JimmyJam Posted February 24, 2017 Share Posted February 24, 2017 To add this new stuff to my old world do i need to go into the caves then restart the world? Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted February 24, 2017 Developer Share Posted February 24, 2017 8 minutes ago, JimmyJam said: To add this new stuff to my old world do i need to go into the caves then restart the world? If you are playing a locally hosted world (not a dedicated server) then simplest way is to: enter the world, exit back to the main menu, then go into the world again. Done. 6 Link to comment Share on other sites More sharing options...
JimmyJam Posted February 24, 2017 Share Posted February 24, 2017 Just now, ScottHansen said: If you are playing a locally hosted world (not a dedicated server) then simplest way is to: enter the world, exit back to the main menu, then go into the world again. Done. Thanks for the fast reply Link to comment Share on other sites More sharing options...
GLERMZ Posted February 24, 2017 Share Posted February 24, 2017 (edited) 1 hour ago, Sinister_Fang said: Quick question: Does the Antlion drop anything when it dies? Or does it just stop it's rampage? Also, is the sandstorm still going after it's killed? When AntLion dies he drops meat, desert stones and the Teleport Blueprint. Sandstorm still continues i just think he can no longer destroy the world. So this makes it less grindy and a tiny bit more challenging. Also the fight is fun and solable, and really easy with 2/3 people. I really like this new AntLion. Good Luck for you. Edited February 24, 2017 by Glhrmzz 8 Link to comment Share on other sites More sharing options...
EuedeAdodooedoe Posted February 24, 2017 Share Posted February 24, 2017 @V2C and/or @ScottHansen, almost perfect so far. Nice things seem to come out from this update and I'm amazed you're still working on things. May I suggest that the antlion to have more of a dynamic fight? As in, it burrying into the ground, jumping in and out of the ground, perhaps using those crates as attacks on occasion as well? Simply because it seems like it needs to be dynamic, kind of like how Quacken moved around every now and then! 3 Link to comment Share on other sites More sharing options...
minespatch Posted February 24, 2017 Share Posted February 24, 2017 2 minutes ago, EuedeAdodooedoe said: @V2C and/or @ScottHansen, almost perfect so far. Nice things seem to come out from this update and I'm amazed you're still working on things. May I suggest that the antlion to have more of a dynamic fight? As in, it burrying into the ground, jumping in and out of the ground, perhaps using those crates as attacks on occasion as well? Simply because it seems like it needs to be dynamic, kind of like how Quacken moved around every now and then! It'd be kind of cute and horrifying to see what the lower half would look like as it lunges out to jump. 3 Link to comment Share on other sites More sharing options...
Arlesienne Posted February 24, 2017 Share Posted February 24, 2017 6 minutes ago, minespatch said: It'd be kind of cute and horrifying to see what the lower half would look like as it lunges out to jump. Yes, solve the mystery of the beast's gender once and for all. 7 Link to comment Share on other sites More sharing options...
Deadbyte Posted February 24, 2017 Share Posted February 24, 2017 So will the ruins and the guardian respawn from time to time or just this once ? When retrofitting happens ? 1 Link to comment Share on other sites More sharing options...
Maslak Posted February 24, 2017 Share Posted February 24, 2017 9 hours ago, V2C said: Antlion now accepts Cut Stones and Thermal Stones as tribute. Make sure they’re not ice cold or burning hot though, unless of course you’re looking for a fight! I guess feeding it hot thermal is a way to get those cool glass decorations (ice one gives sand decorations)? There is one small problem tho. You can't heat up thermal stone during summer in DST.klei plz 1 Link to comment Share on other sites More sharing options...
Arlesienne Posted February 24, 2017 Share Posted February 24, 2017 28 minutes ago, Maslak said: You can't heat up thermal stone during summer in DST. klei plz You can use a fridge or ice Chester. 1 Link to comment Share on other sites More sharing options...
