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Caves Beta - October 16th Update


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I'm still having the issue where my map resets every time leave the game and join back? Also every time I go from the surface to caves and visa versa because technically I'm leaving one server and joining the other. I don't know what to do and I'm starting to get annoyed because I'll actually forget where some major landmarks are.

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Could you do the dedicated server multi layer on windows pc?

 

EDIT:

 

I keep getting 

[00:00:04]: scripts/worldgen_main.lua:308: bad argument #1 to 'pairs' (table expected, got string)
LUA ERROR stack traceback:
        =[C] in function 'pairs'
        scripts/worldgen_main.lua(308,1) in function 'OverrideTweaks'
        scripts/worldgen_main.lua(506,1)
        =(tail call) ?
        =(tail call) ?
[00:00:04]: SCRIPT ERROR! Showing error screen
[00:00:04]: WorldSim::SimThread::Main() complete
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Some more info on the NAT traversal issue, the console logs the following (not the log file):

STEAMPS3 AsncTCPSocket created

STEAMPS3 AsncTCPSocket destroyed 

 

Looking online many people are complaining about these issues with games using the network steam libraries.

Dear DST developers, please consider having an option to choose between the NAT traversal or the usual TCP connection.

 

My hosted dedicated server is basically unusable since this update :(

Should I open a separate thread to estimate if other users are affected?

 

Thanks

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Hey klei!

 

Me and my grilfriend are really enjoying this game together! :-)

I would just like to ask for some troubleshooting seeing that i cant find anything on google or wherever on this problem.
I've got a dedicated server running on my laptop for me and her. Now today i wanted to add the caves multi level and followed the guide in the main post about the caves beta.

This is bassicly my problem:

