: Starting Up [00:00:00]: Version: 201220 [00:00:00]: Current time: Wed Dec 28 19:51:41 2016 [00:00:00]: Don't Starve Together: 201220 WIN32_STEAM [00:00:00]: Build Date: 1575 [00:00:00]: Parsing command line [00:00:00]: Command Line Arguments: -autoconfig [00:00:00]: Initializing distribution platform [00:00:00]: Initializing Minidump handler [00:00:00]: ....Done [00:00:00]: Steam AppBuildID: 1534804 [00:00:00]: Steam BetaName(Branch): [anewreignbeta] [00:00:00]: ....Done [00:00:00]: Fixing DPI [00:00:00]: ...Done [00:00:00]: THREAD - started 'GAClient' (12800) [00:00:00]: CurlRequestManager::ClientThread::Main() [00:00:06]: ProfileIndex:5.55 [00:00:06]: [Connect] PendingConnection::Reset(true) [00:00:06]: Network tick rate: U=15(2), D=0 [00:00:06]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall. [00:00:06]: WindowsFirewall - Application already authorized [00:00:06]: THREAD - started 'ConsoleInput' (5852) [00:00:06]: loaded ping_cache [00:00:06]: Offline user ID: OU_76561198045186645 [00:00:06]: SteamID: 76561198045186645 [00:00:06]: HardwareStats: OS name Microsoft Windows 10 Pro version 10.0.14393 architecture 64-bit platformSpecific SP 0.0 CPU numCores 2 features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX name Intel(R) Core(TM) i5-4300U CPU @ 1.90GHz manufacturer GenuineIntel clockSpeed 2501 RAM megsOfRam 4096 GPU name Intel(R) HD Graphics Family driverDate 20151118000000.000000-000 megsOfRam 1024 refreshRate 60 videoModeDescription 2160 x 1440 x 4294967296 colors driverVersion 20.19.15.4331 [00:00:06]: cGame::InitializeOnMainThread [00:00:06]: WindowManager::Initialize [00:00:06]: CreateWindow: Requesting 2160,1440 - 5/6/5 - -1/-1/-1 - 0 [00:00:06]: CreateEGLContext: 16 configs found [00:00:06]: 0: 8/8/8 - 0/ 0/ 0 - 0 [00:00:06]: 1: 8/8/8 - 0/16/ 0 - 0 [00:00:06]: 2: 8/8/8 - 0/24/ 0 - 0 [00:00:06]: 3: 8/8/8 - 0/24/ 8 - 0 [00:00:06]: 4: 5/5/5 - 0/ 0/ 0 - 0 [00:00:06]: 5: 5/5/5 - 1/ 0/ 0 - 0 [00:00:06]: 6: 5/5/5 - 0/16/ 0 - 0 [00:00:06]: 7: 5/5/5 - 1/16/ 0 - 0 [00:00:06]: 8: 5/5/5 - 0/24/ 0 - 0 [00:00:06]: 9: 5/5/5 - 1/24/ 0 - 0 [00:00:06]: 10: 5/5/5 - 0/24/ 8 - 0 [00:00:06]: 11: 5/5/5 - 1/24/ 8 - 0 [00:00:06]: 12: 8/8/8 - 8/ 0/ 0 - 0 [00:00:06]: 13: 8/8/8 - 8/16/ 0 - 0 [00:00:06]: 14: 8/8/8 - 8/24/ 0 - 0 [00:00:06]: 15: 8/8/8 - 8/24/ 8 - 0 [00:00:06]: WindowManager::SetFullscreen(0, 2160, 1440, 60) [00:00:06]: GLInfo [00:00:06]: ~~~~~~ [00:00:06]: GL_VENDOR: Google Inc. [00:00:06]: THREAD - started 'WindowsInputManager' (14292) [00:00:06]: GL_RENDERER: ANGLE (Intel(R) HD Graphics Family) [00:00:06]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249) [00:00:06]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249) [00:00:06]: OpenGL extensions (19, 19): [00:00:06]: GL_ANGLE_depth_texture [00:00:06]: GL_ANGLE_framebuffer_blit [00:00:06]: GL_ANGLE_framebuffer_multisample [00:00:06]: GL_ANGLE_instanced_arrays [00:00:06]: GL_ANGLE_pack_reverse_row_order [00:00:06]: GL_ANGLE_texture_compression_dxt3 [00:00:06]: GL_ANGLE_texture_compression_dxt5 [00:00:06]: GL_ANGLE_texture_usage [00:00:06]: GL_ANGLE_translated_shader_source [00:00:06]: GL_EXT_read_format_bgra [00:00:06]: GL_EXT_robustness [00:00:06]: GL_EXT_texture_compression_dxt1 [00:00:06]: GL_EXT_texture_format_BGRA8888 [00:00:06]: GL_EXT_texture_storage [00:00:06]: GL_OES_get_program_binary [00:00:06]: GL_OES_packed_depth_stencil [00:00:06]: GL_OES_rgb8_rgba8 [00:00:06]: GL_OES_standard_derivatives [00:00:06]: GL_OES_texture_npot [00:00:06]: GL_MAX_TEXTURE_SIZE = 8192 [00:00:06]: GL_MAX_TEXTURE_IMAGE_UNITS = 16 [00:00:06]: GL_MAX_RENDERBUFFER_SIZE = 8192 [00:00:06]: GL_MAX_VIEWPORT_DIMS = 8192, 8192 [00:00:06]: GL_MAX_VARYING_VECTORS = 10 [00:00:06]: GL_MAX_VERTEX_ATTRIBS = 16 [00:00:06]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254 [00:00:06]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4 [00:00:06]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221 [00:00:06]: 4 compressed texture formats [00:00:06]: texture format 0x83f0 [00:00:06]: texture format 0x83f1 [00:00:06]: texture format 0x83f2 [00:00:06]: texture format 0x83f3 [00:00:07]: Renderer initialize: Okay [00:00:07]: AnimManager initialize: Okay [00:00:07]: Buffers initialize: Okay [00:00:07]: cDontStarveGame::DoGameSpecificInitialize() [00:00:07]: GameSpecific initialize: Okay [00:00:07]: cGame::StartPlaying [00:00:07]: LOADING LUA [00:00:07]: DoLuaFile scripts/main.lua [00:00:07]: DoLuaFile loading buffer scripts/main.lua [00:00:07]: running main.lua [00:00:07]: loaded modindex [00:00:07]: ModIndex: Beginning normal load sequence. [00:00:09]: LOADING LUA SUCCESS [00:00:09]: PlayerDeaths loaded morgue 446 [00:00:09]: PlayerHistory loaded player_history_staging 384 [00:00:09]: bloom_enabled false [00:00:09]: loaded saveindex [00:00:09]: OnFilesLoaded() [00:00:09]: OnUpdatePurchaseStateComplete [00:00:11]: Load FE [00:00:12]: Load FE: done [00:00:12]: OnLoadPermissionList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/blocklist.txt (Failure) [00:00:12]: OnLoadPermissionList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/adminlist.txt (Failure) [00:00:12]: OnLoadUserIdList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/whitelist.txt (Failure) [00:00:12]: SimLuaProxy::QueryServer() [00:00:12]: ModIndex: Load sequence finished successfully. [00:00:12]: Reset() returning [00:00:14]: [Steam] Auth Session Ticket requested... [00:00:14]: [Steam] Got Auth Session Ticket [00:00:15]: [200] Account Communication Success (3) [00:00:15]: loaded inventory_cache [00:00:15]: Logging in as KU_maDNsJFG [00:00:16]: loaded inventory_cache [00:00:17]: images/motd.tex - is not a valid Klei texture. [00:00:17]: Could not load texture images/motd.tex [00:00:17]: SimLuaProxy::QueryServer() [00:00:17]: images/motd.tex - is not a valid Klei texture. [00:00:17]: Could not load texture images/motd.tex [00:00:19]: QueryStats: { "req":"modrank", "field":"Session.Loads.Mods.list", "fieldop":"unwind", "linkpref":"external", "limit": 20} [00:00:19]: Frontend-Unloading mod 'all'. [00:00:19]: FrontendLoadMod Zenyatta [00:00:19]: Could not load mod_config_data/modconfiguration_Zenyatta_staging [00:00:19]: Fontend-Loading mod: Zenyatta Version:1.2.3 [00:00:19]: Mod: Zenyatta Loading modworldgenmain.lua [00:00:19]: Mod: Zenyatta Mod had no modworldgenmain.lua. Skipping. [00:00:21]: Could not load mod_config_data/modconfiguration_Zenyatta_staging [00:00:21]: Network tick rate: U=15(2), D=0 [00:00:21]: ModWorkshop::CancelDownloads clearing all unfinished downloads [00:00:21]: About to start a server with the following settings: [00:00:21]: Dedicated: false [00:00:21]: Online: true [00:00:21]: Passworded: false [00:00:21]: ServerPort: 10999 [00:00:21]: SteamAuthPort: 8766 [00:00:21]: SteamMasterServerPort: 27016 [00:00:21]: ClanID: false [00:00:21]: ClanOnly: false [00:00:21]: ClanAdmin: false [00:00:21]: LanOnly: true [00:00:21]: FriendsOnly: false [00:00:21]: EnableAutosaver: true [00:00:21]: PVP: false [00:00:21]: MaxPlayers: 6 [00:00:21]: GameMode: survival [00:00:21]: OverridenDNS: [00:00:21]: PauseWhenEmpty: true [00:00:21]: VoteEnabled: false [00:00:21]: InternetBroadcasting: true [00:00:21]: Intent: cooperative [00:00:21]: [Warning] Could not confirm port 10999 is open in the firewall. [00:00:21]: Could not load mod_config_data/modconfiguration_Zenyatta_staging [00:00:21]: Online Server Started on port: 10999 [00:00:23]: Collecting garbage... [00:00:23]: lua_gc took 0.05 seconds [00:00:23]: ~ShardLuaProxy() [00:00:23]: ~ItemServerLuaProxy() [00:00:23]: ~InventoryLuaProxy() [00:00:23]: ~NetworkLuaProxy() [00:00:23]: ~SimLuaProxy() [00:00:23]: ModWorkshop::CancelDownloads clearing all unfinished downloads [00:00:23]: lua_close took 0.03 seconds [00:00:23]: ReleaseAll [00:00:23]: ReleaseAll Finished [00:00:23]: cGame::StartPlaying [00:00:23]: LOADING LUA [00:00:23]: DoLuaFile scripts/main.lua [00:00:23]: DoLuaFile loading buffer scripts/main.lua [00:00:23]: running main.lua [00:00:23]: loaded modindex [00:00:23]: ModIndex: Beginning normal load sequence. [00:00:23]: ModIndex:GetModsToLoad inserting moddir, Zenyatta [00:00:23]: Could not load mod_config_data/modconfiguration_Zenyatta_staging [00:00:23]: Loading mod: Zenyatta Version:1.2.3 [00:00:23]: Mod: Zenyatta Loading modworldgenmain.lua [00:00:23]: Mod: Zenyatta Mod had no modworldgenmain.lua. Skipping. [00:00:23]: Mod: Zenyatta Loading modmain.lua [00:00:23]: LOADING LUA SUCCESS [00:00:24]: PlayerDeaths loaded morgue 446 [00:00:24]: PlayerHistory loaded player_history_staging 384 [00:00:24]: bloom_enabled false [00:00:24]: loaded saveindex [00:00:24]: OnFilesLoaded() [00:00:24]: OnUpdatePurchaseStateComplete [00:00:24]: Unload FE [00:00:24]: Unload FE done [00:00:24]: Mod: Zenyatta Registering prefabs [00:00:24]: Mod: Zenyatta Registering prefab file: prefabs/zenyatta [00:00:24]: Mod: Zenyatta zenyatta [00:00:24]: Mod: Zenyatta Registering prefab file: prefabs/zenyatta_none [00:00:24]: Mod: Zenyatta zenyatta_none [00:00:24]: Mod: Zenyatta Registering prefab file: prefabs/destruction_orb [00:00:24]: Mod: Zenyatta destruction_orb [00:00:24]: Mod: Zenyatta Registering prefab file: prefabs/zen_orb [00:00:24]: Mod: Zenyatta zen_orb [00:00:24]: Mod: Zenyatta Registering prefab file: prefabs/discord_orb [00:00:24]: Mod: Zenyatta discord_orb [00:00:24]: Mod: Zenyatta Registering default mod prefab [00:00:25]: LOAD BE [00:00:27]: LOAD BE: done [00:00:27]: Loading world: session/63A30E28CB5AB8D0/0000000004 [00:00:27]: Save file is at version 4.5 [00:00:27]: Begin Session: 63A30E28CB5AB8D0 [00:00:27]: saving to server_temp/server_save [00:00:28]: MiniMapComponent::AddAtlas( minimap/minimap_data.xml ) [00:00:28]: MiniMapComponent::AddAtlas( ../mods/Zenyatta/images/map_icons/zenyatta.xml ) [00:00:28]: Loading Nav Grid [00:00:28]: setting summerlength 15 [00:00:28]: setting isnightmaredawn false [00:00:28]: setting elapseddaysinseason 0 [00:00:28]: setting isfullmoon false [00:00:28]: setting moisture 17.83314704895 [00:00:28]: setting springlength 20 [00:00:28]: setting isnightmarewild false [00:00:28]: setting moonphase new [00:00:28]: setting precipitationrate 0 [00:00:28]: setting iswet false [00:00:28]: setting isnewmoon false [00:00:28]: setting iswinter false [00:00:28]: setting israining false [00:00:28]: setting isnightmarewarn false [00:00:28]: setting precipitation none [00:00:28]: setting cavephase day [00:00:28]: setting moistureceil 860.56335449219 [00:00:28]: setting isday true [00:00:28]: setting iscaveday true [00:00:28]: setting season autumn [00:00:28]: setting timeinphase 0.29728571573893 [00:00:28]: setting temperature 33.571585598096 [00:00:28]: setting isnightmarecalm false [00:00:28]: setting isnight false [00:00:28]: setting isdusk false [00:00:28]: setting iscavedusk false [00:00:28]: setting isautumn true [00:00:28]: setting issnowing false [00:00:28]: setting iswaxingmoon true [00:00:28]: setting pop 0.02072264285466 [00:00:28]: setting snowlevel 0 [00:00:28]: setting issnowcovered false [00:00:28]: setting autumnlength 20 [00:00:28]: setting phase day [00:00:28]: setting nightmaretime 0 [00:00:28]: setting winterlength 15 [00:00:28]: setting isspring false [00:00:28]: setting nightmarephase none [00:00:28]: setting remainingdaysinseason 20 [00:00:28]: setting cycles 0 [00:00:28]: setting iscavenight false [00:00:28]: setting nightmaretimeinphase 0 [00:00:28]: setting wetness 0 [00:00:28]: setting time 0.14864285786947 [00:00:28]: setting issummer false [00:00:31]: Reconstructing topology [00:00:31]: ...Sorting points [00:00:31]: ...Sorting edges [00:00:31]: ...Connecting nodes [00:00:31]: ...Validating connections [00:00:31]: ...Housekeeping [00:00:31]: ...Done! [00:00:31]: 1 uploads added to server. From server_temp [00:00:31]: Telling Client our new session identifier: 63A30E28CB5AB8D0 [00:00:31]: ModIndex: Load sequence finished successfully. [00:00:31]: Reset() returning [00:00:32]: Validating portal[7] <-> <nil>[7] (inactive) [00:00:32]: Validating portal[5] <-> <nil>[5] (inactive) [00:00:32]: Validating portal[6] <-> <nil>[6] (inactive) [00:00:32]: Validating portal[9] <-> <nil>[9] (inactive) [00:00:32]: Validating portal[2] <-> <nil>[2] (inactive) [00:00:32]: Validating portal[3] <-> <nil>[3] (inactive) [00:00:32]: Attempting to send resume request [00:00:32]: Resuming user: session/63A30E28CB5AB8D0/KU_maDNsJFG_/0000000004 [00:00:32]: Spawning player at: [Load] (-0.58, 0.00, 23.27) [00:00:32]: ReceiveResumeNotification [00:00:32]: Validating portal[4] <-> <nil>[4] (inactive) [00:00:32]: Validating portal[8] <-> <nil>[8] (inactive) [00:00:32]: Validating portal[10] <-> <nil>[10] (inactive) [00:00:32]: Validating portal[1] <-> <nil>[1] (inactive) [00:00:32]: Deserializing tile data (425 x 425) [00:00:44]: DoRestart: true [00:00:45]: Serializing user: session/63A30E28CB5AB8D0/KU_maDNsJFG_/0000000005 [00:00:45]: Serializing world: session/63A30E28CB5AB8D0/0000000005 [00:00:45]: ModWorkshop::CancelDownloads clearing all unfinished downloads [00:00:45]: unloading prefabs for mod MOD_Zenyatta [00:00:46]: Collecting garbage... [00:00:46]: lua_gc took 0.11 seconds [00:00:46]: ~ShardLuaProxy() [00:00:46]: ~ItemServerLuaProxy() [00:00:46]: ~InventoryLuaProxy() [00:00:46]: ~NetworkLuaProxy() [00:00:46]: ~SimLuaProxy() [00:00:46]: ModWorkshop::CancelDownloads clearing all unfinished downloads [00:00:46]: lua_close took 0.17 seconds [00:00:46]: ReleaseAll [00:00:46]: ReleaseAll Finished [00:00:46]: cGame::StartPlaying [00:00:46]: LOADING LUA [00:00:46]: DoLuaFile scripts/main.lua [00:00:46]: DoLuaFile loading buffer scripts/main.lua [00:00:46]: running main.lua [00:00:46]: loaded modindex [00:00:46]: ModIndex: Beginning normal load sequence. [00:00:46]: LOADING LUA SUCCESS [00:00:46]: PlayerDeaths loaded morgue 446 [00:00:46]: PlayerHistory loaded player_history_staging 384 [00:00:46]: bloom_enabled false [00:00:46]: loaded saveindex [00:00:46]: OnFilesLoaded() [00:00:46]: OnUpdatePurchaseStateComplete [00:00:46]: Unload BE [00:00:46]: Unload BE done [00:00:46]: Could not unload undefined prefab 0x399804b (hat_chester_costume) [00:00:46]: Could not unload undefined prefab 0xc01796b (corn_seeds) [00:00:46]: Could not unload undefined prefab 0xb1e7b61 (dragonfruit) [00:00:46]: Could not unload undefined prefab 0x71127e3 (carrot_cooked) [00:00:46]: Could not unload undefined prefab 0xb0a79a1 (twiggy_nut) [00:00:46]: Could not unload undefined prefab 0x162c669d (marble) [00:00:46]: Could not unload undefined prefab 0x29ad5029 (spoiled_food) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x29d8efdb (red_leaves_chop) [00:00:46]: Could not unload undefined prefab 0x39590c78 (orange_leaves_chop) [00:00:46]: Could not unload undefined prefab 0x2d1c40c (deciduous_root) [00:00:46]: Could not unload undefined prefab 0x41ba89b5 (nightmarefuel) [00:00:46]: Could not unload undefined prefab 0x29ad5029 (spoiled_food) [00:00:46]: Could not unload undefined prefab 0x235a9a90 (birchnutdrake) [00:00:46]: Could not unload undefined prefab 0x184178b (meat) [00:00:46]: Could not unload undefined prefab 0x4790f393 (deciduoustree) [00:00:46]: Could not unload undefined prefab 0x39d1762b (cookedsmallmeat) [00:00:46]: Could not unload undefined prefab 0x29ad5029 (spoiled_food) [00:00:46]: Could not unload undefined prefab 0x107f3fc2 (seeds) [00:00:46]: Could not unload undefined prefab 0x6d529a32 (smallmeat) [00:00:46]: Could not unload undefined prefab 0x39d1762b (cookedsmallmeat) [00:00:46]: Could not unload undefined prefab 0x39ecf974 (cutgrass) [00:00:46]: Could not unload undefined prefab 0x29ad5029 (spoiled_food) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x2a9524cd (blue_cap) [00:00:46]: Could not unload undefined prefab 0x706870b6 (green_cap) [00:00:46]: Could not unload undefined prefab 0x1c1e3dc4 (red_cap) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0x1a35332f (spore_medium) [00:00:46]: Could not unload undefined prefab 0x8119781a (cookedmandrake) [00:00:46]: Could not unload undefined prefab 0x8c6be253 (mandrake) [00:00:46]: Could not unload undefined prefab 0x8c6be253 (mandrake) [00:00:46]: Could not unload undefined prefab 0xa694a25e (mandrake_planted) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x184178b (meat) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x1078732c (character_fire) [00:00:46]: Could not unload undefined prefab 0x184178b (meat) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x1078732c (character_fire) [00:00:46]: Could not unload undefined prefab 0x78d69cdc (rock_petrified_tree_short) [00:00:46]: Could not unload undefined prefab 0x4f122f8c (rock_petrified_tree_med) [00:00:46]: Could not unload undefined prefab 0x9ce1eaee (rocks) [00:00:46]: Could not unload undefined prefab 0x7e6d93ac (nitre) [00:00:46]: Could not unload undefined prefab 0x50155047 (rock_petrified_tree_old) [00:00:46]: Could not unload undefined prefab 0x57d6a669 (petrified_tree_fx_short) [00:00:46]: Could not unload