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Hello all.

We have made the decision to move the changes from the beta branch over to the main game. It is right before a weekend but we will keep an eye on things in case something does not work quite correct so that we can issue a hotfix for those if they come up. The prior beta branch tested changes made to utility functions and you can read more on that from the beta thread. 

https://forums.kleientertainment.com/forums/topic/166712-game-update-676724/


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11 minutes ago, JesseB_Klei said:

Hello all.

We have made the decision to move the changes from the beta branch over to the main game. It is right before a weekend but we will keep an eye on things in case something does not work quite correct so that we can issue a hotfix for those if they come up. The prior beta branch tested changes made to utility functions and you can read more on that from the beta thread. https://forums.kleientertainment.com/forums/topic/166712-game-update-676724/

 

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Jeez. Now get some sleep Jesse you deserve it :D 

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Hello! While it is sad to see that some abuse some mechanics in malicious ways, I'd like to thank you all as always for your work. It's always better to be safe than sorry.

Since our dedi server wasn't in the beta branch, I just encountered a crash in our dedicated server after updating just now, which also has mods. I've shared the logs with the mod people, and as requested also sharing for you as well.
These are initial crash logs:
server_log (master_before).txtserver_log (caves_before).txt

I noticed in the caves logs that it's asking to update worldgenoverride to V2, so I did and these are the crash logs after:
server_log (master_after).txtserver_log (caves_after).txt

3 hours ago, Aztronat said:

Hello! While it is sad to see that some abuse some mechanics in malicious ways, I'd like to thank you all as always for your work. It's always better to be safe than sorry.

Since our dedi server wasn't in the beta branch, I just encountered a crash in our dedicated server after updating just now, which also has mods. I've shared the logs with the mod people, and as requested also sharing for you as well.
These are initial crash logs:
server_log (master_before).txtserver_log (caves_before).txt

I noticed in the caves logs that it's asking to update worldgenoverride to V2, so I did and these are the crash logs after:
server_log (master_after).txtserver_log (caves_after).txt

some of my friends also met the crash like this: attempt to call global 'loadstring' (a nil value)

and i really found load string function in their session files, and i don't think loadstring should be here which make it more like a virus

(not sure if it's caused by cherry forest mod or the consequence of other mods.)

image.png.a1bac042b95437a30860204976613784.png

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4 minutes ago, Littlefat1213 said:

(not sure if it's caused by cherry forest mod or the consequence of other mods.)

Oh thanks for showing that pic with the session file, hadn't looked yet but that shows me the mod has been saving definition file data I didn't know about. I'll get on solving this soon.

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10 minutes ago, ADM said:

Oh thanks for showing that pic with the session file, hadn't looked yet but that shows me the mod has been saving definition file data I didn't know about. I'll get on solving this soon.

Haven't looked at the code much but 
 

local env = {  -- add functions you know are safe here
    loadstring=loadstring 
 }

the loadstring=loadstring was removed

5 minutes ago, Cliffford W. said:

Haven't looked at the code much but 
 

local env = {  -- add functions you know are safe here
    loadstring=loadstring 
 }

the loadstring=loadstring was removed

This potentially will brick some mods that obfuscate their code using loadstring

Which is good i guess

image.png.f53ea58e8592389abca6f7a3f2f315ac.png

example of obfuscated code 

loadstring("\112\114\105\110\116\40\34\72\101\108\108\111\32\74\101\115\115\101\34\41\10")() --This will do print("Hello Jesse")

 

There is one mod so obfuscated i'm surprised it aint on a watchlist

1 hour ago, _zwb said:

This update adds a new function `TheSim:ValidateLineNumber`, how does it work? It doesn't seem to trigger any assertion or show any warning messages when I change the `scripts.zip` file.

Some engine side function that i'd assume checks if you attempt to modify specific function that you shouldn't change but i could be wrong

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3 hours ago, ADM said:

Oh thanks for showing that pic with the session file, hadn't looked yet but that shows me the mod has been saving definition file data I didn't know about. I'll get on solving this soon.

FWIW I can load Cherry Forrest with no issues.  I can start a new game with it and I'm able to load my last (separate from the new game) save.  Anything older (even a save from last week) crashes, and I think it has something to do with mods but I'm not sure what or where.

The game crashes, no error screen.  This happens when I click the save file, I don't even have a chance to load the game.  And ONLY with saves made prior to yesterday, solo game or multiplayer.

I've tried removing some mods and readding them, no change.  I think its weird I can use a new game and my last save but nothing older.  Log attached.

ETA - my oldest game uses some stuff from Cherry Island, I've been to it and brought items back, but my other old saves I hadn't done that yet so I don't think its anything I would have put in my base.  They still won't load.

client_log - ERROR.txt

Edited by Iridal

loadstring in a table in util.lua is died of death and old files are still using it ig? anyways heres a crash im getting, old modded worlds won't even load anymore, if this new standard is to be met, should probably make an announcement and let us know that old modded worlds using this need to be guttered for the sake of security and getting rid of any vulnerability

message.txt

Edited by Deimos001

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