Jump to content

Caves Beta - September 30th Update


Recommended Posts

  • Developer

Alright, the ruins are working pretty well! Just a small update today with some bug fixes:

 

Build number: 151626

 

Bugs squished:

  • Crash when repairing the broken altar
  • Crash when you get near a bat cave
  • Missing tentacle pillar strings
  • Nightmare creatures sometimes untargetable
  • Blue spores get way too dense and cause lag

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

http://forums.kleien...ta/#entry673404

 

Now go get ruined, and please continue posting feedback here!

Thulecite is renewable resource with green gems, and even green gems are guaranteed to be dropped from Dragonfly in DST.

 

Well, Guardian's Horn... It's not. Hope the dev team make Guardian a triceratops lol.

 

So I'm wondering since ruins were added and they have non renewable resources like thulecite, and ancient guardian does this mean we'll get world hopping?

 

Thulecite is renewable resource with green gems, and even green gems are guaranteed to be dropped from Dragonfly in DST.

 

Well, Guardian's Horn... It's not. Hope the dev team make Guardian a triceratops lol.

 

Wait what?  Thulecite is renewable with Green gems?  Please provide some proof :D

 

This is madness if true!

I always thought Caves and Ruins were two seperate things.  Meaning I figure it would be an entrance found under the caves to enter to Ruins, like another level under Caves.

 

But for those who don't know, Caves and Ruins are on the same MAP.  There are no 3rd server like some would speculate.  You don't enter Ruins, you are already in ruins once you enter the caves.  I repeat, the caves and ruins are together on 1 map/server.  Thats why you have to regenerate Caves server inorder to have access to the Ruins.

 

So when you run a dedicated server and you want access to everything you would do this:

 

Make a Dedicated Outworld master server.

Make a Dedicated Caves (Ruins included) slave server.

 

This package above would grant you access to everything.  Outworld, Caves and Ruins.  Only 2 servers are needed to have access to everything.

 

Alright hope this clears things up to those who are confused.

--------------
The Deconstruction Staff doesn't take into account modifiers in the recipe that allow using less materials than required, i.e the perk of the Construction Amulet. Since the Construction Amulet crafts items for half the cost and the Staff will return materials for up to the full cost, it's possible to gain more materials back than what was actually used.
 
It is possible to use a Construction Amulet to craft 5 Thulecite Suits for 15 Thulecite, then use a Deconstruction Staff on those 5 Thulecite Suits to get 30 Thulecite back for a profit of 13 Thulecite (the Amulet cost 2 Thulecite). Doing this multiple times makes it possible to collect big amounts of otherwise non-renewable Thulecite from a few Green Gems.

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

 

From Don't Starve Wikia. I guess It would be worth to doing so.

 

Wait what?  Thulecite is renewable with Green gems?  Please provide some proof :grin:

 

This is madness if true!

 

Blue spores get way too dense and cause lag

 

The fix is great. Definitely an improvement.

 

 

Bug:

I ignited 1000 gunpowder and there was no earthquake.

 

Bug(?):

Clockwork followers attack other players.

(Should they behave like spiders, or like pigs?)

 

Comment:

Followers stop following you if you exit the server then reconnect, or if the server goes down.

Seems fine for pigs and bunnymen since you can hire them again with meat/carrots.

You lose the chess followers though, and they will be aggressive to you.

Perhaps make them sleep/hibernate when they lose their leader?

That way when you come back, you reactivate them. Also other people can make use of them until they leave/despawn.

 

Or maybe it's better to just regenerate the cave and get more clockwork followers when you run out of them, like with thulecite.

 

On the topic of world regeneration, a planned feature is to have everything regenerate when the master or any slave resets (as in survival, everybody is dead). So perhaps it would be nice to be able to have a master server that acts like a hub between shards and doesn't regenerate with them.

 

With this you can have access to many caves from one overworld.

 

More interestingly, you can have a master server acting like a buffer zone, and redirect everybody to a slave server. Have a teleportato in this slave server. When people try to world hop, you migrate them back to the master, regenerate the slave, then go back to the new slave.

So I'm renting two servers, so I don't know the precise tech specs and setups for it. One for surface and one for caves.

 

All works well when I start a new world and boot em up. But everytime I close the server down, and start it back up. The surface and caves cant find each other and therefore the sinkholes are closed. 

 

Any idea what might be causing this? I would like to forward some info to the server-renting-people because they don't have a solution besides regening the world and start fresh.

 

EDIT: Actually, they do find each other and logs say everything is fine (as far as I can tell) But still the sinkholes are closed.

That basically happens over here as well. I have to close both of them, then open master first, then the slave for sync to work. Otherwise "sometimes" (I know you hate this word) it does work OK, but mostly they fail to communicate to each other, then I close them both up and do what I just said.

