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Salutations, I am relatively new to DST modding
What's concerning me is this in prefabs/skilltree_defs.lua as it just crashes the custom skill trees under trying to index a bool and what I have to do is set it back to nil and everything works just as fine

setmetatable(SkillTree.SKILLTREE_DEFS, {
    __newindex = function(t, k, v)
        v.modded = true
        rawset(t, k, v)
    end,
})

I was wondering why this should cause issues at all as doing type(table) indeed identifies it as a table, but trying to index it would crash the game

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https://forums.kleientertainment.com/forums/topic/146615-about-skill-trees/
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On 3/18/2023 at 7:30 PM, Cyachao said:

Salutations, I am relatively new to DST modding
What's concerning me is this in prefabs/skilltree_defs.lua as it just crashes the custom skill trees under trying to index a bool and what I have to do is set it back to nil and everything works just as fine

setmetatable(SkillTree.SKILLTREE_DEFS, {
    __newindex = function(t, k, v)
        v.modded = true
        rawset(t, k, v)
    end,
})

I was wondering why this should cause issues at all as doing type(table) indeed identifies it as a table, but trying to index it would crash the game

SKILLTREE_DEFS is a table that should include only data for skills as assumed by the game, but the modded = true field messes things up. This is on Klei's part.

I've reported the issue in the Bug Tracker.

8 hours ago, Hornete said:

SKILLTREE_DEFS is a table that should include only data for skills as assumed by the game, but the modded = true field messes things up. This is on Klei's part.

I've reported the issue in the Bug Tracker.

Alright, thanks for clarifying!

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