undefined prefab 0x39dfc71a (petrified_tree_fx_normal) [00:00:46]: Could not unload undefined prefab 0x15e8f040 (petrified_tree_fx_tall) [00:00:46]: Could not unload undefined prefab 0xb14e9054 (petrified_tree_fx_old) [00:00:46]: Could not unload undefined prefab 0x47f35864 (petrified_trunk_break_fx) [00:00:46]: Could not unload undefined prefab 0xb50c4e4c (pinecone_sapling) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0x995bc6df (winter_ornament_boss_bearger) [00:00:46]: Could not unload undefined prefab 0x248c7e89 (winter_ornament_boss_beequeen) [00:00:46]: Could not unload undefined prefab 0x407d4c1f (winter_ornament_boss_dragonfly) [00:00:46]: Could not unload undefined prefab 0x16eec5e (winter_ornament_boss_moose) [00:00:46]: Could not unload undefined prefab 0x71aadfec (winter_ornament_boss_toadstool) [00:00:46]: Could not unload undefined prefab 0x22a5ef58 (winter_ornament_plain1) [00:00:46]: Could not unload undefined prefab 0x22a5ef59 (winter_ornament_plain2) [00:00:46]: Could not unload undefined prefab 0x22a5ef5a (winter_ornament_plain3) [00:00:46]: Could not unload undefined prefab 0x22a5ef5b (winter_ornament_plain4) [00:00:46]: Could not unload undefined prefab 0x22a5ef5c (winter_ornament_plain5) [00:00:46]: Could not unload undefined prefab 0x22a5ef5d (winter_ornament_plain6) [00:00:46]: Could not unload undefined prefab 0x22a5ef5e (winter_ornament_plain7) [00:00:46]: Could not unload undefined prefab 0x22a5ef5f (winter_ornament_plain8) [00:00:46]: Could not unload undefined prefab 0xb3b14d39 (winter_ornament_fancy1) [00:00:46]: Could not unload undefined prefab 0xb3b14d3a (winter_ornament_fancy2) [00:00:46]: Could not unload undefined prefab 0xb3b14d3b (winter_ornament_fancy3) [00:00:46]: Could not unload undefined prefab 0xb3b14d3c (winter_ornament_fancy4) [00:00:46]: Could not unload undefined prefab 0x14e023cc (winter_ornament_light1) [00:00:46]: Could not unload undefined prefab 0x14e023cd (winter_ornament_light2) [00:00:46]: Could not unload undefined prefab 0x14e023ce (winter_ornament_light3) [00:00:46]: Could not unload undefined prefab 0x14e023cf (winter_ornament_light4) [00:00:46]: Could not unload undefined prefab 0x6aafab59 (winter_food1) [00:00:46]: Could not unload undefined prefab 0x6aafab5a (winter_food2) [00:00:46]: Could not unload undefined prefab 0x6aafab5b (winter_food3) [00:00:46]: Could not unload undefined prefab 0x6aafab5c (winter_food4) [00:00:46]: Could not unload undefined prefab 0x6aafab5d (winter_food5) [00:00:46]: Could not unload undefined prefab 0x6aafab5e (winter_food6) [00:00:46]: Could not unload undefined prefab 0x6aafab5f (winter_food7) [00:00:46]: Could not unload undefined prefab 0x6aafab60 (winter_food8) [00:00:46]: Could not unload undefined prefab 0x6aafab61 (winter_food9) [00:00:46]: Could not unload undefined prefab 0x46094f1b (beefalohat) [00:00:46]: Could not unload undefined prefab 0x1ab03cb5 (silk) [00:00:46]: Could not unload undefined prefab 0xb5c89c61 (orangegem) [00:00:46]: Could not unload undefined prefab 0x7e6d93ac (nitre) [00:00:46]: Could not unload undefined prefab 0x4058bc0 (molehat) [00:00:46]: Could not unload undefined prefab 0xbcbaa3e (redgem) [00:00:46]: Could not unload undefined prefab 0x8a2d55ba (catcoonhat) [00:00:46]: Could not unload undefined prefab 0x1941243b (yellowgem) [00:00:46]: Could not unload undefined prefab 0x2e54b535 (cane) [00:00:46]: Could not unload undefined prefab 0x49ba2e4d (walrushat) [00:00:46]: Could not unload undefined prefab 0x303eb17b (strawhat_floppy) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x2a9524cd (blue_cap) [00:00:46]: Could not unload undefined prefab 0x706870b6 (green_cap) [00:00:46]: Could not unload undefined prefab 0x1c1e3dc4 (red_cap) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0xed18eed (spore_small) [00:00:46]: Could not unload undefined prefab 0x8539b55b (mushtree_small_burntfx) [00:00:46]: Could not unload undefined prefab 0x994e32df (mushtree_small_bloom_burntfx) [00:00:46]: Could not unload undefined prefab 0x3532833e (minisign_item) [00:00:46]: Could not unload undefined prefab 0x359da624 (log) [00:00:46]: Could not unload undefined prefab 0x2a9524cd (blue_cap) [00:00:46]: Could not unload undefined prefab 