Jump to content

[Game Update] - 455818


Recommended Posts

Guest aresd

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

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

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 by Lomion
Link to comment
Share on other sites

  • Developer
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.

  • Like 1
  • Thanks 2
  • Potato Cup 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...