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Caves Beta - October 22nd Update


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Well I planted again and again it's gone. 1 usage of bug net has somehow lost...

Oh, I see what you're saying now. I thought you meant that the flowers turned into bee boxes, but the flowers are just disappearing. Got ya. 

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Critical bug in underground : When I planted 19 butterflies for flower and went somewhere else and turned back, all the flowers are gone and only beehives left.
local function DieInDarkness(inst)    local x,y,z = inst.Transform:GetWorldPosition()    if TheSim:GetLightAtPoint(x,0,z) < TUNING.FLOWER_WITHER_IN_CAVE_LIGHT then        inst:Remove()    endend
local function OnIsDay(inst, isday)    if isday then        inst:DoTaskInTime(5.0 + math.random()*5.0, DieInDarkness)    endend

If you put flowers in a place when there is no natural light when the day starts (ceiling lights), then the flowers will die.

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Not a big deal, but with the controller had no idea how to get/open gift. Doesn't show any description on mouse over or click and can't be selected with controller in any way. I took controller out reconnected to server and I realized maybe Wickerbottom did need a Science Machine sooner rather than later. Then I received pants... 

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You all posted lots of bugs and concerns this weekend, I really appreciate it! :love_heart: I've got them all recorded so we can start working on them.

 

A few things specifically:

 

I am using a Macbook air for DST and can't seem to figure out how to setup a dedicated server and how to get all the coding for the 2 servers to work. I've been reading your articles and not sure if dedicated servers can even be created on Mac products. Will it possible later in the future for only one server needed to run both the overworld and the underworld for a multiplayer host? Is there any articles or post you can refer me to to create dedicated servers (if possible on a mac)?

 

Edit: Not sure if this is the right place to ask this (if I can't where should I post?)

 

Yep, this is the right spot to ask! We don't have clear instructions yet because the process is still likely going to change before caves are released, so we don't want to be too specific for now. There will be clear instructions in the future, and as well, we are going to make it much easier! Please stay tuned.

 

I've  been playing around more with my OSX dedicated server, and wanted to see if people not being able to enter the caves was an OSX problem or not. I set up a dedicated server on Windows 8 on the same computer to see if people were able to travel between the overworld and caves, and they were, so it seems my problem is an OSX only issue. 

 

I would also like to point out that SteamGameServer_Init always fails on OSX no matter what you have the steam authentication ports, and steam master server ports set to.

 

We're going to improve the connection logging, after the next update could you try again, and send us the client logs after the connection fails?

 

Dedicated server or client, how to set up CPU multicore processing?

please~

 

Don't Starve is single-threaded and can not run on multiple cores. However, each client and server is it's own process, so if you are running multiple servers from the same machine they will likely each use their own core.

 

So I wanted to try the clothes thing added, but I cant seem to host an above ground only world with friends the server just isn't apperaing any help?

 

Could you please post the log.txt from the server so we can figure out what's going on?

 

Critical bug in underground : When I planted 19 butterflies for flower and went somewhere else and turned back, all the flowers are gone and only beehives left.

 

This definitely needs better feedback, thanks for mentioning it!

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Huh, you're right! Thanks for noticing, this will be fixed.

 

 

Both of these are on the same machine? We've seen this bug before but haven't been able to track down what's causing it... The only other thing I can think of at the moment is try

bind_ip = 0.0.0.0

In the  [shard] section of your master settings.ini. We'll keep looking in to this though!

 

 

 

Hm, interesting, I'll look in to this one.

 

 

Once the icon is in the tray, the server is running. Wait a minute, and you should be able to join it. :-)

 

If you want the active console (which you probably do), I'm afraid I don't know how to make that happen. Could someone else who is running a mac server enlighten us on how to start the server with console? (@absimiliard, @t0panka, anyone else?)

 

 

 

Yes, getting the pigs to behave sensibly in caves has been kinda gnarly, I haven't fully tested it with werepigs yet... Thanks for pointing this out though, it helps me figure out what to test. :-)

 

Hi, thanks for answering !

 

Yes, both of these are on the same machine and the option "bind_ip = 0.0.0.0" didn't work for me.

