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Game Update 137410 - 5/25/2015


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137347 137410 - 5/25/2015

 

Changes

  • Added a new recipe for Scaled Tiles

  • The Dragonfly can now drop a Lavae Egg

  • The Weather Pain’s tornado is less destructive. It now does 2 “work” per tick instead of destroying the object outright.

  • Shadow creatures will now only emit a sanity aura to nearby players that are valid targets.

  • Birds in Bird Cages now signal their distress when they’re getting hungry.

 

Bug Fixes

  • Fixed a crash during worldgen on retry

  • Players should no longer see their previously equipped hat for a couple frames while reviving.

  • Wigfrid’s “Refuse Eat” animation can now be canceled.

  • Webber’s spider hiring will ignore spiders that already have a leader.

  • Heads on a stick now drop the proper amount of loot when they are burnt.

  • Removed the “It’s full” message when putting a bird into a birdcage.

  • Smallbirds raised in the wild by Tallbirds will no longer starve to death.

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Added a new recipe for Scaled Tiles

O__O is it dapper? Do we regen Sanity when on it? (haven't tried it yet)

 

The Dragonfly can now drop a Lavae Egg

Bless your soul

 

Shadow creatures will now only emit a sanity aura to nearby players that are valid targets.

Bless your sanity

 

Birds in Bird Cages now signal their distress when they’re getting hungry.

Curse you Perry the platypus

 

Wigfrid’s “Refuse Eat” animation can now be canceled.

:D curse you Perry the Platypus 

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Added a new recipe for Scaled Tiles

Interesting...

 

The Dragonfly can now drop a Lavae Egg
 

This seems like a bad thing... But uh.. we'll see.

 

The Weather Pain’s tornado is less destructive. It now does 2 “work” per tick instead of destroying the object outright.

Griefing == Nerfed.

 

Shadow creatures will now only emit a sanity aura to nearby players that are valid targets.

WOO I was tired of other players making me insane.

 

Birds in Bird Cages now signal their distress when they’re getting hungry.

Looks like it's time to build more bird traps. A lot more. 

 

Now all we need is a Mosling egg!!!!!! Mosling pets now!

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Oh, not the bird starving again. :( Not only that they can't be feed during the night, but they starve once again.

 

As for the other points, some really nice changes and additions to the game.

 

-edit- Aight, so now the dragonfly can drop a lave egg which can be hatched similar to the tallbird egg. Once the lavae comes out of the egg it drops a lavae egg tooth which works similar to chesters' eyebone. As far as I can tell this fiery pet sets stuff on fire, actually it raises the temperature of nearby entities and buildings. Besides a constant source of heat, will the lavae pet be useful for anything else or am I missing some of its' abilities?

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Guys...you can cook food on your baby dragonfly lavae, still finding out if it need food or what it eats.

 

Edit : I found out it eats ash. (I remember the dragonfly eats ashes so yeah)

 

Edit x 2 : Dragon scale flooring needs flooring/icon on map it's the same icon/flooring as the sea.

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Birds in Bird Cages now signal their distress when they’re getting hungry.

 

WHY!?  Didn't we already establish this was lame and annoying.  If birds can starve again then let us feed them at night.  I'd sooner lose the bird altogether than have to worry about feeding it all the time.  I never thought it(bird cage) was all that game breaking and it was more a convenience than a necessity for me,  Well I guess I have one less thing to build now

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WHY!?

 

Maybe they intend to have somebody to tend to the base in cooperative play.

So one guy stays and feeds the birds.

 

The more interesting change though is that birds now do NOT eat cooked monster meat into eggs.

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The more interesting change though is that birds now do NOT eat cooked monster meat into eggs.

 RIP bacon and eggs master race (although I guess you could follow it a bit less efficiently using morsels for eggs, but... meh). So that leaves the Dragonfruit and Honey Ham long-term food strategies intact, without much competition.

 

On the other hand, it looks like birds have a chance to make guano now, which gives you something to do with all those extra seeds you inevitably end up with when doing heavy-duty farming. And the tiny guanos are pretty cute :3

 

It also looks like mandrakes will be getting back in soon, their code got completely refactored, but I don't think they generate yet.

 

Edit: Is the scaled flooring art temporary/bugged right now? It looks really blurry compared to everything else.

 

Edit 2: The tiny guanos are cute, but they have some weirdness around resizing. Reloading the game makes them big, and then they behave a bit strangely when stacking guanos of different sizes... it might be better to make it a separate item, or just make all guano small, seeing as batalisks aren't that much bigger than birds.

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Need an option to revert clients back to previous patches.

 

I was playing on a server earlier today, and the game got updated in the background. I restarted my computer for an unrelated reason and the server was no longer on the list. Pretty annoying.

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The more interesting change though is that birds now do NOT eat cooked monster meat into eggs.

RIP bacon and eggs indeed. Spiders and hounds will be happy.

 

As for the Dragon scale flooring... WHAT!?! Another type of flooring to beautify a base? Holly molly! 

 

-edit- the scale flooring art could be a little more sharp imho. Also, the range of its' effect might need to be raised, because at the end of the flooring items can still smolder and end up burning:

post-227914-0-78857400-1432625388_thumb.

