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Mod debugging - Help needed


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I wrote my first mod for DST and it mostly works. Mostly, because I get crashes like "Tried to index a field (component name goes here) a nil value" doing random stuff, and I can't get the inst.components.workable to work either. These are all problems with my mod (I think, I only tested it on my old singleplayer server, because I don't care if I lose it, no clue if it works in multiplayer) I managed to make DST crash with out of memory error too, but I fixed that by myself. Can anyone help me to fix these bugs please, I attached the mod here:

Better DST.zip

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When it crashes it either says that there is a problem with lines 63-65 or lines 72-74. Seems like this thing:

		if inst.components.edible == nil then 
			inst:AddComponent("edible")
		end

isn't a good workaround . And when these lines don't exist.... it always crashes.

And because these lines modify how cooked mushrooms work, when I cook mushrooms, it sometimes works and sometimes it crashes.

 

And these lines do not work at all, they don't even crash:

	local function breakcave(inst)
		inst:AddComponent("workable")
		inst:AddComponent("lootdropper")
		inst.components.workable:SetWorkAction(GLOBAL.ACTIONS.MINE)
		inst.components.workable:SetWorkLeft(5)
		inst.components.workable:SetOnFinishCallback(onmined)
		local function onmined(inst)
			local fx = SpawnPrefab("collapse_big")
			fx.Transform:SetPosition(inst.Transform:GetWorldPosition())
			fx:SetMaterial("metal")
			inst.components.lootdropper:DropLoot()
			inst:Remove()
		end
	end
	AddPrefabPostInit("batcave", breakcave)

 

Edited by NobodyCares69
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