enragedcamel Posted March 19, 2015 Share Posted March 19, 2015 Regarding Deerclops, I'd be OK with the increased threat if his range was reduced back to 6 and he stopped spawning after getting killed. From a gameplay perspective it would allow players to choose: do they run away from Deerclops and have him respawn 3-4 days later, or do they take the risk and try to kill him in return for safety until the following winter? Link to comment Share on other sites More sharing options...
XirmiX Posted March 19, 2015 Share Posted March 19, 2015 Question: I would understand if the Moggles are not in place, but why are Moleworms themselves removed? I mean we can't craft Rain hats because of that! Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted March 19, 2015 Share Posted March 19, 2015 Haunting a burnt crock pot causes a crash.[00:11:02]: [string "scripts/prefabs/cookpot.lua"]:229: attempt to index field 'stewer' (a nil value)LUA ERROR stack traceback:scripts/prefabs/cookpot.lua:229 in (field) onhaunt (Lua) <219-241> inst = 110748 - cookpot (valid:false) haunter = 109990 - nedelya (valid:true) ret = truescripts/components/hauntable.lua:105 in (method) DoHaunt (Lua) <103-129> self = no_wipe_value = false hauntvalue = 3 flicker = off panictimer = 0 onhaunt = function - scripts/prefabs/cookpot.lua:219 inst = 110748 - cookpot (valid:false) cooldowntimer = 0 usefx = true cooldown_on_successful_haunt = true _ = table: 0E94AEF8 panic = false doer = 109990 - nedelya (valid:true)scripts/actions.lua:924 in (field) fn (Lua) <918-927> act = Haunt 110748 - cookpot (valid:false)scripts/bufferedaction.lua:22 in (method) Do (Lua) <19-35> self (valid:false) = action = table: 19037EB0 doer = 109990 - nedelya (valid:true) onfail = table: 404C85F0 doerownsobject = false target = 110748 - cookpot (valid:false) distance = 2 options = table: 404C65E8 onsuccess = table: 404C7B00scripts/entityscript.lua:1182 in (method) PerformBufferedAction (Lua) <1174-1192> self (valid:true) = GUID = 109990 inlimbo = false ghostenabled = true SetCameraDistance = function - scripts/prefabs/player_common.lua:980 ScreenFlash = function - scripts/prefabs/player_common.lua:1034 EnableMovementPrediction = function - scripts/prefabs/player_common.lua:359 player_classified = 109991 - player_classified (valid:true) playercolour = table: 2D5C2450 persists = false DynamicShadow = DynamicShadow (40AB9770) IsOverheating = function - scripts/prefabs/player_common.lua:67 children = table: 19A52C10 Light = Light (19AC6E80) OnSleepIn = function - scripts/prefabs/player_common.lua:869 worldstatewatching = table: 2DB469B8 Network = Network (40AB9FF0) deathcause = deadlyfeast OnRemoveEntity = function - scripts/prefabs/player_common.lua:482 userid = OU_76561198067527994 pendingtasks = table: 3A910B08 ShowHUD = function - scripts/prefabs/player_common.lua:974 AnimState = AnimState (40AB9330) sg = sg="wilsonghost", state="haunt_pre", time=0.50, tags = "doing,busy," name = Dragon Wolf Leo CanExamine = function - scripts/prefabs/player_common.lua:20 LightWatcher = LightWatcher (40AB9990) SetGhostMode = function - scripts/prefabs/player_common.lua:398 ShowActions = function - scripts/prefabs/player_common.lua:968 HUD = HUD OnWakeUp = function - scripts/prefabs/player_common.lua:897 Transform = Transform (40AB9110) IsFreezing = function - scripts/prefabs/player_common.lua:57 inherentactions = table: 3D081DD8 actionreplica = table: 3A90F230 event_listening = table: 3A90C788 ScreenFade = function - scripts/prefabs/player_common.lua:1027 actioncomponents = table: 3A90E100 IsHUDVisible = function - scripts/prefabs/player_common.lua:964 event_listeners = table: 3A9112D8 SnapCamera = function - scripts/prefabs/player_common.lua:986 spawntime = 0.033333335071802 entity = Entity (41102A78) replica = table: 3A90E1C8 prefab = nedelya updatecomponents = table: 2DB44B68 IsActionsVisible = function - scripts/prefabs/player_common.lua:958 OnSave = function - scripts/prefabs/player_common.lua:838 OnDespawn = function - scripts/prefabs/player_common.lua:915 Physics = Physics (265A3FE8) ShakeCamera = function - scripts/prefabs/player_common.lua:994 MiniMapEntity = MiniMapEntity (40AB9BB0) strength = cool AttachClassified = function - scripts/prefabs/player_common.lua:471 _OnLoad = function - ../mods/nedelya-DST/scripts/prefabs/nedelya.lua:229 OnLoad = function - scripts/prefabs/player_common.lua:847 OnSetSkin = function - scripts/prefabs/player_common.l[00:11:02]: SCRIPT ERROR! Showing error screen Link to comment Share on other sites More sharing options...