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Birds in birdcages will starve and die in a matter of days even if they aren't loaded. So if you have multiple bases and you spend a season at one base, you'll come back to your other bases to find your birds inevitably dead. I suppose you could stockpile bird traps and seeds at every base so that you can recapture a bird whenever you need it, but man.. that sounds incredibly tedious for such a relatively trivial feature of gameplay. I was willing to go along with Klei on the sleeping bird front, and I accept the nerfing of monster meat, but I think I'm going to have to edit this birdcage hunger bit out of the code. Maybe they have plans to tweak it further and it will make sense later on, but for now I just don't accept that as a fair aspect of gameplay. It's as if they think birdcages are game-breaking and they're just trying to nerf them into oblivion. 

 

On more positive notes, bird guano looks adorable. It's so tiny compared to what it used to be. I also love that they are adding more rewards for battling dragonfly. The scale flooring looks incredibly awesome. It seems like a scant amount of flooring per scale though. The lavae pet is an interesting addition. You hatch the egg just like you'd do for a tallbird, and when it hatches it spits out a "lavae tooth" which acts like chester's eyebone or glommer's flower. At night it just turns into a puddle of fiery goop, and it emits just enough light to keep Charlie away.  

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I still have the 137347 version of DST, and my steam is not catching an update for 137410?? All my friends have v410 so now I can't play with any of them because it keeps saying their version is older than mine. I already tried reinstalling DST but I still have v137347. Help??

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onexit

[01:17:22]: [string "scripts/stategraphs/SGwilson.lua"]:810: Left death state.LUA ERROR stack traceback:=[C]:-1 in (global) assert (C) <-1--1>scripts/stategraphs/SGwilson.lua:810 in (field) onexit (Lua) <808-811>   inst = 128657 - wendy (valid:true)scripts/stategraph.lua:445 in (method) GoToState (Lua) <433-494>   self =      timelineindex = 1      tags = table: 1E30F338      mem = table: 1D590520      statemem = table: 1E30A018      currentstate = table: 0B6EEBE8      timeinstate = 0.033333335071802      sg = Stategraph : wilson      inst = 128657 - wendy (valid:true)      statestarttime = 4620.2669076324      bufferedevents = table: 1E311110      lastupdatetime = 4620.3002409674      laststate = table: 0A59F8B0      prevstate = table: 0B6EEBE8   statename = death   params = nil   state = table: 0B6EEBE8scripts/stategraphs/SGwilson.lua:414 in () ? (Lua) <405-428>   inst = 128657 - wendy (valid:true)=(tail call):-1 in ()  (tail) <-1--1>=(tail call):-1 in ()  (tail) <-1--1>=(tail call):-1 in ()  (tail) <-1--1>=(tail call):-1 in ()  (tail) <-1--1>scripts/stategraph.lua:397 in (method) HandleEvents (Lua) <389-404>   self =      timelineindex = 1      tags = table: 1E30F338      mem = table: 1D590520      statemem = table: 1E30A018      currentstate = table: 0B6EEBE8      timeinstate = 0.033333335071802      sg = Stategraph : wilson      inst = 128657 - wendy (valid:true)      statestarttime = 4620.2669076324      bufferedevents = table: 1E311110      lastupdatetime = 4620.3002409674      laststate = table: 0A59F8B0      prevstate = table: 0B6EEBE8   k = 1   event = table: 122487E8   handler = table: 05E541F0scripts/stategraph.lua:143 in (method) Update (Lua) <107-146>   self =      updaters = table: 1DD429B0      OnEnterNewState = function - scripts/stategraph.lua:27      tickwaiters = table: 0A4B9660      haveEvents = table: 1A56B178      hibernaters = table: 0A4BA4C0      instances = table: 0A4B9480   current_tick = 138624   waiters = table: 1DD53D80   updaters = table: 12253328   evs = table: 122551A0   k = sg="wilson", state="death", time=0.53, tags = "busy,pausepredict,nomorph,"   v = truescripts/update.lua:205 in () ? (Lua) <146-219>   dt = 0.033333335071802   tick = 138624   i = 138624[01:17:22]: SCRIPT ERROR! Showing error screen	

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Previous crash:

 

combat (05/23/2015)

