Arcita Posted October 25, 2015 Share Posted October 25, 2015 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. Link to comment Share on other sites More sharing options...
cryssztal Posted October 25, 2015 Share Posted October 25, 2015 I also had my game crash last night while I was fighting a birchnutter. Link to comment Share on other sites More sharing options...
DarkXero Posted October 25, 2015 Share Posted October 25, 2015 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() endendlocal function OnIsDay(inst, isday) if isday then inst:DoTaskInTime(5.0 + math.random()*5.0, DieInDarkness) endendIf you put flowers in a place when there is no natural light when the day starts (ceiling lights), then the flowers will die. Link to comment Share on other sites More sharing options...
TemporaryMan Posted October 26, 2015 Share Posted October 26, 2015 Maybe if they left rot behind it'd be more obvious what happened. Link to comment Share on other sites More sharing options...
justdev42 Posted October 26, 2015 Share Posted October 26, 2015 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... Link to comment Share on other sites More sharing options...
WhyNotWhy Posted October 26, 2015 Share Posted October 26, 2015 Was playing as Webber and bunnymen would pursue me indefinitely if I got within aggro range. They walk away for a split second and immediately aggro me again. Link to comment Share on other sites More sharing options...
Quyzbuk Posted October 26, 2015 Share Posted October 26, 2015 Minor bug here: - Entering the caves while starving and then eating after loading in doesn't remove the red starvation ring. The only way to remove it is to return to the surface or log out Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted October 26, 2015 Author Developer Share Posted October 26, 2015 You all posted lots of bugs and concerns this weekend, I really appreciate it! 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! Link to comment Share on other sites More sharing options...
Sakaime Posted October 26, 2015 Share Posted October 26, 2015 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 trybind_ip = 0.0.0.0In 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. Link to comment Share on other sites More sharing options...
Nickolas2600 Posted October 26, 2015 Share Posted October 26, 2015 Could you please post the log.txt from the server so we can figure out what's going on? Here you go!log.txt Link to comment Share on other sites More sharing options...
Blueflame02 Posted October 26, 2015 Share Posted October 26, 2015 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 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 Edit: You guys are great <3 Link to comment Share on other sites More sharing options...
Clwnbaby Posted October 27, 2015 Share Posted October 27, 2015 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 Link to comment Share on other sites More sharing options...
smallishbird Posted October 27, 2015 Share Posted October 27, 2015 @Blueflame02, There are no guides specifically for mac but you can pretty much follow the pc guide (http://dont-starve-game.wikia.com/wiki/Guides/Simple_Dedicated_Server_Setup). The only real difference is that you want to launch the dedicated server from terminal instead of the Steam UI like in the screenshot below. Link to comment Share on other sites More sharing options...
Zinglon Posted October 27, 2015 Share Posted October 27, 2015 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! Link to comment Share on other sites More sharing options...
Kzisor Posted October 27, 2015 Share Posted October 27, 2015 @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 Link to comment Share on other sites More sharing options...
absimiliard Posted October 27, 2015 Share Posted October 27, 2015 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: log (1).txtlog.txt Link to comment Share on other sites More sharing options...
_Q_ Posted October 27, 2015 Share Posted October 27, 2015 How far is the end of caves beta? Link to comment Share on other sites More sharing options...
artemiyME Posted October 27, 2015 Share Posted October 27, 2015 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? Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted October 27, 2015 Author Developer Share Posted October 27, 2015 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: log (1).txtlog.txt As before, the logs show no sign of a crash. :\ Are there any .mdmp files in the /bin folder? I'm puzzled... Link to comment Share on other sites More sharing options...
Nickolas2600 Posted October 27, 2015 Share Posted October 27, 2015 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. Link to comment Share on other sites More sharing options...
Exentric90 Posted October 27, 2015 Share Posted October 27, 2015 received following crash notice while fighting a birchnutter. could be mods could be caves but here you are.crash.jpgI'm getting this exact same error when I want to light it. Also mods I think it's the tooltip values MOD but not really sure. Link to comment Share on other sites More sharing options...
Exentric90 Posted October 28, 2015 Share Posted October 28, 2015 Oh and also when will Maxwell be available? Link to comment Share on other sites More sharing options...
Zinglon Posted October 28, 2015 Share Posted October 28, 2015 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? Link to comment Share on other sites More sharing options...
Pyromailmann Posted October 28, 2015 Share Posted October 28, 2015 Oh and also when will Maxwell be available? He won't be in DST for lore reasons apparently. Link to comment Share on other sites More sharing options...
absimiliard Posted October 28, 2015 Share Posted October 28, 2015 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. Link to comment Share on other sites More sharing options...
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