 

Have a good day.

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I've  been playing around more with my OSX dedicated server, and wanted to see if people not being able to enter the caves was an OSX problem or not. I set up a dedicated server on Windows 8 on the same computer to see if people were able to travel between the overworld and caves, and they were, so it seems my problem is an OSX only issue. 

 

I would also like to point out that SteamGameServer_Init always fails on OSX no matter what you have the steam authentication ports, and steam master server ports set to.

 

Hey thanks for testing this stuff out, not really a tech wiz so I'm going to have to figure something out :razz: So if I run a dedicated server and make it a multilevel server on my mac, it will break when other characters try to go through the sinkhole? Well if thats case thats sucks lol xD Could I still go between the over world and the underworld without breaking the server if my friends are up on the over world? Would you know anywhere or video where I can get a walkthrough on how to set-up a multilevel server on a mac?

 

Thanks a lot :grin:

 

Edit: You guys are great <3

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Bug Report!

Moles no longer are baited by rocks on the ground.  Once in a blue moon it works but for the most part you can not bait moles with any sort of mineral on the ground.   This has been especially frustrating.  Please fix

 

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Well, I now noticed that both flowers and farms require light for survival and proliferation and could agree with concepts of your guys.

 

But I still think that sudden disappearance of flowers are annoying. No clue is left for considering what happened and how I prevent that or avoid that things.

 

This definitely needs better feedback, thanks for mentioning it!

 

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@Ipsquiggle, here is a weird error for you. It has to do with Cave world generation, it's probably something to do specifically with static_layouts.

 