[09:18:07]: [string "scripts/components/combat.lua"]:58: attempt to index field 'combat' (a nil value)LUA ERROR stack traceback:scripts/components/combat.lua:58 in (upvalue) SetLastTarget (Lua) <56-59>   self =      hiteffectsymbol = marker      defaultdamage = 40      keeptargetfn = function - scripts/prefabs/lavae.lua:57      forcefacing = true      inst = 820797 - lavae (valid:false)      retargetperiod = 3      hitrange = 3      lastwasattackedtime = 0      keeptargettimeout = 0.79999998956919      pvp_damagemod = 1      laststartattacktime = 119697.23957603      retargettask = PERIODIC 820797: 3.000000      lasttargetGUID = 710786      nextbattlecrytime = 119705.07550452      losetargetcallback = function - scripts/components/combat.lua:248      playerdamagepercent = 1      battlecryenabled = true      _ = table: 30716770      targetfn = function - scripts/prefabs/lavae.lua:38   target = 710786 - wx78 (valid:true)scripts/components/combat.lua:263 in (method) DropTarget (Lua) <261-272>   self =      hiteffectsymbol = marker      defaultdamage = 40      keeptargetfn = function - scripts/prefabs/lavae.lua:57      forcefacing = true      inst = 820797 - lavae (valid:false)      retargetperiod = 3      hitrange = 3      lastwasattackedtime = 0      keeptargettimeout = 0.79999998956919      pvp_damagemod = 1      laststartattacktime = 119697.23957603      retargettask = PERIODIC 820797: 3.000000      lasttargetGUID = 710786      nextbattlecrytime = 119705.07550452      losetargetcallback = function - scripts/components/combat.lua:248      playerdamagepercent = 1      battlecryenabled = true      _ = table: 30716770      targetfn = function - scripts/prefabs/lavae.lua:38   hasnexttarget = falsescripts/components/combat.lua:292 in () ? (Lua) <289-295>   self =      hiteffectsymbol = marker      defaultdamage = 40      keeptargetfn = function - scripts/prefabs/lavae.lua:57      forcefacing = true      inst = 820797 - lavae (valid:false)      retargetperiod = 3      hitrange = 3      lastwasattackedtime = 0      keeptargettimeout = 0.79999998956919      pvp_damagemod = 1      laststartattacktime = 119697.23957603      retargettask = PERIODIC 820797: 3.000000      lasttargetGUID = 710786      nextbattlecrytime = 119705.07550452      losetargetcallback = function - scripts/components/combat.lua:248      playerdamagepercent = 1      battlecryenabled = true      _ = table: 30716770      targetfn = function - scripts/prefabs/lavae.lua:38   target = nil   new = true=(tail call):-1 in ()  (tail) <-1--1>=(tail call):-1 in ()  (tail) <-1--1>scripts/prefabs/dragonfly.lua:156 in (upvalue) ResetLavae (Lua) <152-160>   inst = 815777 - dragonfly (valid:true)   lavae = table: 2DE66208   k = 820797 - lavae (valid:false)   v = truescripts/prefabs/dragonfly.lua:349 in (local) fn (Lua) <348-350>   inst = 815777 - dragonfly (valid:true)   data = table: 28F52680scripts/entityscript.lua:935 in (method) PushEvent (Lua) <929-952>   self (valid:true) =      GUID = 815777      inlimbo = false      brain = --brain--sleep time: 0.00Priority - RUNNING <RUNNING> (execute 2, eval in 0.27)>0.00   >Parallel - READY <READY> ()>0.00   >   >Reset Fight - READY <READY> ()>0.00   >   >DoAction - READY <READY> ()>0.00   >Parallel - RUNNING <RUNNING> ()>0.00   >   >Spawn Lavae - READY <SUCCESS> ()>0.00   >   >DoAction - RUNNING <RUNNING> ()>0.00   >ChaseAndAttack - READY <READY> ()>0.00   >Leash - READY <READY> ()>0.00   >Wander - READY <READY> ()>0.00      target = 102185 - lava_pond (valid:true)      AnimState = AnimState (38F06748)      Light = Light (38F0BE48)      Network = Network (38F066C8)      pendingtasks = table: 151B51C0      TransformFire = function - scripts/prefabs/dragonfly.lua:87      sg = sg="dragonfly", state="death", time=5.60, tags = "busy,"      spawntime = 119488.10623179      last_hit_time = 119706.43957651      freezable_extra_resist = 0      DoDespawn = function - scripts/prefabs/dragonfly.lua:190      reset = false      playercomba[09:18:07]: SCRIPT ERROR! Showing error screen

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So if you have multiple bases and you spend a season at one base, you'll come back to your other bases to find your birds inevitably dead. I suppose you could stockpile bird traps and seeds at every base so that you can recapture a bird whenever you need it, but man..

 

Or... you could just take the bird from one cage and put it in the other? The bird is pretty minor if you're just getting eggs from it (although that's still a pretty decent power option) but the real thing is birds make it trivial to get infinite dragon fruit, which means infinite dragonpie, something you can make with 3 sticks and gives +75 hunger and hp. The body temp rise isn't a big deal even in the summer.

 

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Or... you could just take the bird from one cage and put it in the other? The bird is pretty minor if you're just getting eggs from it (although that's still a pretty decent power option) but the real thing is birds make it trivial to get infinite dragon fruit, which means infinite dragonpie, something you can make with 3 sticks and gives +75 hunger and hp. The body temp rise isn't a big deal even in the summer.

 

 

Sounds like it's the dragon fruit that needs a nerf, then.

 

Make it so that the pie requires two dragon fruits. Or even better, if you feed a dragon fruit to the bird, it catches on fire and dies. :)

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Make it so that the pie requires two dragon fruits. Or even better, if you feed a dragon fruit to the bird, it catches on fire and dies. :-)

 

Even better, make it so there is a phoenix bird that can eat and produce dragon fruit seeds.

The other birds die in the combustion.

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