Maslak Posted February 24, 2017 Share Posted February 24, 2017 31 minutes ago, Maslak said: You can't heat up thermal stone during summer in DST. 3 minutes ago, Arlesienne said: You can use a fridge or ice Chester. Sorry, I don't understand :S You can cool down the stone using ice Chester, fridge or endothermic fire or even Northern Light or how was that thing called. I said about heating up stone. To heat it up you can use fire, scaled furnace and so on. The problem is you can't do this in DST. In winter stones can't get cold, in summer stones can't get hot. It's a buff to thermals, in DS they do and in fact they cool you quicker in winter and heat you quicker in summer, so they suck. 2 Link to comment Share on other sites More sharing options...
Rellimarual Posted February 24, 2017 Share Posted February 24, 2017 Doesn't it work to leave it by the scaled furnace? Link to comment Share on other sites More sharing options...
Arlesienne Posted February 24, 2017 Share Posted February 24, 2017 Just now, Maslak said: Sorry, I don't understand :S You can cool down the stone using ice Chester, fridge or endothermic fire or even Northern Light or how was that thing called. I said about heating up stone. To heat it up you can use fire, scaled furnace and so on. The problem is you can't do this in DST. In winter stones can't get cold, in summer stones can't get hot. It's a buff to thermals, in DS they do and in fact they cool you quicker in winter and heat you quicker in summer, so they suck. Ah, my bad, still sleepy and utterly screwed up. You're most likely right, though I'd try going into the caves and using the scaled furnace. And I'm uncertain about no freezing of heatrocks in winter, because I swear I recall pictures of people needing to heat them up from blue after wandering too much. Either way apologies for the confusion. Link to comment Share on other sites More sharing options...
Maslak Posted February 24, 2017 Share Posted February 24, 2017 (edited) As far as I know thermal stones can get only 'beneficial' temperatures in certain seasons, which means they can go from regular to warm and hot during winter and from regular to cold and icy during summer. But that may be not true since I don't use thermal stones and have this information from other players. Maybe they still can get 'non-beneficial' temeprature when heated/cooled up on purpouse. I believe this mechanic was introduced to DST to make thermal stones viable. In DS experienced players use them only to heat up/cool down and leave them - you can have backpack full of stones at the fire pit, equip it, start overheating, drop it and put on insulation clothing. If you're not quick you will lose some hp, but not much. It can keep you warm for two days or even more. Same with cooling down. To make it clear - imagine summer in DS. You have eyebrella, chilled thermal stone and luxury fan. At some point you are about to start overheating, so you use luxury fan. You get cooled down, but your stone is still hot (!), so you will start overheating again in a matter of seconds. You either use only thermal stone + endofires/fridge or use insulation clothing + endofires/fans in DS. Edited February 24, 2017 by Maslak 3 Link to comment Share on other sites More sharing options...
Sudura2017 Posted February 24, 2017 Share Posted February 24, 2017 39 minutes ago, Maslak said: To make it clear - imagine summer in DS. You have eyebrella, chilled thermal stone and luxury fan. At some point you are about to start overheating, so you use luxury fan. You get cooled down, but your stone is still hot (!), so you will start overheating again in a matter of seconds. You either use only thermal stone + endofires/fridge or use insulation clothing + endofires/fans in DS. This happens in DST, at least for Winter. Not tried in Summer. Link to comment Share on other sites More sharing options...
ExtollerOfTrolls Posted February 24, 2017 Share Posted February 24, 2017 I assume what happened to the Ancients went something like this (also, yay, Lovecraftian lore): Spoiler They should have known better than to trifle with powers beyond their control. 3 Link to comment Share on other sites More sharing options...