[00:00:11]: DoLuaFile Error: #[string "scripts/util.lua"]:222: bad argument #1 to 'random' (interval is empty)#LUA ERROR stack traceback:@=[C]:-1 in (field) random (C) <-1--1>@scripts/util.lua:222 in (global) PickSome (Lua) <218-227>   num = 3   choices = table: 0CB98720   l_choices = table: 0CB98720   ret = table: 0CB98810   i = 2@scripts/map/protected_resources.lua:54 in (local) area_contents (Lua) <54-54>@scripts/map/object_layout.lua:194 in (upvalue) ConvertLayoutToEntitylist (Lua) <184-274>   layout = table: 0CB98400   to_add = table: 0CB98A90   current_prefab = lures   v = table: 0CB982C0   idx = 1   current_prefab_data = table: 0CB982E8   area_contents = function - scripts/map/protected_resources.lua:54@scripts/map/object_layout.lua:427 in (field) Convert (Lua) <424-429>   node_id = MudWorld:BG_55:BGMud   item = lures_and_worms   addEntity = table: 0CB983D8   layout = table: 0CB98400@scripts/map/graphnode.lua:161 in (method) ConvertGround (Lua) <138-172>   self =      children_populated = false      graph = table: 0727B6E0      populated = false      edges = table: 05CB7558      id = MudWorld:BG_55:BGMud      visited = false      data = table: 05CB75D0      colour = table: 05CB78C8   spawnFn = table: 0561A640   entitiesOut = table: 05CB1B30   width = 512   height = 512   world_gen_choices = nil   obj_layout = table: 09091268   prefab_list = table: 0CB98108   add_fn = table: 0CB983D8   k = lures_and_worms   count = 1   i = 1@scripts/map/network.lua:624 in (method) ConvertGround (Lua) <621-626>   self =      wormholeprefab = tentacle_pillar      story_depth = -1      MIN_WORMHOLE_ID = 2300000      id = GAME_root      data = table: 0561EDA8      visited = false      exit_nodes = table: 0561ED80      exit_edges = table: 0561ED30      nodes = table: 0561EC40      edges = table: 0561EBF0      children = table: 0561ECE0      colour = table: 0561EE48   map = table: 0561A640   spawnFN = table: 05CB1B30   entities = 512   check_col = 512   nodes = table: 094FBD78   k = MudWorld:BG_55:BGMud   node = table: 05CB77B0@scripts/map/forest_map.lua:538 in (field) Generate (Lua) <216-669>   prefab = cave   map_width = 512   map_height = 512   tasks = table: 06196B00   world_gen_choices = table: 06199FA8   level_type = survival   level = table: 06195DB8   start_time = 9000   SpawnFunctions = table: 0561A640   check_col = table: 0561A550   current_gen_params = nil   start_node_override = nil   islandpercent = nil   story_gen_params = table: 0561E998   defalt_impassible_tile = 1   topology_save = table: 05CB1CC0   entities = table: 05CB1B30   save = table: 05CB1B80   min_size = 512   join_islands = true   nodes = table: 0909AC30   runtime_overrides = table: 0908FEB8   obj_layout = table: 09091268   add_fn = table: 09091178@scripts/worldgen_main.lua:524 in () ? (Lua) <436-601>   debug = false   parameters = table: 0619A278   Gen = table: 06194BE8   levels = table: 061962B8   level = table: 06195DB8   level_area_triggers = nil   id = DST_CAVE   override_level_string = false   name = Underground   hideminimap = false   prefab = cave   choose_tasks = table: 06196B00   savedata = nil   max_map_width = 1024   max_map_height = 1024   try = 1   maxtries = 5@=(tail call):-1 in ()  (tail) <-1--1>@=(tail call):-1 in ()  (tail) <-1--1>[00:00:11]: #[string "scripts/util.lua"]:222: bad argument #1 to 'random' (interval is empty)#LUA ERROR stack traceback:@=[C]:-1 in (field) random (C) <-1--1>@scripts/util.lua:222 in (global) PickSome (Lua) <218-227>   num = 3   choices = table: 0CB98720   l_choices = table: 0CB98720   ret = table: 0CB98810   i = 2@scripts/map/protected_resources.lua:54 in (local) area_contents (Lua) <54-54>@scripts/map/object_layout.lua:194 in (upvalue) ConvertLayoutToEntitylist (Lua) <184-274>   layout = table: 0CB98400   to_add = table: 0CB98A90   current_prefab = lures   v = table: 0CB982C0   idx = 1   current_prefab_data = table: 0CB982E8   area_contents = function - scripts/map/protected_resources.lua:54@scripts/map/object_layout.lua:427 in (field) Convert (Lua) <424-429>   node_id = MudWorld:BG_55:BGMud   item = lures_and_worms   addEntity = table: 0CB983D8   layout = table: 0CB98400@scripts/map/graphnode.lua:161 in (method) ConvertGround (Lua) <138-172>   self =      children_populated = false      graph = table: 0727B6E0      populated = false      edges = table: 05CB7558      id = MudWorld:BG_55:BGMud      visited = false      data = table: 05CB75D0      colour = table: 05CB78C8   spawnFn = table: 0561A640   entitiesOut = table: 05CB1B30   width = 512   height = 512   world_gen_choices = nil   obj_layout = table: 09091268   prefab_list = table: 0CB98108   add_fn = table: 0CB983D8   k = lures_and_worms   count = 1   i = 1@scripts/map/network.lua:624 in (method) ConvertGround (Lua) <621-626>   self =      wormholeprefab = tentacle_pillar      story_depth = -1      MIN_WORMHOLE_ID = 2300000      id = GAME_root      data = table: 0561EDA8      visited = false      exit_nodes = table: 0561ED80      exit_edges = table: 