0x706870b6 (green_cap) [00:00:46]: Could not unload undefined prefab 0x1c1e3dc4 (red_cap) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0x5286daa7 (spore_tall) [00:00:46]: Could not unload undefined prefab 0x9db421e9 (mushtree_tall_burntfx) [00:00:46]: Could not unload undefined prefab 0x4336ea6d (mushtree_tall_bloom_burntfx) [00:00:46]: Could not unload undefined prefab 0xc63a5a5c (moonrocknugget) [00:00:46]: Could not unload undefined prefab 0x76807d6d (moonpig) [00:00:46]: Could not unload undefined prefab 0xc5912515 (gargoyle_werepighowl_fx) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0xd0ee1bd5 (collapse_small) [00:00:46]: Could not unload undefined prefab 0x674707c2 (acorn_sapling) [00:00:46]: Could not unload undefined prefab 0x7e58aebd (acorn_cooked) [00:00:46]: Could not unload undefined prefab 0x29ad5029 (spoiled_food) [00:00:46]: Could not unload undefined prefab 0x995bc6df (winter_ornament_boss_bearger) [00:00:46]: Could not unload undefined prefab 0x248c7e89 (winter_ornament_boss_beequeen) [00:00:46]: Could not unload undefined prefab 0xbd7ba41a (winter_ornament_boss_deerclops) [00:00:46]: Could not unload undefined prefab 0x407d4c1f (winter_ornament_boss_dragonfly) [00:00:46]: Could not unload undefined prefab 0x16eec5e (winter_ornament_boss_moose) [00:00:46]: Could not unload undefined prefab 0x71aadfec (winter_ornament_boss_toadstool) [00:00:46]: Could not unload undefined prefab 0x22a5ef58 (winter_ornament_plain1) [00:00:46]: Could not unload undefined prefab 0x22a5ef59 (winter_ornament_plain2) [00:00:46]: Could not unload undefined prefab 0x22a5ef5a (winter_ornament_plain3) [00:00:46]: Could not unload undefined prefab 0x22a5ef5b (winter_ornament_plain4) [00:00:46]: Could not unload undefined prefab 0x22a5ef5c (winter_ornament_plain5) [00:00:46]: Could not unload undefined prefab 0x22a5ef5d (winter_ornament_plain6) [00:00:46]: Could not unload undefined prefab 0x22a5ef5e (winter_ornament_plain7) [00:00:46]: Could not unload undefined prefab 0x22a5ef5f (winter_ornament_plain8) [00:00:46]: Could not unload undefined prefab 0xb3b14d39 (winter_ornament_fancy1) [00:00:46]: Could not unload undefined prefab 0xb3b14d3a (winter_ornament_fancy2) [00:00:46]: Could not unload undefined prefab 0xb3b14d3b (winter_ornament_fancy3) [00:00:46]: Could not unload undefined prefab 0xb3b14d3c (winter_ornament_fancy4) [00:00:46]: Could not unload undefined prefab 0x14e023cc (winter_ornament_light1) [00:00:46]: Could not unload undefined prefab 0x14e023cd (winter_ornament_light2) [00:00:46]: Could not unload undefined prefab 0x14e023ce (winter_ornament_light3) [00:00:46]: Could not unload undefined prefab 0x14e023cf (winter_ornament_light4) [00:00:46]: Could not unload undefined prefab 0x6aafab59 (winter_food1) [00:00:46]: Could not unload undefined prefab 0x6aafab5a (winter_food2) [00:00:46]: Could not unload undefined prefab 0x6aafab5b (winter_food3) [00:00:46]: Could not unload undefined prefab 0x6aafab5c (winter_food4) [00:00:46]: Could not unload undefined prefab 0x6aafab5d (winter_food5) [00:00:46]: Could not unload undefined prefab 0x6aafab5e (winter_food6) [00:00:46]: Could not unload undefined prefab 0x6aafab5f (winter_food7) [00:00:46]: Could not unload undefined prefab 0x6aafab60 (winter_food8) [00:00:46]: Could not unload undefined prefab 0x6aafab61 (winter_food9) [00:00:46]: Could not unload undefined prefab 0xc49ee298 (green_leaves) [00:00:46]: Could not unload undefined prefab 0x7132400a (red_leaves) [00:00:46]: Could not unload undefined prefab 0x29d8efdb (red_leaves_chop) [00:00:46]: Could not unload undefined prefab 0x5a4e2f2d (orange_leaves) [00:00:46]: Could not unload undefined prefab 0x39590c78 (orange_leaves_chop) [00:00:46]: Could not unload undefined prefab 0xc3289d07 (yellow_leaves) [00:00:46]: Could not unload undefined prefab 0x6831af1e (yellow_leaves_chop) [00:00:46]: Could not unload undefined prefab 0xb80b9acc (greengem) [00:00:46]: Could not unload undefined prefab 0x46094f1b (beefalohat) [00:00:46]: Could not unload undefined prefab 0x1ab03cb5 (silk) [00:00:46]: Could not unload undefined prefab 0xb5c89c61 (orangegem) [00:00:46]: Could not unload undefined prefab 0x7e6d93ac (nitre) [00:00:46]: Could not unload