T4T3RGR3NAD3R Posted November 4, 2015 Share Posted November 4, 2015 If that doesn't stir within you feelings of vengeance, my friend found his hud and ghost rather invisible. I had one mod, Melon on a Stick Together, and he could she his hud on other servers. We ran out of time before trying disabling the mod. The server did not originally have the mod enabled. Link to comment Share on other sites More sharing options...
Gingerbread Posted November 4, 2015 Share Posted November 4, 2015 Fixed crash when regenerating a caves world. Well this is quicker than i expected. Super fast fix. Thanks Link to comment Share on other sites More sharing options...
Clwnbaby Posted November 4, 2015 Share Posted November 4, 2015 Game just closed to today, here's my log:log.txt I dunno if its worth noting but after the game closed I updated it a min later after logging in. Link to comment Share on other sites More sharing options...
Arcita Posted November 4, 2015 Share Posted November 4, 2015 If that doesn't stir within you feelings of vengeance, my friend found his hud and ghost rather invisible. I had one mod, Melon on a Stick Together, and he could she his hud on other servers. We ran out of time before trying disabling the mod. The server did not originally have the mod enabled. lol. Great taste in mods. Link to comment Share on other sites More sharing options...
Zinglon Posted November 4, 2015 Share Posted November 4, 2015 Yeah, before the boons restoration patchwork the pigkings were always generated, but now weren't because the king is also counted as boon and whole number of boon seems fixed in one world, hence if the boons outnumbered the king isn't generated. Not sure if it's a known thing or not, but for a couple of weeks I've had way to many worlds without a pig king, around more than half of the times. Is he not a 100% spawn chance anymore? Link to comment Share on other sites More sharing options...
smallishbird Posted November 4, 2015 Share Posted November 4, 2015 Yeah, before the boons restoration patchwork the pigkings were always generated, but now weren't because the king is also counted as boon and whole number of boon seems fixed in one world, hence if the boons outnumbered the king isn't generated.The pig king was not guaranteed before that patch, because there were still instances where the pig king didn't have room to spawn. I don't think the pig king not spawning has any relation to the number of boons in the world, but rather if there's enough space to spawn one. I could be wrong about this though. Link to comment Share on other sites More sharing options...
Neck Posted November 5, 2015 Share Posted November 5, 2015 I found a bug I think , in the ruins the ancient statues colour never changes , since I have been in there I noticed the colour wasn't changing , so I assumed it was a fix to balance as you could just restart till you had green gems etc. (even though you can just delete the caves world in your save to regen the world so defeats the purpose of non-renewables) but when mining down two RED statues I got a green and a purple gem , so I now think its a bug with the colour not changing. Link to comment Share on other sites More sharing options...
absimiliard Posted November 5, 2015 Share Posted November 5, 2015 So I'm having a problem with the caves server failing to connect to the overworld again. It's possible some networking on the back-end might've changed, Citadel Servers needed to look at my server as it was showing a ridiculous ping time. (3178 if I recall rightly) If that's the case they'll need to fix it, but in case it's something else I thought I'd post my log and config files here in the hopes they might be useful. log (3).txtlog (4).txtSettings (1).iniSettings (2).ini Link to comment Share on other sites More sharing options...
rezecib Posted November 5, 2015 Share Posted November 5, 2015 A small consistency bug. If you join a world as a particular character with a set of skin items, then rejoin with random items (and get the same character?), opening a wardrobe brings you back to the last manually-defined set of items. Link to comment Share on other sites More sharing options...