0561ED30      nodes = table: 0561EC40      edges = table: 0561EBF0      children = table: 0561ECE0      colour = table: 0561EE48   map = table: 0561A640   spawnFN = table: 05CB1B30   entities = 512   check_col = 512   nodes = table: 094FBD78   k = MudWorld:BG_55:BGMud   node = table: 05CB77B0@scripts/map/forest_map.lua:538 in (field) Generate (Lua) <216-669>   prefab = cave   map_width = 512   map_height = 512   tasks = table: 06196B00   world_gen_choices = table: 06199FA8   level_type = survival   level = table: 06195DB8   start_time = 9000   SpawnFunctions = table: 0561A640   check_col = table: 0561A550   current_gen_params = nil   start_node_override = nil   islandpercent = nil   story_gen_params = table: 0561E998   defalt_impassible_tile = 1   topology_save = table: 05CB1CC0   entities = table: 05CB1B30   save = table: 05CB1B80   min_size = 512   join_islands = true   nodes = table: 0909AC30   runtime_overrides = table: 0908FEB8   obj_layout = table: 09091268   add_fn = table: 09091178@scripts/worldgen_main.lua:524 in () ? (Lua) <436-601>   debug = false   parameters = table: 0619A278   Gen = table: 06194BE8   levels = table: 061962B8   level = table: 06195DB8   level_area_triggers = nil   id = DST_CAVE   override_level_string = false   name = Underground   hideminimap = false   prefab = cave   choose_tasks = table: 06196B00   savedata = nil   max_map_width = 1024   max_map_height = 1024   try = 1   maxtries = 5@=(tail call):-1 in ()  (tail) <-1--1>@=(tail call):-1 in ()  (tail) <-1--1>[00:00:11]: Error loading worldgen_main.lua[00:00:11]: WorldSim::SimThread::Main() ERROR[00:00:11]: WorldSim::SimThread::Main() complete[00:00:11]: Worldgen had an error, displaying...	[00:00:11]: #[string "scripts/util.lua"]:222: bad argument #1 to 'random' (interval is empty)#LUA ERROR stack traceback:@=[C]:-1 in (field) random (C) <-1--1>@scripts/util.lua:222 in (global) PickSome (Lua) <218-227>   num = 3   choices = table: 0CB98720   l_choices = table: 0CB98720   ret = table: 0CB98810   i = 2@scripts/map/protected_resources.lua:54 in (local) area_contents (Lua) <54-54>@scripts/map/object_layout.lua:194 in (upvalue) ConvertLayoutToEntitylist (Lua) <184-274>   layout = table: 0CB98400   to_add = table: 0CB98A90   current_prefab = lures   v = table: 0CB982C0   idx = 1   current_prefab_data = table: 0CB982E8   area_contents = function - scripts/map/protected_resources.lua:54@scripts/map/object_layout.lua:427 in (field) Convert (Lua) <424-429>   node_id = MudWorld:BG_55:BGMud   item = lures_and_worms   addEntity = table: 0CB983D8   layout = table: 0CB98400@scripts/map/graphnode.lua:161 in (method) ConvertGround (Lua) <138-172>   self =      children_populated = false      graph = table: 0727B6E0      populated = false      edges = table: 05CB7558      id = MudWorld:BG_55:BGMud      visited = false      data = table: 05CB75D0      colour = table: 05CB78C8   spawnFn = table: 0561A640   entitiesOut = table: 05CB1B30   width = 512   height = 512   world_gen_choices = nil   obj_layout = table: 09091268   prefab_list = table: 0CB98108   add_fn = table: 0CB983D8   k = lures_and_worms   count = 1   i = 1@scripts/map/network.lua:624 in (method) ConvertGround (Lua) <621-626>   self =      wormholeprefab = tentacle_pillar      story_depth = -1      MIN_WORMHOLE_ID = 2300000      id = GAME_root      data = table: 0561EDA8      visited = false      exit_nodes = table: 0561ED80      exit_edges = table: 0561ED30      nodes = table: 0561EC40      edges = table: 0561EBF0      children = table: 0561ECE0      colour = table: 0561EE48   map = table: 0561A640   spawnFN = table: 05CB1B30   entities = 512   check_col = 512   nodes = table: 094FBD78   k = MudWorld:BG_55:BGMud   node = table: 05CB77B0@scripts/map/forest_map.lua:538 in (field) Generate (Lua) <216-669>   prefab = cave   map_width = 512   map_height = 512   tasks = table: 06196B00   world_gen_choices = table: 06199FA8   level_type = survival   level = table: 06195DB8   start_time = 9000   SpawnFunctions = table: 0561A640   check_col = table: 0561A550   current_gen_params = nil   start_node_override = nil   islandpercent = nil   story_gen_params = table: 0561E998   defalt_impassible_tile = 1   topology_save = table: 05CB1CC0   entities = table: 05CB1B30   save = table: 05CB1B80   min_size = 512   join_islands = true   nodes = table: 0909AC30   runtime_overrides = table: 0908FEB8   obj_layout = table: 09091268   add_fn = table: 09091178@scripts/worldgen_main.lua:524 in () ? (Lua) <436-601>   debug = false   parameters = table: 0619A278   Gen = table: 06194BE8   levels = table: 061962B8   level = table: 06195DB8   level_area_triggers = nil   id = DST_CAVE   override_level_string = false   name = Underground   hideminimap = false   prefab = cave   choose_tasks = table: 06196B00   savedata = nil   max_map_width = 1024   max_map_height = 1024   try = 1   maxtries = 5@=(tail call):-1 in ()  (tail) <-1--1>@=(tail call):-1 in ()  (tail) <-1--1>	[00:00:11]: SCRIPT ERROR! Showing error screen	

