JanH Posted April 28, 2015 Share Posted April 28, 2015 134801 - 4/27/2015 ChangesGhosts are slightly more visible in the dark nowFireflies are easier to catch at night nowHeavier rain during summer means it won't rain for as long during summer.Deerclops doesn't spawn until the second half of the first winter. Bug FixesUsers no longer have to restart a server twice to have new mods download and be enabled. Fixed for dedicated servers failing to enable mods via modoverrides.lua when they were newly downloaded from dedicated_server_mods_setup.lua. Fix for temporary disabled mods being re-enabled after the server’s world is regenerated.Buzzardspawners now spawn exactly the right amount of shadowsBuzzards will return to a piece of meat after abandoning itAbigail no longer wanders off when Wendy diesBeing near a fire propagator will correctly unfreeze players quickly rather than keeping them frozen foreverCan no longer pick up burning items if users clicked them before they started burning.Correct animation plays when Buzzards extinguish.Moosegoose should now spawn correctly in spring.Tweaked Bearger's combat slightly if user wakes it up while Bearger is hibernating. Link to comment Share on other sites More sharing options...
Quiet Posted April 28, 2015 Share Posted April 28, 2015 Using my powers as trivial forum member who sometimes posts, I declare this GIF to be the reaction image for every update thread ever released. Link to comment Share on other sites More sharing options...
Zinglon Posted April 28, 2015 Share Posted April 28, 2015 I found a bug in previous build 134666 and don't know whether it is corrected in this build, needs to be tested. I played on someone's dedicated server. And mid of winter(world day 27-28), someone accidentally opened the 'Summer trap'. When the climate suddenly changed, my thermal stone that was full of heat also suddenly chilled out! I guess maybe it related to temperature modifier function of DST world? Link to comment Share on other sites More sharing options...
CarlZalph Posted April 28, 2015 Share Posted April 28, 2015 I found a bug in previous build 134666 and don't know whether it is corrected in this build, needs to be tested. I played on someone's dedicated server. And mid of winter(world day 27-28), someone accidentally opened the 'Summer trap'. When the climate suddenly changed, my thermal stone that was full of heat also suddenly chilled out! I guess maybe it related to temperature modifier function of DST world?If I had to take a guess, then it's because the thermal stone's image is relative to ambient temperatures. 0C world with 30C stone gives hot stone image, then Summer trap sprung shooting world temperature to 50C and stone still at 30C making it now relatively cold. Link to comment Share on other sites More sharing options...
Michi01 Posted April 28, 2015 Share Posted April 28, 2015 It's already spring in my world. Will the gmoose still spawn or will I have to wait until the next spring starts? Link to comment Share on other sites More sharing options...
Nike_Ritual Posted April 28, 2015 Share Posted April 28, 2015 2 bugsMeat Effigy does not decrease max HPBirchnutters can't be attacked Link to comment Share on other sites More sharing options...
imsomony Posted April 28, 2015 Share Posted April 28, 2015 Using my powers as trivial forum member who sometimes posts, I declare this GIF to be the reaction image for every update thread ever released. heck yeah.gif See, I sorta feel like this. Maybe I have a slight addiction problem with this game though. Link to comment Share on other sites More sharing options...
Kuldiin Posted April 28, 2015 Share Posted April 28, 2015 "Users no longer have to restart a server twice to have new mods download and be enabled" Best fix ever! Link to comment Share on other sites More sharing options...
BeastNips Posted April 28, 2015 Share Posted April 28, 2015 Deerclops doesn't spawn until the second half of the first winter. Too little, too late for our little base Kuldiin. Link to comment Share on other sites More sharing options...
XirmiX Posted April 28, 2015 Share Posted April 28, 2015 How about:* You don't overheat while you're wet.* Dragonfly only spawns during Summer (stays in the world during the whole of Summer, from the first day till the last). 2 bugsMeat Effigy does not decrease max HPBirchnutters can't be attacked1) That's not a bug, but a balance feature.2) That's a bug. I'm surprised that bug still hasn't been fixed! I reported it ages ago! Link to comment Share on other sites More sharing options...
