Audius Posted October 7, 2013 Share Posted October 7, 2013 I get a crash whenever I try to sleep inside caves when my sanity is low, that also happens whenever I try to eat to restore my sanity above 60, also inside caves, but the crash doesn't occur in the ruins. I'm not sure what might be causing this but maybe it tries to make it rain inside the cave due to low sanity, and since it can't rain inside caves the game crashes. Link to comment Share on other sites More sharing options...
Seyph Posted October 7, 2013 Author Share Posted October 7, 2013 @AudiusCould you post your log.txt, please? You can find it in your Documents\Klei\DoNotStarve\ folder. Link to comment Share on other sites More sharing options...
Audius Posted October 7, 2013 Share Posted October 7, 2013 How do I tag something as spoiler again? I don't want to fill the entire page with the log. Link to comment Share on other sites More sharing options...
Malacath Posted October 7, 2013 Share Posted October 7, 2013 How do I tag something as spoiler again? I don't want to fill the entire page with the log.["SPOILER]["/SPOILER]Remove the " Link to comment Share on other sites More sharing options...
Audius Posted October 7, 2013 Share Posted October 7, 2013 Ah, right. Thanks. Starting upDon't Starve: 86935 WIN32_STEAMBuild Date: 2013-10-05_15-32-30THREAD - started 'GAClient' (908)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeWindowManager::SetFullscreen(0, 1680, 1050, 60)GLInfo~~~~~~GL_VENDOR: Google Inc.GL_RENDERER: ANGLE (AMD Radeon HD 6800 Series)GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)OpenGL extensions (19, 19):GL_ANGLE_depth_textureGL_ANGLE_framebuffer_blitGL_ANGLE_framebuffer_multisampleGL_ANGLE_instanced_arraysGL_ANGLE_pack_reverse_row_orderGL_ANGLE_texture_compression_dxt3GL_ANGLE_texture_compression_dxt5GL_ANGLE_texture_usageGL_ANGLE_translated_shader_sourceGL_EXT_read_format_bgraGL_EXT_robustnessGL_EXT_texture_compression_dxt1GL_EXT_texture_format_BGRA8888GL_EXT_texture_storageGL_OES_get_program_binaryGL_OES_packed_depth_stencilGL_OES_rgb8_rgba8GL_OES_standard_derivativesGL_OES_texture_npotGL_MAX_TEXTURE_SIZE = 16384GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 16384GL_MAX_VIEWPORT_DIMS = 16384, 16384GL_MAX_VARYING_VECTORS = 10GL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS = 254GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4GL_MAX_FRAGMENT_UNIFORM_VECTORS = 2214 compressed texture formatstexture format 0x83f0texture format 0x83f1texture format 0x83f2texture format 0x83f3THREAD - started 'WindowsInputManager' (7832)cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.lua scripts/modindex.lua(274,1) loaded modindex scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence. scripts/mods.lua(141,1) Loading mod: workshop-177537243 (Wren the Stormcaller) scripts/mods.lua(165,1) Mod: workshop-177537243 (Wren the Stormcaller) Loading modworldgenmain.lua scripts/mods.lua(173,1) Mod: workshop-177537243 (Wren the Stormcaller) Mod had no modworldgenmain.lua. Skipping. scripts/mods.lua(165,1) Mod: workshop-177537243 (Wren the Stormcaller) Loading modmain.lua scripts/mods.lua(255,1) Mod: workshop-177537243 (Wren the Stormcaller) Registering prefabs scripts/mods.lua(261,1) Mod: workshop-177537243 (Wren the Stormcaller) Registering prefab file: prefabs/wren scripts/mods.lua(265,1) Mod: workshop-177537243 (Wren the Stormcaller) wren scripts/mods.lua(261,1) Mod: workshop-177537243 (Wren the Stormcaller) Registering prefab file: prefabs/lightstaff scripts/mods.lua(265,1) Mod: workshop-177537243 (Wren the Stormcaller) lightstaff scripts/mods.lua(261,1) Mod: workshop-177537243 (Wren the Stormcaller) Registering prefab file: prefabs/staffspark scripts/mods.lua(265,1) Mod: workshop-177537243 (Wren the Stormcaller) staffspark scripts/mods.lua(278,1) Mod: workshop-177537243 (Wren the Stormcaller) Registering default mod prefab LOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1254 scripts/playerprofile.lua(268,1) loaded profile scripts/playerprofile.lua(313,1) bloom_enabled true scripts/saveindex.lua(75,1) loaded saveindex scripts/gamelogic.lua(1046,1) OnFilesLoaded() scripts/gamelogic.lua(1035,1) OnUpdatePurchaseStateComplete scripts/gamelogic.lua(81,1) Unload BE scripts/gamelogic.lua(84,1) Unload BE done scripts/gamelogic.lua(86,1) Load FE scripts/gamelogic.lua(88,1) Load FE: done scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully. Reset() returningGetCachedUGCCount 0EnumerateUserSubscribedFiles(0)OnEnumerateUserSubscribedFilesResult EResult 1, results 1/1Enum complete. Found 1 mods.DeleteUnsubscribedFiles [../mods]FindDirectoriesMatching [../mods/workshop-*]GetPublishedFileDetails(0)Getting mod details...OnPublishedFileDetailsResult EResult 1, 177537243 245850, 219740, [Wren the Stormcaller], [[six Feet Under] compatible.Stats:Health - 200Hunger - 100Sanity - 150Features:Hits like a wet noodle, but moves around a bit faster to compensate!Has an affinity for the rain, gaining sanity when it falls.If sanity gets too low, rain will start falling in an attempt to recuperate.Frogs will fall from the sky if sanity is critically low. [*]Gets hungry quickly, and is picky about the foods she eats and the state they're in.Some foods, such as monster-variety meat, she just won't eat.If the food is stale or spoiled, it suffers a penalty. [*]Has a phobia of bugs. Bees, killer bees, and mosquitoes now give off an insanity aura.----------------------New in version 1.1:Nightvision has been removed.Upon request, a new craftable lightning staff!You can now strike your foes with lightning! -15 sanity, -10% durability, and 10 damage per attack.Doubles as a torch! Has a passive -1% durability loss per tick when equipped.Will be found under the Magic tab, craftable with a Prestihatitator. Requires Nightmare Fuel x4, Living Logs x2, and Gold x3. [*]When Wren's insane and is hit by an enemy, lightning will strike back at them. This will hit 1 enemy for 10 damage and have a 1-minute cooldown.** Bugs or crashes? **State what you were doing at the time of the crash. Be as descriptive as possible!See if you can find the error in your log.txt in Documents/Klei/DoNotStarve/If you cannot identify the error, please post your log.txt over at the official thread:http://forums.kleientertainment.com/index.php?/topic/27502-character-wren-the-stormcaller/Please either attach your log.txt directly to your post or use spoiler tags!Special thanks to the modders over at Klei forums:debugman18simplexHeavenfallPsycosisDaVinci557Feel free to leave suggestions!], 920148818472723558, 921273104951259688, 76561198071341071, 1378861804, 1379829246, 0, 0, [character], 144, [mod_publish_data_file.zip], 1491650, 49972, [], 0Mod listing complete.DownloadPublishedFile(0)Downloading mod file 920148818472723558 [mod_publish_data_file.zip] [Wren the Stormcaller]...OnDownloadPublishedFileResult EResult 1, 920148818472723558 245850, 1491650, [mod_publish_data_file.zip], 76561198071341071UnpackMod 920148818472723558 [mod_publish_data_file.zip] [Wren the Stormcaller]RecursivelyDeleteDirectory [../mods/workshop-177537243]RecursivelyDeleteDirectory [../mods/workshop-177537243/anim]DelFile [../mods/workshop-177537243/anim/atlas-0.png] 0: ok.DelFile [../mods/workshop-177537243/anim/lightstaff.zip] 0: ok.DelFile [../mods/workshop-177537243/anim/swap_lightstaff.zip] 0: ok.DelFile [../mods/workshop-177537243/anim/wren.zip] 0: ok.DelDirectory [../mods/workshop-177537243/anim] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/bigportraits]DelFile [../mods/workshop-177537243/bigportraits/wren.tex] 0: ok.DelFile [../mods/workshop-177537243/bigportraits/wren.xml] 0: ok.DelDirectory [../mods/workshop-177537243/bigportraits] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/fx]DelFile [../mods/workshop-177537243/fx/!!staffspark.tex] 0: ok.DelFile [../mods/workshop-177537243/fx/staffspark.tex] 0: ok.DelFile [../mods/workshop-177537243/fx/staffspark.xml] 0: ok.DelDirectory [../mods/workshop-177537243/fx] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/images]RecursivelyDeleteDirectory [../mods/workshop-177537243/images/inventoryimages]DelFile [../mods/workshop-177537243/images/inventoryimages/herolan.tex] 0: ok.DelFile [../mods/workshop-177537243/images/inventoryimages/herolan.xml] 0: ok.DelFile [../mods/workshop-177537243/images/inventoryimages/lightstaff.tex] 0: ok.DelFile [../mods/workshop-177537243/images/inventoryimages/lightstaff.xml] 0: ok.DelDirectory [../mods/workshop-177537243/images/inventoryimages] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/images/saveslot_portraits]DelFile [../mods/workshop-177537243/images/saveslot_portraits/wren.tex] 0: ok.DelFile [../mods/workshop-177537243/images/saveslot_portraits/wren.xml] 0: ok.DelDirectory [../mods/workshop-177537243/images/saveslot_portraits] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/images/selectscreen_portraits]DelFile [../mods/workshop-177537243/images/selectscreen_portraits/wren.tex] 0: ok.DelFile [../mods/workshop-177537243/images/selectscreen_portraits/wren.xml] 0: ok.DelFile [../mods/workshop-177537243/images/selectscreen_portraits/wren_silho.tex] 0: ok.DelFile [../mods/workshop-177537243/images/selectscreen_portraits/wren_silho.xml] 0: ok.DelDirectory [../mods/workshop-177537243/images/selectscreen_portraits] 0: ok.DelDirectory [../mods/workshop-177537243/images] 0: ok.RecursivelyDeleteDirectory [../mods/workshop-177537243/scripts]RecursivelyDeleteDirectory [../mods/workshop-177537243/scripts/prefabs]DelFile [../mods/workshop-177537243/scripts/prefabs/lightstaff.lua] 0: ok.DelFile [../mods/workshop-177537243/scripts/prefabs/staffspark.lua] 0: ok.DelFile [../mods/workshop-177537243/scripts/prefabs/wren.lua] 0: ok.DelDirectory [../mods/workshop-177537243/scripts/prefabs] 0: ok.DelFile [../mods/workshop-177537243/scripts/speech_wren.lua] 0: ok.DelDirectory [../mods/workshop-177537243/scripts] 0: ok.DelFile [../mods/workshop-177537243/modicon.tex] 0: ok.DelFile [../mods/workshop-177537243/modicon.xml] 0: ok.DelFile [../mods/workshop-177537243/modinfo.lua] 0: ok.DelFile [../mods/workshop-177537243/modmain.lua] 0: ok.DelDirectory [../mods/workshop-177537243] 0: ok.SteamWorkshop::UnzipMod ../mods/workshop-177537243WriteModFile [../mods/workshop-177537243/modicon.tex] 382894 bytesWriteModFile [../mods/workshop-177537243/modicon.xml] 138 bytesWriteModFile [../mods/workshop-177537243/modinfo.lua] 744 bytesWriteModFile [../mods/workshop-177537243/modmain.lua] 3779 bytesWriteModFile [../mods/workshop-177537243/anim/atlas-0.png] 93421 bytesWriteModFile [../mods/workshop-177537243/anim/lightstaff.zip] 5129 bytesWriteModFile [../mods/workshop-177537243/anim/swap_lightstaff.zip] 10533 bytesWriteModFile [../mods/workshop-177537243/anim/wren.zip] 143247 bytesWriteModFile [../mods/workshop-177537243/bigportraits/wren.tex] 2150356 bytesWriteModFile [../mods/workshop-177537243/bigportraits/wren.xml] 134 bytesWriteModFile [../mods/workshop-177537243/fx/!!staffspark.tex] 5608 bytesWriteModFile [../mods/workshop-177537243/fx/staffspark.tex] 5608 bytesWriteModFile [../mods/workshop-177537243/fx/staffspark.xml] 340 bytesWriteModFile [../mods/workshop-177537243/images/inventoryimages/herolan.tex] 21922 bytesWriteModFile [../mods/workshop-177537243/images/inventoryimages/herolan.xml] 138 bytesWriteModFile [../mods/workshop-177537243/images/inventoryimages/lightstaff.tex] 21922 bytesWriteModFile [../mods/workshop-177537243/images/inventoryimages/lightstaff.xml] 144 bytesWriteModFile [../mods/workshop-177537243/images/saveslot_portraits/wren.tex] 66586 bytesWriteModFile [../mods/workshop-177537243/images/saveslot_portraits/wren.xml] 132 bytesWriteModFile [../mods/workshop-177537243/images/selectscreen_portraits/wren.tex] 284578 bytesWriteModFile [../mods/workshop-177537243/images/selectscreen_portraits/wren.xml] 132 bytesWriteModFile [../mods/workshop-177537243/images/selectscreen_portraits/wren_silho.tex] 284578 bytesWriteModFile [../mods/workshop-177537243/images/selectscreen_portraits/wren_silho.xml] 144 bytesWriteModFile [../mods/workshop-177537243/scripts/speech_wren.lua] 31498 bytesWriteModFile [../mods/workshop-177537243/scripts/prefabs/lightstaff.lua] 3982 bytesWriteModFile [../mods/workshop-177537243/scripts/prefabs/staffspark.lua] 3099 bytesWriteModFile [../mods/workshop-177537243/scripts/prefabs/wren.lua] 5203 bytesMod downloads complete.GetCachedUGCCount 0SteamWorkshop::CompleteCallback (success, Mods were updated.) setSimLuaProxy::OnUpdateWorkshopModsComplete(ok., Mods were updated.)scripts/screens/modsscreen.lua(634,1) Reloading Mod Info Prefabs scripts/screens/modsscreen.lua(621,1) Loading Mod Info Prefabs scripts/screens/modsscreen.lua(626,1) Unloading Mod Info Prefabs scripts/screens/modsscreen.lua(626,1) Unloading Mod Info Prefabs scripts/mods.lua(290,1) unloading prefabs for mod MOD_workshop-177537243 Collecting garbage...lua_gc took 0.03 seconds~SimLuaProxy()lua_close took 0.02 secondsOrphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.HttpClient::ClientThread::Main() completeShutting down Link to comment Share on other sites More sharing options...
Seyph Posted October 8, 2013 Author Share Posted October 8, 2013 @AudiusThat's the log you got right when you crashed? I don't see anything wrong in it, and I can't seem to reproduce the crash you got on my end. Link to comment Share on other sites More sharing options...
Cjors Posted October 14, 2013 Share Posted October 14, 2013 Hey, thanks for this mod i plan on playing with Wren tonight. I just wanted to confirm the damage model on the lightning and specifically the lightning staff. 10 damage (based on values from steam workshop page) is incredibly low if that is the correct information, to give reference on a 1x damage character the boomerang does 27.2 damage it can also hit 10 times just like the staff and is significantly easier to craft.Considering the cost of the materials the closest comparable weapon is likely the dark sword which would be slightly easier to make being 1 living log and 5 nightmare fuel rather than the staff costing 2 living logs 4 nightmare fuel and 3 gold (gold being relatively easy to aquire).Looking at other staffs in the game all but one have 20 uses in durability. And working off of the damage model of the dark sword and basing the staff on 66% or two thirds of the total potential damage of that weapon, i did this to account for the staff being ranged. It would look like this, 68 (darksword base dmg) X 100 (base uses) / 20 (staff uses) = 340 (damage darksword would have at 20 uses) X 0.666 (to make it 66%) result is 226.44 damage per lightning strike with the staff having 20 uses. With this damage model 2 hits on a beefalo or koalafant would still be insufficient to kill it resulting in 452.88 of the 500 damage required. It would take 9 hits to take down a midsized treeguard although using it in such rapid succesion would be dangerous with the -15 sanity resulting in only around 6 strikes making you all the way out of your mind crazy.Anyway thanks again for the mod, i'll be playing it soon. And whether you follow the model above or you choose to go in an entirely different direction with it, i look forward to the result. Just please make it more than 10 damage (wilson punches that hard) Link to comment Share on other sites More sharing options...