 

Regards,

Ysovuka\Kzisor

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1. When I visited pig king's town, all pigs came out and welcomed me.

 

2. Have no idea of this..

 

3. In my playing, they come out and make a big fight with spidees and tentacles as usual.

 

4. It is fixed now, and it seems that changes of mechanism may affect overworld feature(2) of moleworm.

 

Thanks for your response,

 

After playing for little bit more, I would have to modify all what I have said to 50/50 chance mobs act the way they supposed to during their day cycles. Most of troubled mobs are: merms, catcoons, pigs. others seem to work 100% of times.

 

For those of you having trouble with pigs, just drop a lantern near their houses before sunrise.  A fire pit with a large fire might work, too.

 

 

Will try that! Does this work on merms and catcoons?

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Hi, thanks for answering !

 

Yes, both of these are on the same machine and the option "bind_ip = 0.0.0.0" didn't work for me.

 

Have a good day.

 

Hm, it's definitely not clear what's happening. We're putting in more connection logging in the next update, so try again after that's released and then post the logs, if you don't mind. :-)

 

Here you go!

 

Nothing seems out of place in that log... You say the server is just not showing in the server listings? If you try making a new server with the Public setting, does that show up?

 

Bug Report!

Moles no longer are baited by rocks on the ground.  Once in a blue moon it works but for the most part you can not bait moles with any sort of mineral on the ground.   This has been especially frustrating.  Please fix

 

Thanks, will be fixed in the next update.

 

@Ipsquiggle, here is a weird error for you. It has to do with Cave world generation, it's probably something to do specifically with static_layouts.

 

Thanks, will be fixed in the next update.

 

So, checked my stuffs this morning and found both the caves and surface had crashed.  I haven't looked at the logs yet, and will be restarting both of them in a minute.

 

But I did <edit>upload (not download, doh) </edit> the logs for each, so IPSquiggle could look at them.

 

So, here they are:

 

attachicon.giflog (1).txt

attachicon.giflog.txt

 

As before, the logs show no sign of a crash. :\ Are there any .mdmp files in the /bin folder? I'm puzzled...

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Nothing seems out of place in that log... You say the server is just not showing in the server listings? If you try making a new server with the Public setting, does that show up?

I've tried that it still doesnt show up. Also this doesnt work with my friend's server too.

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We now agree with that certain circadian rhythm problems were caused by caves-related modification of their mechanics, right?

 

Wish the devs could fix them at later updates or patchworks. In my opinion, it would be better to separate their circadian mechanics according to server flag, like master or slave...

 

Thanks for your response,

 

After playing for little bit more, I would have to modify all what I have said to 50/50 chance mobs act the way they supposed to during their day cycles. Most of troubled mobs are: merms, catcoons, pigs. others seem to work 100% of times.

 

 

 

Will try that! Does this work on merms and catcoons?

 

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As before, the logs show no sign of a crash. :\ Are there any .mdmp files in the /bin folder? I'm puzzled...

 

 

No, I don't see any .mdmp files there.  Though I did restart the servers, so if you have a garbage-file clearing function that might have cleaned them up when I did so.

 

The next time I find them stopped I'll look for any in /bin and load them up with the general server logs.

 

Having poked a bit more around the files in /bin, let me know if you want anything out of /bin/logs and I'll grab those for you as well.

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