[00:00:00]: Starting Up[00:00:00]: Version: 153322[00:00:00]: Current time: Sun Oct 18 04:40:14 2015[00:00:00]: Don't Starve Together: 153322 WIN32NNN Build Date: 2015-10-16_14-38-38[00:00:00]: Parsing command line[00:00:00]: Command Line Arguments: -conf_dir DST_Caves [00:00:00]: Initializing Minidump handler[00:00:00]: ....Done[00:00:00]: Fixing DPI[00:00:00]: ...Done[00:00:00]: THREAD - started 'GAClient' (5380)[00:00:00]: HttpClient2::ClientThread::Main()[00:00:00]: ProfileIndex:11.92[00:00:00]: Network tick rate: U=15(2), D=0[00:00:00]: Network tick rate: U=60(0), D=0[00:00:00]: Authorized application C:\dstserver\bin\dontstarve_dedicated_server_nullrenderer.exe is enabled in the firewall.[00:00:00]: WindowsFirewall - Application already authorized[00:00:00]: OnLoadPermissionList: APP:Klei/DST_Caves/save/blocklist.txt (Failure)[00:00:00]: OnLoadPermissionList: APP:Klei/DST_Caves/save/adminlist.txt (Failure)[00:00:00]: OnLoadUserIdList: APP:Klei/DST_Caves/save/whitelist.txt (Failure)[00:00:00]: [WARNING] [ACCOUNT] dedicated_lan_server has been deprecated and replaced with [NETWORK] offline_server[00:00:00]: cGame::InitializeOnMainThread[00:00:00]: Renderer initialize: Okay[00:00:00]: AnimManager initialize: Okay[00:00:00]: Buffers initialize: Okay[00:00:00]: cDontStarveGame::DoGameSpecificInitialize()[00:00:00]: FMOD Error: An invalid object handle was used. [00:00:00]: GameSpecific initialize: Okay[00:00:00]: cGame::StartPlaying[00:00:00]: LOADING LUA[00:00:00]: DoLuaFile scripts/main.lua[00:00:00]: DoLuaFile loading buffer scripts/main.lua[00:00:02]: scripts/main.lua(173,1) running main.lua	[00:00:02]: loaded modindex	[00:00:02]: ModIndex: Beginning normal load sequence for dedicated server.	[00:00:02]: DownloadMods(0)[00:00:03]: FMOD Error: An invalid object handle was used. [00:00:04]: LOADING LUA SUCCESS[00:00:04]: PlayerDeaths could not load morgue	[00:00:04]: PlayerHistory could not load player_history_staging	[00:00:04]: bloom_enabled	false	[00:00:04]: loaded saveindex	[00:00:04]: OnFilesLoaded()	[00:00:04]: OnUpdatePurchaseStateComplete	[00:00:23]: 	Load FE	[00:00:25]: 	Load FE: done	[00:00:25]: Starting Dedicated Server Game	[00:00:25]: Network tick rate: U=60(0), D=0[00:00:25]: [Warning] Forcing LAN only setting in offline mode.[00:00:25]: [Warning] Could not confirm port 11001 is open in the firewall. [00:00:25]: [SHARD] No shard id specified, generating a random one...[00:00:25]: Lan Server Started on port: 11001[00:00:25]: Overriding server save slot to: 	5	[00:00:25]: ModIndex: Load sequence finished successfully.	[00:00:25]: Reset() returning[00:00:25]: Collecting garbage...[00:00:25]: lua_gc took 0.05 seconds[00:00:25]: ~ShardLuaProxy()[00:00:25]: ~InventoryLuaProxy()[00:00:25]: ~NetworkLuaProxy()[00:00:25]: ~SimLuaProxy()[00:00:25]: lua_close took 0.06 seconds[00:00:25]: ReleaseAll[00:00:25]: ReleaseAll Finished[00:00:25]: cGame::StartPlaying[00:00:25]: LOADING LUA[00:00:25]: DoLuaFile scripts/main.lua[00:00:25]: DoLuaFile loading buffer scripts/main.lua[00:00:26]: scripts/main.lua(173,1) running main.lua	[00:00:26]: loaded modindex	[00:00:26]: ModIndex: Beginning normal load sequence for dedicated server.	[00:00:26]: LOADING LUA SUCCESS[00:00:26]: PlayerDeaths could not load morgue	[00:00:26]: PlayerHistory could not load player_history_staging	[00:00:26]: bloom_enabled	false	[00:00:26]: loaded saveindex	[00:00:26]: OnFilesLoaded()	[00:00:26]: OnUpdatePurchaseStateComplete	[00:00:26]: 	Unload FE	[00:00:26]: 	Unload FE done	[00:00:28]: 	LOAD BE	[00:00:40]: 	LOAD BE: done	[00:00:40]: Deserialize world session from session/0F000008811939BD/0000000002	[00:00:41]: Save file is at version 1	[00:00:41]: Begin Session: 0F000008811939BD[00:00:41]: saving to server_temp/server_save	[00:00:41]: MiniMapComponent::AddAtlas( minimap/minimap_data.xml )[00:00:44]: Loading Nav Grid	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Validating -1, which is disabled by prefab: status: INACTIVE world: <nil> available: false	[00:00:48]: Can't find prefab spawnpoint	[00:00:48]: SpawnSaveRecord [nil, spawnpoint] FAILED	[00:00:58]: Reconstructing topology	[00:00:58]: 	...Sorting points	[00:00:58]: 	...Sorting edges	[00:00:58]: 	...Connecting nodes	[00:00:58]: 	...Validating connections	[00:00:58]: 	...Housekeeping	[00:00:58]: 	...Done!	[00:00:58]: 1 uploads added to server. From server_temp[00:00:58]: [SHARD] Connecting to master...[00:00:58]: Telling Client our new session identifier: 0F000008811939BD[00:00:58]: ModIndex: Load sequence finished successfully.	[00:00:59]: Reset() returning[00:00:59]: Sim paused[00:01:04]: [SHARD] Sending slave information to master...

It stays on the Sending slave information to master.... and doesn't continue after that.
Also the firewall is turned of and the port is forwarded.

Any solutions?

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@Exentric90

Upload your setting for BOTH the Master and the Caves!so we can have a look if its settes up correctly.

 

 

Now to my Probs:

"Migration by User Failed" any1 found already a Solution for that??? Still having that Issue...

 

What i did/checked already.

Deleting all the save Files and let the Servers generate New worldsMaster and Slave Server are starting FineAnd Connection with each other.ALL my 10 Portals are "avaible=true" and Lead to an "Active" WorldI even can see the Incomming Player Connection on the Cave Server

But after a while PPL get "Try yelling Louder, Direct Connection Failed"

And the Cave console just Prints Migration by user ('KU_CsUUQg2w') failed (163).

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Cave entrance is blocked, but if I c_spawn("cave_entrance", 1), I enter into the cave, at a cave portal.

If I exit the cave through the stairs I found, I appear at the main world portal.

 

Top entrance: generated by world sim

Bottom entrance: c_spawned

post-655673-0-74501100-1445177842_thumb.

 

What's wrong?