Shellhead Posted March 19, 2015 Share Posted March 19, 2015 I forgot to mention concerning the rain causing twigs, grass, and berries to be picked last night. While it was raining I was at our camp taking care of some things in preparation for Summer. I was on screen with our berry bushes and they were all ready to be picked. I walked off screen from them for a moment to pick a vegetable and when I got back on screen with them, they were all picked with no sign of the berries nearby of course. This happened in the span of a 5-10 seconds and none of my friends were at camp. So just further support, I suppose, that it must be the rain. Link to comment Share on other sites More sharing options...
Sleestak Posted March 19, 2015 Share Posted March 19, 2015 @Shellhead, this has already been mentioned many times. Link to comment Share on other sites More sharing options...
XirmiX Posted March 19, 2015 Share Posted March 19, 2015 Fun fact about Mini glaciers (generally speaking; bug): It seems like their mechanic is changed a bit, and I would understand why; because the mini glaciers have different levels at different seasons, they drop a different amount of stuff at different level. However, if one mini glacier fully solidified gets mined half way, you then have a problem which program might not understand, which I'm guessing is why for single player DS this is a thing, but for multiplayer it isn't. So what the feature of multiplayer is, is that when you mine a little, you get a piece of ice you don't get rocks dropped anymore as loot). However, that is not the bug, I actually like the way it is for mini glaciers right now in DST, and would love it if it was the same for boulders too! The bug is; pengulls come, they spawn in like 5 mini glaciers. The pengulls come all the time. When you mine the mini glaciers, you get a puddle, which means the mini glacier will regrow. This makes a problem; an even bigger problem than Rocklobster breeding; Glaciers will run the world by the time you reach day 1000 or something! They keep coming and never go away (not possible to get rid of. You mine it, the puddle stays and it grows back)! Please remove the feature that lets the glaciers become a puddle after they have been mined, else we're all doomed by the mini glaciers. DS worlds will become Antarctica full of mini glaciers! Or, if you really want rocky biomes to have mini glaciers there and to leave a puddle (the glaciers that had been generated by the world), I'd suggest two types of miniglaciers: One, which is the generated mini glacier. When you mine it all up, it leaves a puddle and will grow back. Second, the mini glaciers which the pengulls spawn in, when mined should NOT leave a puddle behind. Or just simply stop the mini glaciers from spawning when pengulls come! I'm sure it can easily be done! But this is a game breaking issue, like the rock lobster one, so please, fix this asap! Link to comment Share on other sites More sharing options...
rezecib Posted March 19, 2015 Share Posted March 19, 2015 Glaciers will run the world by the time you reach day 1000 or something! Â But pengulls stop spawning. Around day 200, I hardly ever see pengulls spawn anymore (but they do return to existing nests). Link to comment Share on other sites More sharing options...
XirmiX Posted March 19, 2015 Share Posted March 19, 2015 Â But pengulls stop spawning. Around day 200, I hardly ever see pengulls spawn anymore (but they do return to existing nests).Huh. So that's why they stopped spawning for me in the first world that I hosted... But they don't come back to their old spawns, though! I've never seen it happen! Link to comment Share on other sites More sharing options...
Cysitavuh Posted March 19, 2015 Share Posted March 19, 2015 Any solutions for the berries/grass/twigs bug? Maybe disable rain? Link to comment Share on other sites More sharing options...
GreenBudson Posted March 19, 2015 Share Posted March 19, 2015 i use xbox-controller. while carrying a torch or a hammer, i cant cook at crock pots. when pressing B for cooking i either hammer the crock pot to dust or light the whole damn thing. you definetly should change this. pls. Link to comment Share on other sites More sharing options...
RalphKastro Posted March 19, 2015 Share Posted March 19, 2015 The bug is; pengulls come, they spawn in like 5 mini glaciers. The pengulls come all the time. When you mine the mini glaciers, you get a puddle, which means the mini glacier will regrow. This makes a problem; an even bigger problem than Rocklobster breeding; Glaciers will run the world by the time you reach day 1000 or something! They keep coming and never go away (not possible to get rid of. You mine it, the puddle stays and it grows back)! Please remove the feature that lets the glaciers become a puddle after they have been mined, else we're all doomed by the mini glaciers. DS worlds will become Antarctica full of mini glaciers! Or, if you really want rocky biomes to have mini glaciers there and to leave a puddle (the glaciers that had been generated by the world), I'd suggest two types of miniglaciers: One, which is the generated mini glacier. When you mine it all up, it leaves a puddle and will grow back. Second, the mini glaciers which the pengulls spawn in, when mined should NOT leave a puddle behind.  and people complain about Global Warming... Link to comment Share on other sites More sharing options...