absimiliard Posted November 5, 2015 Share Posted November 5, 2015 Some possibly useful output from debug portals and reregister portals: [02:38:39]: ConsoleInput: "for k,v in pairs(Ents) do if v.components.worldmigrator then v.components.worldmigrator:SetDestinationWorld("1799691537") end end"[02:38:39]: Validating ID 10: status: INACTIVE world: 1799691537 (auto) available: false recieves: 10 (disabled by prefab)[02:38:39]: Validating ID 7: status: INACTIVE world: 1799691537 (auto) available: false recieves: 7 (disabled by prefab)[02:38:39]: Validating ID 1: status: INACTIVE world: 1799691537 (auto) available: false recieves: 1 (disabled by prefab)[02:38:39]: Validating ID 6: status: INACTIVE world: 1799691537 (auto) available: false recieves: 6 (disabled by prefab)[02:38:39]: Validating ID 5: status: INACTIVE world: 1799691537 (auto) available: false recieves: 5 (disabled by prefab)[02:38:39]: Validating ID 9: status: INACTIVE world: 1799691537 (auto) available: false recieves: 9 (disabled by prefab)[02:38:39]: Validating ID 3: status: INACTIVE world: 1799691537 (auto) available: false recieves: 3 (disabled by prefab)[02:38:39]: Validating ID 2: status: INACTIVE world: 1799691537 (auto) available: false recieves: 2 (disabled by prefab)[02:38:39]: Validating ID 4: status: INACTIVE world: 1799691537 (auto) available: false recieves: 4[02:38:39]: Validating ID 8: status: INACTIVE world: 1799691537 (auto) available: false recieves: 8[02:39:18]: ConsoleInput: "c_debugshards()"[02:39:18]: Connected shards:[02:39:18]: 0 shards[02:39:18]: Known portals:[02:39:18]: 102833 - cave_entrance ID 1: status: INACTIVE world: 1799691537 (auto) available: false recieves: 1[02:39:18]: 102839 - cave_entrance ID 2: status: INACTIVE world: 1799691537 (auto) available: false recieves: 2[02:39:18]: 102838 - cave_entrance ID 3: status: INACTIVE world: 1799691537 (auto) available: false recieves: 3[02:39:18]: 102835 - cave_entrance ID 5: status: INACTIVE world: 1799691537 (auto) available: false recieves: 5[02:39:18]: 102834 - cave_entrance ID 6: status: INACTIVE world: 1799691537 (auto) available: false recieves: 6[02:39:18]: 102832 - cave_entrance ID 7: status: INACTIVE world: 1799691537 (auto) available: false recieves: 7[02:39:18]: 102837 - cave_entrance ID 9: status: INACTIVE world: 1799691537 (auto) available: false recieves: 9[02:39:18]: 102831 - cave_entrance ID 10: status: INACTIVE world: 1799691537 (auto) available: false recieves: 10[02:39:18]: 108563 - cave_entrance_open ID 4: status: INACTIVE world: 1799691537 (auto) available: false recieves: 4[02:39:18]: 111287 - cave_entrance_open ID 8: status: INACTIVE world: 1799691537 (auto) available: false recieves: 8[02:39:18]: 10 known portals[02:39:18]: Portal targets actually available:[02:39:18]: 102833 - cave_entrance false[02:39:18]: 102839 - cave_entrance false[02:39:18]: 102838 - cave_entrance false[02:39:18]: 102835 - cave_entrance false[02:39:18]: 102834 - cave_entrance false[02:39:18]: 102832 - cave_entrance false[02:39:18]: 102837 - cave_entrance false[02:39:18]: 102831 - cave_entrance false[02:39:18]: 108563 - cave_entrance_open false[02:39:18]: 111287 - cave_entrance_open false[02:39:18]: Portals not known: [02:39:18]: 0 unknown portals [02:39:45]: ConsoleInput: "c_reregisterportals()"[02:39:45]: Validating ID 1: status: INACTIVE world: <nil> (auto) available: false recieves: 1 (disabled by prefab)[02:39:45]: Validating ID 2: status: INACTIVE world: <nil> (auto) available: false recieves: 2 (disabled by prefab)[02:39:45]: Validating ID 3: status: INACTIVE world: <nil> (auto) available: false recieves: 3 (disabled by prefab)[02:39:45]: Validating ID 5: status: INACTIVE world: <nil> (auto) available: false recieves: 5 (disabled by prefab)[02:39:45]: Validating ID 6: status: INACTIVE world: <nil> (auto) available: false recieves: 6 (disabled by prefab)[02:39:45]: Validating ID 7: status: INACTIVE world: <nil> (auto) available: false recieves: 7 (disabled by prefab)[02:39:45]: Validating ID 9: status: INACTIVE world: <nil> (auto) available: false recieves: 9 (disabled by prefab)[02:39:45]: Validating ID 10: status: INACTIVE world: <nil> (auto) available: false recieves: 10 (disabled by prefab)[02:39:45]: Validating ID 4: status: INACTIVE world: <nil> (auto) available: false recieves: 4[02:39:45]: Validating ID 8: status: INACTIVE world: <nil> (auto) available: false recieves: 8[02:40:06]: ConsoleInput: "c_debugshards()"[02:40:06]: Connected shards:[02:40:06]: 0 shards[02:40:06]: Known portals:[02:40:06]: 102833 - cave_entrance ID 1: status: INACTIVE world: <nil> (auto) available: false recieves: 1[02:40:06]: 102839 - cave_entrance ID 2: status: INACTIVE world: <nil> (auto) available: false recieves: 2[02:40:06]: 102838 - cave_entrance ID 3: status: INACTIVE world: <nil> (auto) available: false recieves: 3[02:40:06]: 102835 - cave_entrance ID 5: status: INACTIVE world: <nil> (auto) available: false recieves: 5[02:40:06]: 102834 - cave_entrance ID 6: status: INACTIVE world: <nil> (auto) available: false recieves: 6[02:40:06]: 102832 - cave_entrance ID 7: status: INACTIVE world: <nil> (auto) available: false recieves: 7[02:40:06]: 