 

Main world log:

SteamGameServer_Init Success
[sHARD] Registering portal ID #4
Validating 4, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #9
Validating 9, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #6
Validating 6, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #8
Validating 8, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #7
Validating 7, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #5
Validating 5, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #11
Validating 11: status: INACTIVE world: 3652330703 available: false
[sHARD] Registering portal ID #10
Validating 10: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #2
Validating 2, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #1
Validating 1: status: INACTIVE world: 618588858 available: false
[sHARD] Registering portal ID #3
Validating 3, which is disabled by prefab: status: INACTIVE world: 618588858 available: false
Current Season Is       winter
[sHARD] Slave 'caves(3652330703)' connected from [LAN] IP: 127.0.0.1
[sHARD] Slave 'caves(3652330703)' ready!
World '3652330703' is now connected
Validating 11: status: ACTIVE world: 3652330703 available: true

 

 

Cave log:

[sHARD] Connecting to master...
[sHARD] Sending slave information to master...
[sHARD] Registering in lobby as a slave server...
[sHARD] Slave is now ready!
World '1' is now connected
Validating 3: status: ACTIVE world: 1 available: true
Validating 4: status: ACTIVE world: 1 available: true
Validating 9: status: ACTIVE world: 1 available: true
Validating 1: status: ACTIVE world: 1 available: true
Validating 2: status: ACTIVE world: 1 available: true
Validating 7: status: ACTIVE world: 1 available: true
Validating 5: status: ACTIVE world: 1 available: true
Validating 6: status: ACTIVE world: 1 available: true
Validating 8: status: ACTIVE world: 1 available: true
Validating 10: status: ACTIVE world: 1 available: true
Sim unpaused

 

Main settings:

[network]

...
server_port = 11000

[shard]
shard_enable = true
is_master = true
master_port = 11200
cluster_key = XXXX

 

 

Cave settings:

[network]

...

server_port = 11001
steam_authentication_port = 12348
steam_master_server_port = 12349
server_password = YYYYY


[shard]
shard_enable = true
is_master = false
master_ip = 127.0.0.1
master_port = 11200
shard_name = caves
cluster_key = XXXX
shard_id = 3652330703

 

 

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I run and monitor couple servers on Caves Beta Branch, mainly called Strictly Unprofessional or derivatives of that.

 

My main Cave server is crashing for reasons I cannot foresee, I was told by somebody I should start reporting the crashes lol...

 

So here it goes. see the log file attached.

 

Conditions: 8-12 active people playing, couple people in caves, no mods installed (but it crashed as well with mods), basic survival server with world gen set to "huge" (crashed before on default)

 

Causes: No clue, could be player generated, Some players reported they destroyed Fire Pits before crash, sometimes people report they were just fighting/many entities on screen. Only the main Overworld server crashes, caves server stays intact (but people disconnect)

 

After the crash: when server is back up, server rolls back to previous day and people who were in caves get a character selection screen (characters reset).

 

I would love to provide more info on crashes if necessary

 

On this note I also would like to point out additional bug: typing c_regenerateworld() in console while in Caves, resets caves completely like c_reset() - world and characters. 

log.txt

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So, a few things that have been happening to me lately.

 

Most recently on Artemiy's Strictly Professional Wilderness server, there seems to be some caves spawning into his overworld, got the green caves turf you usually find around the staircase, and even two skylights shining down near one of the sinkholes. (The overworld was only 11 days old and nobody else was on when I came across it). I can't recall ever seeing caves spawn into the overworld before naturally. I have a screenshot if that matters any to show it wasn't brought up manually (not that the skylights can be anyway).

 

Elsewhere, on Absimiliard's survival and wilderness servers, I've been getting stuck in limbo in the caves quite often. He can probably give more specifics from what he sees in his log files as I know it has been giving him problems lately. From a player perspective, it seems that there is a lot of miscommunication between the slave and main server. I guess the caves keeps crashing and as a result my character gets lost with it. I get disconnected while in the caves, cannot reconnect and have to wait for an entire server restart before I'm able to get back in. Oddly enough, on one of the recent restarts on his Wilderness branch, either the caves are malfunctioning again or the overworld reset but not the caves, as I'm unable to get in after another one of said cave disconnects. I've been playing as Wendy if that matters any, I only bring it up because it feels like something about how Abigail functions might be responsible? I don't know.

 

Now on a purely bug reporting perspective, as I'm willing to bet this probably isn't intended - Dying on a wilderness server in the caves, and coming back to the surface after respawn, you will still have your overworld map intact. It honestly doesn't matter to me if it is left this way or not though. 

 

Another one - having an item skin you don't possess like on a backpack and going between the caves and overworld at one point switched the skin back to the stock backpack on the player model, while in the inventory it still showed as the alternate skin. I don't recall doing anything out of the ordinary with it. (I forget if it switched back when I dropped it, I didn't make a mental note when it happened). I'll try to give more specifics to recreate this next time it happens.

