shadowDigga Posted March 13, 2021 Share Posted March 13, 2021 Mac version has not been updated, still stays at 455744 and crashes on startup. Link to comment Share on other sites More sharing options...
Guest aresd Posted March 13, 2021 Share Posted March 13, 2021 Dedicated server version for Linux after the last update no longer starts. Thanks for updating before the weekend. [00:00:51]: Out of memory. Bytes requested: 2147483647 src/tier1/fileio.cpp (4914) : Assertion Failed: s_bExit src/tier1/fileio.cpp (4914) : Assertion Failed: s_bExit src/tier1/fileio.cpp (4916) : Assertion Failed: m_vecRegisteredWriters.Count() == 0 src/tier1/fileio.cpp (4916) : Assertion Failed: m_vecRegisteredWriters.Count() == 0 Bad thread localsrc/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited src/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited Bad thread localBad thread localsrc/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited src/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited Bad thread localBad thread localsrc/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited src/tier1/fileio.cpp (4976) : Assertion Failed: CFileWriterThread already exited Link to comment Share on other sites More sharing options...
Developer zarklord_klei Posted March 13, 2021 Author Developer Share Posted March 13, 2021 Sorry about that, somehow the game update didn't actually get set live, this has been fixed, and update 455818 is actually live now. 1 5 1 Link to comment Share on other sites More sharing options...
Lomion Posted March 13, 2021 Share Posted March 13, 2021 Can you please tell the guys who make dedicated server that now it completely ignores whether mods are actually updated or downloaded and just goes on with the startup routine, ending up in either crashes or mods being inactive. It's a pain to guess on which startup the mods will actually get updated. =/ Link to comment Share on other sites More sharing options...
Lomion Posted March 13, 2021 Share Posted March 13, 2021 (edited) Now i'm getting this from multiple mods. No matter were they updated or not: Spoiler AnimationFile::LoadFile Failed to open ../mods/workshop-2311599832/../mods/workshop-2311599832/anim/seedcontainer.zip AnimationFile::LoadFile Failed to open ../mods/workshop-1505270912/../mods/workshop-1505270912/anim/speargun.zip Could not load atlas ../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/../mods/workshop-1257634741/images/inventoryimages/turf_jungle.xml Literally thousands of those messages. =/ Edited March 13, 2021 by Lomion Link to comment Share on other sites More sharing options...
licet_insanire Posted March 14, 2021 Share Posted March 14, 2021 @zarklord_klei I didn't understand your reply very well there. Is a stock world one where everything is on default? That is not my objective, and I was wondering if it is possible to set touchstones on default on the surface but on none for the caves with just one worldgenoverrides.lua. 1 Link to comment Share on other sites More sharing options...
Developer zarklord_klei Posted March 14, 2021 Author Developer Share Posted March 14, 2021 4 hours ago, licet_insanire said: @zarklord_klei I didn't understand your reply very well there. Is a stock world one where everything is on default? That is not my objective, and I was wondering if it is possible to set touchstones on default on the surface but on none for the caves with just one worldgenoverrides.lua. you have to have different worldgenoverride.lua for caves and forest, worldgenoverride.lua is read, and applied on top of default settings(all options at default, SURVIVAL_TOGETHER settings and worldgen preset, if that is your intended forest world, then you do not need to create a worldgenoverride.lua for the forest shard, caves shards will always need a worldgenoverride.lua otherwise they would generate the forest world, you would want the settings_preset to be equal to "DST_CAVE" and the worldgen_preset to be equal to "DST_CAVE", and then in overrides, touchstone = "never", to disable touch stones for the caves shard. you can see this post for the full list of options you can specify in worldgenoverrides.lua. 1 2 1 Link to comment Share on other sites More sharing options...
licet_insanire Posted March 14, 2021 Share Posted March 14, 2021 Thank you for your explanation. Right now I get the bug (I believe already reported) where I get stuck on an infinite worldgen loop even with everything on default, but I think I understood this time. Link to comment Share on other sites More sharing options...
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