undefined prefab 0x4058bc0 (molehat) [00:00:46]: Could not unload undefined prefab 0xbcbaa3e (redgem) [00:00:46]: Could not unload undefined prefab 0xcda99af6 (winterhat) [00:00:46]: Could not unload undefined prefab 0x8a2d55ba (catcoonhat) [00:00:46]: Could not unload undefined prefab 0xc63a5a5c (moonrocknugget) [00:00:46]: Could not unload undefined prefab 0x1941243b (yellowgem) [00:00:46]: Could not unload undefined prefab 0x2e54b535 (cane) [00:00:46]: Could not unload undefined prefab 0x49ba2e4d (walrushat) [00:00:46]: Could not unload undefined prefab 0xc63a5a5c (moonrocknugget) [00:00:46]: Could not unload undefined prefab 0x97bd555d (gargoyle_hounddeath) [00:00:46]: Could not unload undefined prefab 0x956d0cc5 (monstermeat) [00:00:46]: Could not unload undefined prefab 0xbcbaa3e (redgem) [00:00:46]: Could not unload undefined prefab 0x2c345110 (gargoyle_houndatk_fx) [00:00:46]: Could not unload undefined prefab 0xc63a5a5c (moonrocknugget) [00:00:46]: Could not unload undefined prefab 0x76807d6d (moonpig) [00:00:46]: Could not unload undefined prefab 0xb0a48afd (gargoyle_werepigdeath_fx) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0xa94d6852 (gift_unwrap) [00:00:46]: Could not unload undefined prefab 0xec8853ad (charcoal) [00:00:46]: Could not unload undefined prefab 0x3036fc96 (ash) [00:00:46]: Could not unload undefined prefab 0xd0ee1bd5 (collapse_small) [00:00:46]: Could not unload undefined prefab 0xec587250 (gift) [00:00:46]: Could not unload undefined prefab 0xb0a79a1 (twiggy_nut) [00:00:46]: Could not unload undefined prefab 0x995bc6df (winter_ornament_boss_bearger) [00:00:46]: Could not unload undefined prefab 0x248c7e89 (winter_ornament_boss_beequeen) [00:00:46]: Could not unload undefined prefab 0xbd7ba41a (winter_ornament_boss_deerclops) [00:00:46]: Could not unload undefined prefab 0x407d4c1f (winter_ornament_boss_dragonfly) [00:00:46]: Could not unload undefined prefab 0x16eec5e (winter_ornament_boss_moose) [00:00:46]: Could not unload undefined prefab 0x71aadfec (winter_ornament_boss_toadstool) [00:00:46]: Could not unload undefined prefab 0x22a5ef58 (winter_ornament_plain1) [00:00:46]: Could not unload undefined prefab 0x22a5ef59 (winter_ornament_plain2) [00:00:46]: Could not unload undefined prefab 0x22a5ef5a (winter_ornament_plain3) [00:00:46]: Could not unload undefined prefab 0x22a5ef5b (winter_ornament_plain4) [00:00:46]: Could not unload undefined prefab 0x22a5ef5c (winter_ornament_plain5) [00:00:46]: Could not unload undefined prefab 0x22a5ef5d (winter_ornament_plain6) [00:00:46]: Could not unload undefined prefab 0x22a5ef5e (winter_ornament_plain7) [00:00:46]: Could not unload undefined prefab 0x22a5ef5f (winter_ornament_plain8) [00:00:46]: Could not unload undefined prefab 0xb3b14d39 (winter_ornament_fancy1) [00:00:46]: Could not unload undefined prefab 0xb3b14d3a (winter_ornament_fancy2) [00:00:46]: Could not unload undefined prefab 0xb3b14d3b (winter_ornament_fancy3) [00:00:46]: Could not unload undefined prefab 0xb3b14d3c (winter_ornament_fancy4) [00:00:46]: Could not unload undefined prefab 0x14e023cc (winter_ornament_light1) [00:00:46]: Could not unload undefined prefab 0x14e023cd (winter_ornament_light2) [00:00:46]: Could not unload undefined prefab 0x14e023ce (winter_ornament_light3) [00:00:46]: Could not unload undefined prefab 0x14e023cf (winter_ornament_light4) [00:00:46]: Could not unload undefined prefab 0x6aafab59 (winter_food1) [00:00:46]: Could not unload undefined prefab 0x6aafab5a (winter_food2) [00:00:46]: Could not unload undefined prefab 0x6aafab5b (winter_food3) [00:00:46]: Could not unload undefined prefab 0x6aafab5c (winter_food4) [00:00:46]: Could not unload undefined prefab 0x6aafab5d (winter_food5) [00:00:46]: Could not unload undefined prefab 0x6aafab5e (winter_food6) [00:00:46]: Could not unload undefined prefab 0x6aafab5f (winter_food7) [00:00:46]: Could not unload undefined prefab 0x6aafab60 (winter_food8) [00:00:46]: Could not unload undefined prefab 0x6aafab61 (winter_food9) [00:00:46]: Could not unload undefined prefab 0xb80b9acc (greengem) [00:00:46]: Could not unload undefined prefab 0xf07d70f5 (bluegem) [00:00:46]: Could not unload undefined prefab 0x46094f1b (beefalohat) [00:00:46]: Could