 

Edit: When you close the server with c_shutdown(true) it just closes the server you are in. We don't have a tool to close down the other world can you ? Hence, I have to manually shut down caves server on my PC and lose the last day's progress (mostly none, as we are just 2 people who play in my server). May be that might be the issue? That you are just closing / opening the master whilst cave is not restarted at all ?

  • Developer

Bug:

I ignited 1000 gunpowder and there was no earthquake.

 

Bug(?):

Clockwork followers attack other players.

(Should they behave like spiders, or like pigs?)

 

Comment:

Followers stop following you if you exit the server then reconnect, or if the server goes down

 

On the topic of world regeneration, a planned feature is to have everything regenerate when the master or any slave resets (as in survival, everybody is dead). So perhaps it would be nice to be able to have a master server that acts like a hub between shards and doesn't regenerate with them.

 

With this you can have access to many caves from one overworld.

 

More interestingly, you can have a master server acting like a buffer zone, and redirect everybody to a slave server. Have a teleportato in this slave server. When people try to world hop, you migrate them back to the master, regenerate the slave, then go back to the new slave.

 

K, logged the bugs, thanks. We'll look at the follower situation as well.

 

Concerning world layouts: As I've mentioned, our first goal is to just make sure the 1-master 1-cave situation works as tightly and seamlessly as possible. Once that's working, we're going to then add in configuration to loosen them up again. We definitely want you guys to make all kinds of amazing server layouts and set-ups, with adventures, PVP islands, humungous universes, whatever... I'm really glad you're thinking about this, I can't wait to see what you'll come up with! However, for the next little bit, we just need to focus on the consistency and stability, for everyone's basic experience.

 

So I'm renting two servers, so I don't know the precise tech specs and setups for it. One for surface and one for caves.

 

All works well when I start a new world and boot em up. But everytime I close the server down, and start it back up. The surface and caves cant find each other and therefore the sinkholes are closed. 

 

Any idea what might be causing this? I would like to forward some info to the server-renting-people because they don't have a solution besides regening the world and start fresh.

 

EDIT: Actually, they do find each other and logs say everything is fine (as far as I can tell) But still the sinkholes are closed.

 

You're definitely restarting both servers? If you call c_shutdown() on one of them, the other will remain up, and this could leave them in incompatible versions or something like that. If the problem persists, please post the master and slave logs, so we can see what's going on. Not many people are trying multi-machine set-ups so there might be some bugs specific to that we haven't encountered yet.

 

 

That basically happens over here as well. I have to close both of them, then open master first, then the slave for sync to work. Otherwise "sometimes" (I know you hate this word) it does work OK, but mostly they fail to communicate to each other, then I close them both up and do what I just said.

 

Edit: When you close the server with c_shutdown(true) it just closes the server you are in. We don't have a tool to close down the other world can you ? Hence, I have to manually shut down caves server on my PC and lose the last day's progress (mostly none, as we are just 2 people who play in my server). May be that might be the issue? That you are just closing / opening the master whilst cave is not restarted at all ?

 

Ah, yes ^^

 

I cant join the caves i broke the rock block but there is something blocking cave entry , how can i join caves ?

 

Have you followed the process for setting up multiple servers? If you're not doing this, you can join someone else's server to try playing with the multi-world stuff, or wait until the caves is available to everyone. :)

 

I found a pretty humourous bug - there's a floating skeleton!

 

Hahah, spooOooOOooooky!

Old and New bugs! Same "token error," but now I can't get into the caves whilst my wife had no problem.

 

Logs and settings provided.

Overworldsettings.inilog.txt

 

Cavessettings.inilog.txt

 

Also, when starting this session, my walking cane(in-game gift from my wife, who was furious when it) disappeared. It was as if she had never made it( not prototyped), but she no longer had the materials, either. I had nothing in my hands instead of the cane. It's like the game didn't believe in walking canes so it deleted it from its own memory.

I have a question, is the ability for companions to follow a player between sharded worlds planned in the works?

 

Is it something that's still being worked on?  Or is it going to be excluded as a feature?

 

Since ruin's had to be put into the caves to reduce the need for more than 2 servers, I'm wondering if companions following their leaders into and out of caves is a possibility for the future.

 

I'm creating a modded character themed around companions, so I'm wondering if I should start developing a workaround or just await patiently.

 

Excellent work by the ways, wasn't expecting ruins to become available so soon, my friends and I are going to have a blast dyin- I mean adventuring in them.

 

Edit: If this was answered in a stream, I missed the stream >.<

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

Guest
This topic is now closed to further replies.
×
  • Create New...