Maris Posted April 28, 2015 Share Posted April 28, 2015 Again.... mole... gunpowder.... crash.... again and again...[02:09:39]: [string "scripts/components/stackable.lua"]:4: attempt to index field 'stackable' (a nil value)LUA ERROR stack traceback:scripts/components/stackable.lua:4 in (field) ? (Lua) <3-8> self = _ = table: 1D9292A8 inst = 116422 - gunpowder(LIMBO) (valid:false) stacksize = 2scripts/class.lua:30 in () ? (Lua) <23-32> t = table: 1D927B10 k = stacksize v = 2 p = table: 1D9272C8 old = 1scripts/components/stackable.lua:119 in (method) Put (Lua) <86-124> self = _ = table: 1D9292A8 inst = 116422 - gunpowder(LIMBO) (valid:false) item = 128505 - gunpowder (valid:false) source_pos = nil ret = nil num_to_add = 1 newtotal = 2 oldsize = 1 newsize = 2 numberadded = 1scripts/components/inventory.lua:681 in () ? (Lua) <589-724> self = ignoreoverflow = false isvisible = false silentfull = false inst = 123517 - mole (valid:true) equipslots = table: 1DBD31B0 Equip = function - ../mods/workshop-375850593/modmain.lua:65 dropondeath = true isopen = false maxslots = 3 acceptsstacks = true ignorefull = false GetOverflowContainer = function - ../mods/workshop-375850593/modmain.lua:79 ignoresound = false opencontainers = table: 1DBD9970 ignorescangoincontainer = false itemslots = table: 1DBD1220 _ = table: 1DBDFD70 inst = 128505 - gunpowder (valid:false) slot = 1 src_pos = nil eslot = nil new_item = true objectDestroyed = nil can_use_suggested_slot = false overflow = nil container = table: 1DBD1220 leftovers = nil=(tail call):-1 in () (tail) <-1--1>scripts/components/bait.lua:10 in (local) fn (Lua) <6-12> inst = 128505 - gunpowder (valid:false) data = table: 1F7BE8E0scripts/entityscript.lua:930 in (method) PushEvent (Lua) <924-947> self (valid:false) = GUID = 128505 Transform = Transform (1E7B88C0) inlimbo = false actionreplica = table: 0976A5A8 actioncomponents = table: 1E1BD048 entity = Entity (19CBB150) AnimState = AnimState (1E7B88E0) prefab = gunpowder damage = 5 Network = Network (1E7B8960) Physics = Physics (1E7B9600) selectedasmoletarget = false name = Gunpowder spawntime = 4738.966913823 replica = table: 09762600 persists = false components = table: 1E467460 SoundEmitter = SoundEmitter (1E7B8940) event = onstolen data = table: 1F7BE8E0 listeners = table: 19D73B08 entity = 128505 - gunpowder (valid:false) fns = table: 19D70F20 i = 1 fn = function - scripts/components/bait.lua:6scripts/actions.lua:1114 in (field) fn (Lua) <1111-1117> act = ACTION 128505 - gunpowder (valid:false)scripts/bufferedaction.lua:22 in (method) Do (Lua) <19-35> self (valid:false) = action = table: 0580F7D8 doer = 123517 - mole (valid:true) onfail = table: 1FD8F068 doerownsobject = false validfn = function - scripts/brains/molebrain.lua:55 target = 128505 - gunpowder (valid:false) distance = 0.75 options = table: 1FD8F8B0 onsuccess = table: 1FD942E8scripts/entityscript.lua:1188 in (method) PerformBufferedAction (Lua) <1180-1198> self (valid:true) = GUID = 123517 inlimbo = false brain = --brain--sleep time: 0.00Priority - RUNNING <RUNNING> (execute 7, eval in 0.08)>0.00 >Parallel - READY <READY> ()>0.00 > >OnFire - READY <READY> ()>0.00 > >Panic - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >HomeDugUp - READY <READY> ()>0.00 > >make home - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >Flee - READY <READY> ()>0.00 > >RunAway - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >Peek - READY <READY> ()>0.00 > >peek - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >DepositInv - READY <READY> ()>0.00 > >go home - READY <READY> ()>0.00 >Event(gohome) - READY <READY> ()>0.00 > >go home - READY <READY> ()>0.00 >take b[02:09:39]: SCRIPT ERROR! Showing error screen Link to comment Share on other sites More sharing options...