102837 - cave_entrance ID 9: status: INACTIVE world: <nil> (auto) available: false recieves: 9[02:40:06]: 102831 - cave_entrance ID 10: status: INACTIVE world: <nil> (auto) available: false recieves: 10[02:40:06]: 108563 - cave_entrance_open ID 4: status: INACTIVE world: <nil> (auto) available: false recieves: 4[02:40:06]: 111287 - cave_entrance_open ID 8: status: INACTIVE world: <nil> (auto) available: false recieves: 8[02:40:06]: 10 known portals[02:40:06]: Portal targets actually available:[02:40:06]: 102833 - cave_entrance false[02:40:06]: 102839 - cave_entrance false[02:40:06]: 102838 - cave_entrance false[02:40:06]: 102835 - cave_entrance false[02:40:06]: 102834 - cave_entrance false[02:40:06]: 102832 - cave_entrance false[02:40:06]: 102837 - cave_entrance false[02:40:06]: 102831 - cave_entrance false[02:40:06]: 108563 - cave_entrance_open false[02:40:06]: 111287 - cave_entrance_open false[02:40:06]: Portals not known:[02:40:06]: 0 unknown portals Link to comment Share on other sites More sharing options...
Developer 255 Posted November 5, 2015 Developer Share Posted November 5, 2015 So I'm having a problem with the caves server failing to connect to the overworld again. It's possible some networking on the back-end might've changed, Citadel Servers needed to look at my server as it was showing a ridiculous ping time. (3178 if I recall rightly) If that's the case they'll need to fix it, but in case it's something else I thought I'd post my log and config files here in the hopes they might be useful. log (3).txtlog (4).txtSettings (1).iniSettings (2).ini Hey absimiliard, You must set the master_port to the same number in both configuration files. Let me know if this fixes your problem. Link to comment Share on other sites More sharing options...
absimiliard Posted November 5, 2015 Share Posted November 5, 2015 Hey absimiliard, You must set the master_port to the same number in both configuration files. Let me know if this fixes your problem. That's bizarre, as I didn't change that. I bet it must have been related to Citadel doing some work on the networking of the host system. Anyhow, I stopped the cave server, updated settings.ini to use 11200 as the port for the master server, restarted the cave slave, and it now connects. Thanks for the eyeballs on it @255. I gave a brief try at syncing the ports this morning before I posted, but must have forgotten I need to modify the file after shutting the server down or it doesn't save the changes. You pointing it out to me made me re-examine it, and recall the timing of config changes wrt server restarts. Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted November 5, 2015 Author Developer Share Posted November 5, 2015 If that doesn't stir within you feelings of vengeance, my friend found his hud and ghost rather invisible. I had one mod, Melon on a Stick Together, and he could she his hud on other servers. We ran out of time before trying disabling the mod. The server did not originally have the mod enabled. Hmm, strange! It's possible they had a client mod running as well? In any case, if it ever happens again be sure to get both the server and client log files so we can figure out what went wrong. Game just closed to today, here's my log:log.txt I dunno if its worth noting but after the game closed I updated it a min later after logging in. The reason isn't clear, but I strongly suspect there's a bug in one of the mods, so you ended up with some bad objects in the world, which caused the crash later on. Let me know if it happens again! Not sure if it's a known thing or not, but for a couple of weeks I've had way to many worlds without a pig king, around more than half of the times. Is he not a 100% spawn chance anymore? It's never been guaranteed, but I'll have a look into it and see if something changed lately. A small consistency bug. If you join a world as a particular character with a set of skin items, then rejoin with random items (and get the same character?), opening a wardrobe brings you back to the last manually-defined set of items. Thanks for mentioning it. Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted November 5, 2015 Author Developer Share Posted November 5, 2015 I found a bug I think , in the ruins the ancient statues colour never changes , since I have been in there I noticed the colour wasn't changing , so I assumed it was a fix to balance as you could just restart till you had green gems etc. (even though you can just delete the caves world in your save to regen the world so defeats the purpose of non-renewables) but when mining down two RED statues I got a green and a purple gem , so I now think its a bug with the colour not changing. Ah, weird. Thanks for catching this, I'll look into it. Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted November 5, 2015 Author Developer Share Posted November 5, 2015 New update has been posted, please continue the conversation in the new thread:http://forums.kleientertainment.com/topic/58862-caves-beta-november-5th-update/ Link to comment Share on other sites More sharing options...
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