 

I also had a crash while in the caves as Wes, I was standing next to a campfire in a ruins section, with a couple of splumonkeys throwing feces at me and I got one of those warning messages that closes the client. Unfortunately again, I forgot to actually write down / copy+paste what it said. I don't play with any mods, nor on servers with any mods, so something probably didn't mesh there.

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So it turned out that while nothing was able to get my wilderness server's caves to connect correctly to the surface server without regenerating the world doing so solved the problem immediately.  Once I regenerated both the slave and master servers the surface > cave connection has been working.

 

(this according to my players, I haven't been able to get in-game to test much at all this weekend, alas)

 

So good news.  Though some folks might be unhappy with requiring a world-regeneration.

 

That said, the Survival server has been wicked unstable all weekend.  I've personally seen it kick players and rollback one day three times in 30 minutes.  I also found it with both servers stopped after crashing, they did restart.  And players have been reporting similar problems.

 

@Quyzbuk, did that problem w. my Wilderness server get fixed?  I regenerated both the worlds Sunday, I want to guess around noon, and since then the surface > caves connection seems to have been fixed.

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Did "multiplayer health tuning" for caves creatures -- and also ROG creatures!

 

 

Any chance we could get some hard numbers to look at here? Wiki hasn't been updated in ages so it'd be nice to have a new reference without having to use the health info mod.

 

(If someone else already wrote down the numbers and would like to share them here, that'd be great too)

 

 

 

 

@Quyzbuk, did that problem w. my Wilderness server get fixed?  I regenerated both the worlds Sunday, I want to guess around noon, and since then the surface > caves connection seems to have been fixed.
 

 

I (think) I tried yesterday, but even after the overworld reset I was unable to get in, since I'm guessing it still thought I was in the caves? It was day 40 something on the overworld so I'm sure someone had to have tried going in unless it regenerated twice. Regardless, I wasn't able to connect yesterday. EDIT: Just tried again today (Monday Oct 19th @ 2 PM), still unable to get in.

 

I'll try again later in the week.

 

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Well I was also in trouble with connection on Absimiliard's Wilderness server because I had been in the cave and cave server went dead. But now I'm able to play within his server. Strange.

 

Anyway, check DST folder(directory)/data/scripts/tuning.lua file to see what are modified. Ctrl+F for 'harder' and you can find several modification on health of certain entities.

 

 


Ancient got 4x health, Lobsters got 2x, Slurtles 2x,

I wonder why Warg tunings are duplicated in this file, one with normal setting and the other with multiplied health (3x) setting.

 

 

Any chance we could get some hard numbers to look at here? Wiki hasn't been updated in ages so it'd be nice to have a new reference without having to use the health info mod.

 

(If someone else already wrote down the numbers and would like to share them here, that'd be great too)

 

 

 

 

 

 

I (think) I tried yesterday, but even after the overworld reset I was unable to get in, since I'm guessing it still thought I was in the caves? It was day 40 something on the overworld so I'm sure someone had to have tried going in unless it regenerated twice. Regardless, I wasn't able to connect yesterday. 

 

I'll try again later in the week.

 

 

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So, a few things that have been happening to me lately.

 

Most recently on Artemiy's Strictly Professional Wilderness server, there seems to be some caves spawning into his overworld, got the green caves turf you usually find around the staircase, and even two skylights shining down near one of the sinkholes. (The overworld was only 11 days old and nobody else was on when I came across it). I can't recall ever seeing caves spawn into the overworld before naturally. I have a screenshot if that matters any to show it wasn't brought up manually (not that the skylights can be anyway).

 

...

 

Hey Quyzbuk! 

 

Thanks for handing out with us yesterday on survival and Wilderness!

 

about the Cave biome on start - its not actually a bug (but it is unusual behavior of world gen), the reason my survival server has that feature is the actual server setup and option in worldgenoverride.lua -  start_location = "caves" (see attached), I was intending for it to spawn people in the actual cave rather than Overworld, but I think the option is broken and needs to be fixed, instead it makes cave biome at starting gate location in Survival servers.

 

If applied to Wilderness server it spawns cave biome at the first player log-in location.

 

hope that explains it, I left the option on just because it looks nifty and adds personal touch to the server :p

 

-art

worldgenoverride.lua

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That's a neat idea artemiyME, I wish I'd thought of that.  