Maris Posted April 28, 2015 Share Posted April 28, 2015 What does it mean "(valid:false)"?It seems that mole alreay have 1 invalid gunpowder and found 1 another invalid gunpowder. I'm going crazy.... Link to comment Share on other sites More sharing options...
Developer bizziboi Posted April 28, 2015 Developer Share Posted April 28, 2015 @Maris, It means that the object was already deleted, but the lua is still holding a reference to it. Oftentimes an event that is scheduled to happen in the future, and the objects gets destroyed in the meantime but doesn't remove its scheduled event. Link to comment Share on other sites More sharing options...
jawzftw Posted April 29, 2015 Share Posted April 29, 2015 Heavier rain during summer means it won't rain for as long during summer. lolwut? Im assuming its heavier rain in spring means less in summer? Link to comment Share on other sites More sharing options...
leonseye Posted April 29, 2015 Share Posted April 29, 2015 1) That's not a bug, but a balance feature. Out of curiosity, since I haven't used meat effigies in DST, how do they work now? You just craft one and don't take the hp hit, ghost can haunt it like a Life-Giving Amulet to come back to life? Do they still take the health penalty for rezzing? Link to comment Share on other sites More sharing options...
XirmiX Posted April 29, 2015 Share Posted April 29, 2015 Out of curiosity, since I haven't used meat effigies in DST, how do they work now? You just craft one and don't take the hp hit, ghost can haunt it like a Life-Giving Amulet to come back to life? Do they still take the health penalty for rezzing?Yes, like the Life-Giving amulet, it can be haunted by a dead player and that player will come back to life. People have taken Health penalties from crafting it in single player, none has ever got a health penalty from being rezzed by one, ever! And of course, if you haunt one, you do not take health penalty from using it in DST and neither do you get health penalty from making one in DST. Link to comment Share on other sites More sharing options...
leonseye Posted April 29, 2015 Share Posted April 29, 2015 Yes, like the Life-Giving amulet, it can be haunted by a dead player and that player will come back to life. People have taken Health penalties from crafting it in single player, none has ever got a health penalty from being rezzed by one, ever! And of course, if you haunt one, you do not take health penalty from using it in DST and neither do you get health penalty from making one in DST. Gotcha, so it's basically an awesome rezzing tool like the amulet. Might have to make a few w/ the spare beard hairs then : ) Link to comment Share on other sites More sharing options...
Nike_Ritual Posted April 29, 2015 Share Posted April 29, 2015 Bug report:Ice cream does not reduce body temperature Link to comment Share on other sites More sharing options...
agentary Posted April 30, 2015 Share Posted April 30, 2015 Does this count as a bug? When I throw water balloons, not all of them pop. Maybe like 1/10 do. the rest just keep on rolling.... Link to comment Share on other sites More sharing options...
AlternateMew Posted May 3, 2015 Share Posted May 3, 2015 Koalafants are just going to sleep the moment night hits, regardless of whether they were running or near a player or not. Intentional or bug? Edit: Also, no animation when feeding rabbits, etc in the inventory. And can I just say that this was adorable? I have no idea why he looked like that, but I want to see it again. Link to comment Share on other sites More sharing options...
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