Seyph Posted October 19, 2013 Author Share Posted October 19, 2013 @CjorsThe difference between the lightning staff and, for example, the fire staff, is that the lightning strike does a direct 10 damage for the initial hit and additional damage when the target is set on fire as a result, whereas the fire staff just relies on just the damage from the target being on fire. So, in the end, it really adds up to being more than just 10 damage per hit. I'm not quite sure just how much damage is taken per tick from being on fire, though. I haven't looked that far into it. As for the recipe for the staff, it's based on the more costly staffs (orange, yellow, etc), since it has a double use as a slow-fading torch. Personally, I think that justifies the price, and now with the final update having an alternative method for obtaining living logs (through "Living Trees"), it should be easier to obtain. Although, I admit, I initially played around with the idea of making the recipe use just regular logs, because of how hard it could be to obtain living logs. Thank you for your interest in my mod. c: Link to comment Share on other sites More sharing options...
simplex Posted October 20, 2013 Share Posted October 20, 2013 I'm not quite sure just how much damage is taken per tick from being on fire, though. I haven't looked that far into it. Here. Coincidentally, this was my first interaction with the game scripts, back when I had just joined the forums. I should've (as promised) added that to the wiki, sorry. It just so happened that right after that I was seriously considering leaving the forums, so my motivation for it dropped. Link to comment Share on other sites More sharing options...
Nycidian Posted October 20, 2013 Share Posted October 20, 2013 Here. Coincidentally, this was my first interaction with the game scripts, back when I had just joined the forums.I should've (as promised) added that to the wiki, sorry. It just so happened that right after that I was seriously considering leaving the forums, so my motivation for it dropped.What wiki? Is there a coding wiki? Link to comment Share on other sites More sharing options...
simplex Posted October 20, 2013 Share Posted October 20, 2013 What wiki? Is there a coding wiki? No, I meant adding an entry to the regular wiki explaining how burning damage is calculated. Link to comment Share on other sites More sharing options...
TheDanaAddams Posted October 20, 2013 Share Posted October 20, 2013 No, I meant adding an entry to the regular wiki explaining how burning damage is calculated.Is it possible to create a custom propagator type for the fire?Like, if I want to make a certain fire do more damage, how would I go about adding my own "Gigantic Propagator" and setting the damage rate higher? I have a custom fire prefab that I can deploy at will with my Din's Fire item... but it simply doesn't do enough damage. After reading how it works, I think adding a new propagator setting would be the way to go... but how do I go about that?(Sorry to make this about my mod, but I'm sure this is knowledge that would help others, too! My mod is just an example. ^^; ) Link to comment Share on other sites More sharing options...
realitymeltdown Posted October 20, 2013 Share Posted October 20, 2013 Looks like it's got a "heatoutput" variable in propagator that controls the FireDamagev.components.health:DoFireDamage(self.heatoutput*dt).Upping that will cause more damage, and make the fire more intense. Link to comment Share on other sites More sharing options...
simplex Posted October 20, 2013 Share Posted October 20, 2013 Is it possible to create a custom propagator type for the fire? Like, if I want to make a certain fire do more damage, how would I go about adding my own "Gigantic Propagator" and setting the damage rate higher? I have a custom fire prefab that I can deploy at will with my Din's Fire item... but it simply doesn't do enough damage. After reading how it works, I think adding a new propagator setting would be the way to go... but how do I go about that? (Sorry to make this about my mod, but I'm sure this is knowledge that would help others, too! My mod is just an example. ^^; ) As @realitymeltdown said, the heatoutput field of the propagator component defines the damage per second (as well as how quickly it makes nearby burnables catch on fire). Link to comment Share on other sites More sharing options...
simplex Posted October 21, 2013 Share Posted October 21, 2013 @TheDanaAddams (and @Sukoushi) One more thing I feel I should note is that MakeLargePropagator() and similar functions just add the propagator component and apply a common set of configurations to it (check scripts/standardcomponents.lua to see what they are). You can always do it by hand, setting every configuration value to what you'd like, or even call one of these functions and then tweak a few values afterwards. Link to comment Share on other sites More sharing options...
Itao Posted November 4, 2013 Share Posted November 4, 2013 @Sukoushi You should update this mod as well as the game is updated, for truth, for me this is the best mod character and it's a shame that it is outdated. Link to comment Share on other sites More sharing options...
Seyph Posted November 5, 2013 Author Share Posted November 5, 2013 Besides missing a few of the strings for new items/objects, and a minimap icon, Wren should be completely compatible with updates Moderately Friendly, Six Feet Under, and All's Well That Maxwell. Link to comment Share on other sites More sharing options...
Nessa887 Posted June 3, 2015 Share Posted June 3, 2015 My favourite character Link to comment Share on other sites More sharing options...
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