Screamer21 Posted March 19, 2015 Share Posted March 19, 2015 Server Crash 02:12:37]: [string "../mods/workshop-370373189/scripts/componen..."]:95: attempt to compare nil with numberLUA ERROR stack traceback:../mods/workshop-370373189/scripts/components/crop.lua:95 in (method) DoGrow (Lua) <79-118>  self =   grower = 132361 - fast_farmplot (valid:true)   rate = 0.0016683350016683   inst = 132389 - plant_normal (valid:true)   onmatured = function - scripts/prefabs/plant_normal.lua:24   growthpercent = 0   task = PERIODIC 132389: 2.000000   _ = table: 13FB18D0   product_prefab = corn  dt = 2  temp_rate = 1../mods/workshop-370373189/scripts/components/crop.lua:157 in (field) fn (Lua) <157-157>scripts/scheduler.lua:187 in (method) OnTick (Lua) <161-217>  self =   running = table: 072BF100   waitingfortick = table: 072BF150   tasks = table: 072BF128   waking = table: 14DC7788   attime = table: 072BE958   hibernating = table: 072BECC8  tick = 241303  k = PERIODIC 132389: 2.000000  v = true  already_dead = nilscripts/scheduler.lua:398 in (global) RunScheduler (Lua) <396-404>  tick = 241303scripts/update.lua:162 in () ? (Lua) <146-213>  dt = 0.033333335071802  tick = 241303  i = 241303 [02:12:37]: SCRIPT ERROR! Showing error screen [02:12:38]: QueryServerComplete no callback CREATING A FARM it crash when I put a seem on it Link to comment Share on other sites More sharing options...
jrose78 Posted March 19, 2015 Share Posted March 19, 2015 Had a crash on my dedicated server trying to give monster jerky to caged bird.  [08:44:46]: 20 [08:48:47]: Warning: Can't give item because it's not the correct prefab. [08:48:48]: Stale Component Reference: GUID 143096, scripts/components/perishable.lua:218[08:48:48]: Stale Component Reference: GUID 143096, scripts/components/hauntable.lua:90[08:48:48]: [string "scripts/components/perishable.lua"]:220: calling 'SetPosition' on bad self (number expected, got nil)LUA ERROR stack traceback:=[C]:-1 in (method) SetPosition © <-1--1>scripts/components/perishable.lua:220 in (method) Perish (Lua) <193-224>  self =   onperishreplacement = spoiled_food   inst = 143096 - meat_dried (valid:false)   frozenfiremult = false   _ = table: 1DD03A70  goop = 143100 - spoiled_food (valid:true)  owner = nil  holder = nil  x = nil  y = nil  z = nilscripts/components/perishable.lua:105 in (field) fn (Lua) <40-108>  inst = 143096 - meat_dried (valid:false)  dt = 10.217438276315  modifier = 1.95  owner = nil  old_val = -912.10054817051  delta = 10.217438276315scripts/scheduler.lua:187 in (method) OnTick (Lua) <161-217>  self =   running = table: 05C09A98   waitingfortick = table: 05C09A20   tasks = table: 05C0B898   waking = table: 1D6A1590   attime = table: 05C0AEC0   hibernating = table: 05C0AF88  tick = 951422  k = PERIODIC 143096: 10.217438  v = true  already_dead = nilscripts/scheduler.lua:398 in (global) RunScheduler (Lua) <396-404>  tick = 951422scripts/update.lua:162 in () ? (Lua) <146-213>  dt = 0.033333335071802  tick = 951422  i = 951422 [08:48:48]: SCRIPT ERROR! Showing error screen [08:48:48]: QueryServerComplete no callback Another issue when it stops raining my umbrella is still making sounds like it is raining. Before the second update (not sure if still an issue) non pvp the pan flute caused another player to sleep and crashed the server.  Link to comment Share on other sites More sharing options...
Shellhead Posted March 19, 2015 Share Posted March 19, 2015 @Sleekstak Oh I know. I mentioned it yesterday, just figured I'd add that as I left it out and the forum isn't letting my edit my posts for the moment ^^; Link to comment Share on other sites More sharing options...
RalphKastro Posted March 19, 2015 Share Posted March 19, 2015 The Old Bell and Bigfood are absent from multiplayer due to their extreme destructive potential. sorry, but I have to do this...HEEEEEEEEEEELLLLL YEAAAAAAAAHHHHH Link to comment Share on other sites More sharing options...
Sleestak Posted March 19, 2015 Share Posted March 19, 2015 sorry, but I have to do this...HEEEEEEEEEEELLLLL YEAAAAAAAAHHHHH I like that they've done this, but it really sucks for those people who don't play on public servers, where there are no griefers. Link to comment Share on other sites More sharing options...
RalphKastro Posted March 19, 2015 Share Posted March 19, 2015 @Sleestak,not for me. I love it specially for the lone playing part. Link to comment Share on other sites More sharing options...
rezecib Posted March 20, 2015 Share Posted March 20, 2015 ../mods/workshop-370373189/scripts/components/crop.lua:95 in (method) DoGrow (Lua) <79-118> Â This is clearly a mod crash. Caused by DST advanced farming, from the looks of it. Link to comment Share on other sites More sharing options...
Dea7h Posted March 20, 2015 Share Posted March 20, 2015 when it rains the twigs and grasses go from being full to being cut.. then sometimes not regrowing for a season or two. Link to comment Share on other sites More sharing options...
Valinth Posted March 20, 2015 Share Posted March 20, 2015 I got a crash while harvesting cactus in summer and then the same crash error appeared after my friend inspected an ice cube. Link to comment Share on other sites More sharing options...
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