not unload undefined prefab 0xe5306269 (flint) [00:00:46]: Could not unload undefined prefab 0x1ab03cb5 (silk) [00:00:46]: Could not unload undefined prefab 0xb5c89c61 (orangegem) [00:00:46]: Could not unload undefined prefab 0xdf809124 (gears) [00:00:46]: Could not unload undefined prefab 0x7e6d93ac (nitre) [00:00:46]: Could not unload undefined prefab 0x4058bc0 (molehat) [00:00:46]: Could not unload undefined prefab 0xbcbaa3e (redgem) [00:00:46]: Could not unload undefined prefab 0xcda99af6 (winterhat) [00:00:46]: Could not unload undefined prefab 0x8a2d55ba (catcoonhat) [00:00:46]: Could not unload undefined prefab 0xc63a5a5c (moonrocknugget) [00:00:46]: Could not unload undefined prefab 0x1941243b (yellowgem) [00:00:46]: Could not unload undefined prefab 0xe6af29d2 (compass) [00:00:46]: Could not unload undefined prefab 0xec43b9f4 (sewing_kit) [00:00:46]: Could not unload undefined prefab 0xf0330963 (panflute) [00:00:46]: Could not unload undefined prefab 0x2e54b535 (cane) [00:00:46]: Could not unload undefined prefab 0x49ba2e4d (walrushat) [00:00:48]: Load FE [00:00:49]: Load FE: done [00:00:49]: OnLoadPermissionList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/blocklist.txt (Failure) [00:00:49]: OnLoadPermissionList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/adminlist.txt (Failure) [00:00:49]: OnLoadUserIdList: APP:Klei//DoNotStarveTogetherANewReignBeta/client_save/whitelist.txt (Failure) [00:00:49]: SimLuaProxy::QueryServer() [00:00:49]: ModIndex: Load sequence finished successfully. [00:00:49]: Reset() returning [00:00:49]: Succesfully removed server listing [00:00:51]: [200] Account Communication Success (6) [00:00:51]: Received (KU_maDNsJFG) from TokenPurpose [00:00:51]: [Steam] Auth Session Ticket requested... [00:00:51]: loaded inventory_cache [00:00:52]: [Steam] Got Auth Session Ticket [00:00:52]: loaded inventory_cache [00:00:53]: images/motd.tex - is not a valid Klei texture. [00:00:53]: Could not load texture images/motd.tex [00:00:53]: Assert failure 'mTextureHandle != INVALID_RESOURCE_HANDLE' at ..\source\game\render\imagenode.cpp(105): Trace follows... This seems to happen after using the DoTaskInTime inside of my characters item. Here is the modded item LUA. local assets= { Asset("ANIM", "anim/destruction_orb.zip"), Asset("ANIM", "anim/swap_destruction_orb.zip"), Asset("ATLAS", "images/inventoryimages/destruction_orb.xml"), Asset("IMAGE", "images/inventoryimages/destruction_orb.tex"), } local function OnFinished(inst) inst.SoundEmitter:PlaySound("dontstarve/common/gem_shatter") inst:Remove() end local function attack(inst, attacker, target) attacker.SoundEmitter:PlaySound("dontstarve/wilson/attack_icestaff") end local function OnEquip(inst, owner) if owner:HasTag("omnic") then owner.AnimState:OverrideSymbol("swap_object", "swap_destruction_orb", "destruction_orb") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") else owner:DoTaskInTime(0, function() if owner and owner.components and owner.components.inventory then owner.components.inventory:DropItem(inst) if owner.components.talker then owner.components.talker:Say("I don't know how to use it.") end end end ) end end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local function fn(colour) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) anim:SetBank("destruction_orb") anim:SetBuild("destruction_orb") anim:PlayAnimation("idle") inst:AddTag("nopunch") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "destruction_orb" inst.components.inventoryitem.atlasname = "images/inventoryimages/destruction_orb.xml" inst:AddComponent("weapon") inst.components.weapon:SetDamage(46) inst.components.weapon:SetRange(8,10) inst.components.weapon:SetProjectile("zen_orb") inst.components.weapon:SetOnProjectileLaunch(attack) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(20) inst.components.finiteuses:SetUses(20) inst.components.finiteuses:SetOnFinished(OnFinished) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/destruction_orb", fn, assets, prefabs) I'm wondering if anyone has seen this issue before or if there's something I'm doing wrong that's causing this. I have used owner:DoTaskInTime and inst:DoTaskInTime and both still cause the crash. Thanks for any assistance.