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Reign of Giants public test: March 18th Update


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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?

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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	

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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.

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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!

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 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!

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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... 
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Server Crash

 

02:12:37]: [string "../mods/workshop-370373189/scripts/componen..."]:95: attempt to compare nil with number
LUA 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 = nil
scripts/scheduler.lua:398 in (global) RunScheduler (Lua) <396-404>
   tick = 241303
scripts/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
 
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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 = nil
scripts/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 = 10.217438276315
scripts/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 = nil
scripts/scheduler.lua:398 in (global) RunScheduler (Lua) <396-404>
   tick = 951422
scripts/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. 

 

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