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Caves Beta - September 23rd Update


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  • Developer

The bug squishing continues! We've worked through many of the major ones (and some of the minor ones too!). Bug squishing will continue, but it's time to start working on the Ruins. Don't expect it right away, just letting you know that's underway now. :-)

 

Build number: 150730

 

So here's the bugs that got fixed this update:

  • Various speech errors
  • The "have save on server" icon doesn't work correctly with shards
  • No earthquake sounds on client
  • Can pick up spores without using a bugnet
  • Glow berry effect lags behind the player
  • Worms attacks too difficult/unfair
  • Bunnymen sanity auras are messed up
  • Crash if you release a butterfly in the caves
  • Cave entrances plugged when you come out of them
  • Require extra slots to successfully migrate to master server
  • Ghosts can no longer use wormholes
  • Various inconsistencies caused by having different game modes on slave/master: Now they must be on the same game mode.

 

If you missed it, instructions on how to get into the caves beta are here:

http://forums.kleientertainment.com/topic/57890-playing-caves-beta/#entry673404

 

Have fun, and please continue posting feedback here!

Another thing to be changed. As there are way more cave entrances than in single player and they are often located close to each other, if all of them were mined, entire areas are doomed by batilisks. Maybe it would make sense if cave entrances wont spawn batilisks anymore?

Not sure if this is a bug or intended:  If you take a moleworm down into DST caves and let it free it will move a short distance then go to sleep on the surface.  It will not wake up from that sleep, and never digs a new hole.

 

Wish I could help test tonight, but it's d&d night (well, one of them at least).  Anyhow, thanks for looking into the boons/set-pieces Ipsquiggle, greatly appreciated.

 

(and I've updated both my Kitchen and Backyard to the new build, test away folks, enjoy)

Various inconsistencies caused by having different game modes on slave/master: Now they must be on the same game mode.

 

I assume this one was why I was seeing player ghost icons in wilderness servers.

 

Do spores still become fully "fresh" if you log out and come back with them in your inventory? 

I  create worlds  server on one computer. 

In game when i create world setting server: public, online.

Question : i create usual world in game and caves world in dedicated server? or me need create two dedicated server

I want play for my brother(if it is possible via local only)

  • Developer

Another thing to be changed. As there are way more cave entrances than in single player and they are often located close to each other, if all of them were mined, entire areas are doomed by batilisks. Maybe it would make sense if cave entrances wont spawn batilisks anymore?

 

I'll add batalisk spawning to the list of things to tune.

 

Not sure if this is a bug or intended:  If you take a moleworm down into DST caves and let it free it will move a short distance then go to sleep on the surface.  It will not wake up from that sleep, and never digs a new hole.

 

Yep, there's some day/night behaviour that's still a little weird in the caves.

 

I assume this one was why I was seeing player ghost icons in wilderness servers.

 

Do spores still become fully "fresh" if you log out and come back with them in your inventory? 

 

That bug didn't get fixed yet.

 

I  create worlds  server on one computer. 

In game when i create world setting server: public, online.

Question : i create usual world in game and caves world in dedicated server? or me need create two dedicated server

I want play for my brother(if it is possible via local only)

 

It must be two dedicated servers, you can't start a regular game and do multi-level, sorry!

 

--------------

 

Argh, these puns will be the ruin of me.

Another thing to be changed. As there are way more cave entrances than in single player and they are often located close to each other, if all of them were mined, entire areas are doomed by batilisks. Maybe it would make sense if cave entrances wont spawn batilisks anymore?

 

I think it's great that the cave spawn batilisks because :

- it make a link between cave and surface, and it's good. Fell more like one unique world rather than two separate world,

- It give a little risk to put a base to near of a cave, rather than just an advantage.

 

Maybe each cave entrance opened should spawn batilisk alternately ? If there is only one entrance, it will always spawn batilisk, if there are two, one will spawn one dusk, another another dusk, and so on.

 

This way, you still have the surface/cave link, and you still have the risk to put your base too close of an entrance, but you will have less batilisk in your world in the same time.