 

(my only "big" goal is, once things are stable, to see if I can link all four of my servers together into a great constellation of surface and caves, maybe multiple surfaces connected by caves, maybe even some Wilderness and some Survival)

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That said, the Survival server has been wicked unstable all weekend.  I've personally seen it kick players and rollback one day three times in 30 minutes.  I also found it with both servers stopped after crashing, they did restart.  And players have been reporting similar problems.

 

@Quyzbuk, did that problem w. my Wilderness server get fixed?  I regenerated both the worlds Sunday, I want to guess around noon, and since then the surface > caves connection seems to have been fixed.

 

Hey yeah, as I have mentioned before as well its is highly unstable, i have to keep checking on servers all day and they crash at least 4-5 times a day depending on visitor load.

 

As far as getting caves to work, I spent a good chunk of my Sunday morning figuring out 3rd server I made from same machine - Wilderness one. Overworld worked fine, but Caves were giving out Port mismatch in console, even though my router and my cave settings.ini all had ports opened correctly. If this is of any help to you on your problem make sure you have  

steam_authentication_port and steam_master_server_port different from 12345 and 12346 (I have them as 12343 and 12344 respectively)
 
because I have not been able to find this info on forums for running multiple servers from one machine.
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  • Developer

Wowsers, you guys were busy over the weekend! Let me see if I can address all these issues (multiple posts incoming!!)

 

In general, sorry about the general lack of stability and connection issues. This kind of thing is expected with new tech but it's still not fun for anyone. :(

 

We really appreciate all the reports and logfiles, keep 'em coming! Right now we're still just generally working on the NAT traversal and connection stuff, so this should generally be improving over the next few updates. Please continue to let us know what isn't working for you. This includes: connecting to servers, slaves connecting to masters, random disconnects, connection issues from mac.

I am a bit worried about how mods are handled for multi-level servers.

In the caves guide, it is recommended to use the same game folder and to boot both servers at the same time.

But once a server boots, it deletes all mods and re-download them from workshop.

This may create conflicts between both servers...

 

And even if we don't boot them at the same time, what happens when one server tries to access a mod that is being deleted by the other server? Is there a pre-compiled version of the mod stored in memory or something?

 

Sorry, the language in the guide isn't super clear. It actually specifially recommends hosting the from separate folders, the first from DoNotStarveTogether (i.e. no command line flags) and the second from DST_Caves (-conf_dir DST_Caves). You can of course supply a conf_dir for the first server as well, if you want to keep it separate from your client settings.

Could you do the dedicated server multi layer on windows pc?

 

EDIT:

 

I keep getting 

[00:00:04]: scripts/worldgen_main.lua:308: bad argument #1 to 'pairs' (table expected, got string)

LUA ERROR stack traceback:

        =[C] in function 'pairs'

        scripts/worldgen_main.lua(308,1) in function 'OverrideTweaks'

        scripts/worldgen_main.lua(506,1)

        =(tail call) ?

        =(tail call) ?

[00:00:04]: SCRIPT ERROR! Showing error screen

[00:00:04]: WorldSim::SimThread::Main() complete

Yes, it should work fine on windows.

 

Could you post a full log? That error is pretty unexpected, it would be helpful to deduce what caused it.

Cave entrance is blocked, but if I c_spawn("cave_entrance", 1), I enter into the cave, at a cave portal.

If I exit the cave through the stairs I found, I appear at the main world portal.

 

Top entrance: generated by world sim

Bottom entrance: c_spawned

 

We need to work out a more permanent solution to this problem, but for now you can run c_reregisterportals() in the console to fix your entrances.

I run and monitor couple servers on Caves Beta Branch, mainly called Strictly Unprofessional or derivatives of that.

 

My main Cave server is crashing for reasons I cannot foresee, I was told by somebody I should start reporting the crashes lol...

 

So here it goes. see the log file attached.

 

Yes please, thanks for reporting this! :-)

 

I can't see any crash in that particular log, though... If it happens again, could you send another log right away? I think what might have happened here is the server had already been restarted or something like that.

So, a few things that have been happening to me lately.

 

Elsewhere, on Absimiliard's survival and wilderness servers, I've been getting stuck in limbo in the caves quite often. 

 

Dying on a wilderness server in the caves, and coming back to the surface after respawn, you will still have your overworld map intact.

 

at one point switched the skin back to the stock backpack on the player model, while in the inventory it still showed as the alternate skin.

 

I also had a crash while in the caves as Wes, I was standing next to a campfire in a ruins section, with a couple of splumonkeys throwing feces at me and I got one of those warning messages that closes the client.

 

Great, thanks for reporting all these! I've got them all on the buglist now. :-)

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