  • Developer

noob question but how do you update a dedicated server

 

Shut down the server. Then, if you are using steamcmd, run the steamcmd again (with the +app_update, -beta, and validate flags). It will get the latest version.

 

If it's through Steam just shut down the server and validate the tool cache.

Shut down the server. Then, if you are using steamcmd, run the steamcmd again (with the +app_update, -beta, and validate flags). It will get the latest version.

 

If it's through Steam just shut down the server and validate the tool cache.

yeah i was using the steam dedicated server tool thing and i checked the log and see its running the latest version already, it auto updated or something

 

thanks

@Ipsquiggle

 

Not necessarily a caves thing this one, but did you also see my bug report on dropping things due to the slippery debuff from being soaked and how it applies to blowdarts? Mainly how it resets the stack to 1, no matter how many you were holding when you dropped them?

 

I only bring it up again just in case there are any other stackable items that will go in the weapon slot that could also encounter this (I imagine it would also happen with water balloons too)

I like to play DST with all my friends, but none of us have a dedicated server, or can host games very well. (lag and stuff)

What if player hosted servers could have both worlds in the same server, only on small size. You could switch with a button which map you were looking at, and it would be about the size of a medium/large world (both levels combined). I want to be able to host games like normal, without tons of lag, and people to be able to go down to the cave any time. I don't want to have to be on a cave/overworld only game, but I don't want a load of lag.

So I've been racking my brain (and reading every log and file I find) trying to get a mixed overworld/caves server running on my computer. I got close today: both are running, connected to each other, and I can play the overworld no problem, but I still can't get into the cave. DST gives me the absolutely useless "we tried really hard to send you to the caves, but something went awry." The masterlog.txt and slavelog.txt logs are attached.

 

Is anyone else having issue where the sanity drain keep occurring even once your out of the cave in overworld during the day? Cause I just had this problem happen to me and a friend once we left exploring the cave. The only thing that would reset it was by disconnecting from the server and reconnecting to it.

  • Developer

Our primary goal with the caves release is to make a server cluster act and behave like a single unified world. We're looking into ways of having worlds with different modes, mods, etc. connected together in the future, but that's not the particular thing we're trying to do at the moment.

  • Developer

I like to play DST with all my friends, but none of us have a dedicated server, or can host games very well. (lag and stuff)

What if player hosted servers could have both worlds in the same server, only on small size. You could switch with a button which map you were looking at, and it would be about the size of a medium/large world (both levels combined). I want to be able to host games like normal, without tons of lag, and people to be able to go down to the cave any time. I don't want to have to be on a cave/overworld only game, but I don't want a load of lag.

 

Sorry, this just isn't possible. But we're working on making it much simpler (like one click) to get a multilevel world up and running, so you'll be able to get this running in the near future.

 

So I've been racking my brain (and reading every log and file I find) trying to get a mixed overworld/caves server running on my computer. I got close today: both are running, connected to each other, and I can play the overworld no problem, but I still can't get into the cave. DST gives me the absolutely useless "we tried really hard to send you to the caves, but something went awry." The masterattachicon.giflog.txt and slaveattachicon.giflog.txt logs are attached.

 

Interesting, I haven't seen this particular problem before. Mind posting your settings.ini for both servers as well? Are they on the same machine or different machines?

 

Just found another glitch.

Every time a frog attack a lurk plant, the lurk plant will drop a leafy meat. Since frogs will just stay there and keep attacking the lurk plant, the plant can effectively mass produce leafy meat.

 

This isn't specific to the caves, mind reporting it in the bug report forum please?

http://forums.kleientertainment.com/forum/75-dont-starve-together-beta-bug-tracker/

 

Is anyone else having issue where the sanity drain keep occurring even once your out of the cave in overworld during the day? Cause I just had this problem happen to me and a friend once we left exploring the cave. The only thing that would reset it was by disconnecting from the server and reconnecting to it.

 

I haven't noticed this one yet. If anyone else sees it, please let us know so we can figure out what's going on!

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