1v0 Posted February 24, 2017 Share Posted February 24, 2017 (edited) Damn this update , I just read most of this topic the update is pretty good ! Looks like we will get some answers at the end of it ! But the main reason I'm here are the sound files and there are alot of new ones ...to tell the truth at this point I feel like im going to spoil some stuff so I don't know if I should ... But oh well here goes nothing ... Spoilers ... don't read if you want to be surprised by what comes next ... Spoiler I'm not going to list all of them just the general ... you can go check the sounds yourself if you want to hear/see all of them From the names of the new sound files = There is a brrrd (fire and ice variations) with a nest (it has nest/attack/run/flop/icecube) and alot more sounds - probably a new bird creature that changes from ICE to fire forms depending on something . . The fumigator that had only a few sounds last update got a full treat now it has all the sounds needed for a proper creature . The most interesting to me - Alot of vines sounds like DST_vine_strike_pre DST_vine_strike DST_vine_expand DST_vine_extinguish DST_vine_idle DST_vine_mighty_idle DST_vine_mother_loop DST_vine_pick DST_water_vine_loop_4 Also thorn_bush_bloom_dst and thorn_bush_unbloom_dst Now this will be interesting !!! Thouse are just sound files with names that are still not used ingame and came out with this upadte . Apart from the names all other is only speculations . I suppose those should be coming in this update when the update gets updateted (yea I know I said update alot) So it won't be that far off . Edited February 24, 2017 by 1v0 3 Link to comment Share on other sites More sharing options...
cezarica Posted February 24, 2017 Share Posted February 24, 2017 (edited) @V2C You may want to look at this. Antilion ate a cold thermal stone and crashed the server. :S Spoiler [09:56:29]: [string "scripts/entityscript.lua"]:63: module 'stategraphs/SGAntlion_angry' not found: no file 'scripts/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no file 'scriptlibs/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no file 'scripts/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no field package.preload['stategraphs/SGAntlion_angry'] no file 'scripts\stategraphs/SGAntlion_angry.lua' no file 'scriptlibs\stategraphs/SGAntlion_angry.lua' no file 'scripts/stategraphs/SGAntlion_angry.lua' LUA ERROR stack traceback: =[C]:-1 in (global) require (C) <-1--1> scripts/entityscript.lua:63 in (upvalue) LoadStateGraph (Lua) <60-72> name = SGAntlion_angry scripts/entityscript.lua:835 in (method) SetStateGraph (Lua) <831-843> self (valid:true) = GUID = 182446 inlimbo = false AnimState = AnimState (0x216bc6b8) Network = Network (0x1c2b89f0) pendingtasks = table: 0x22008ad8 StartCombat = function - scripts/prefabs/antlion.lua:261 sg = sg="antlion", state="fighttribute", time=1.30, tags = "nofreeze,busy,nosleep," _isfighting = net_bool (0x24f05898) Transform = Transform (0x147f6700) actionreplica = table: 0x16165ab8 event_listening = table: 0x1810bf28 actioncomponents = table: 0x23f4f480 lower_components_shadow = table: 0x16780298 maxragetime = 2016 HasRewardToGive = function - scripts/prefabs/antlion.lua:160 entity = Entity (0x260a52f8) prefab = antlion StopCombat = function - scripts/prefabs/antlion.lua:329 name = Antlion Physics = Physics (0xb1d7258) OnLoad = function - scripts/prefabs/antlion.lua:374 MiniMapEntity = MiniMapEntity (0x1be89538) SoundEmitter = SoundEmitter (0x1b313470) GetRageLevel = function - scripts/prefabs/antlion.lua:170 OnPreLoad = function - scripts/prefabs/antlion.lua:368 GiveReward = function - scripts/prefabs/antlion.lua:164 persists = true event_listeners = table: 0x187c0de8 _playingmusic = false spawntime = 12378.167312238 components = table: 0x161c6710 replica = table: 0x1d9cd9d8 name = SGAntlion_angry scripts/prefabs/antlion.lua:290 in (method) StartCombat (Lua) <261-327> inst = 182446 - antlion (valid:true) target = 176814 - willow (valid:true) trigger = freeze scripts/stategraphs/SGantlion.lua:337 in () ? (Lua) <334-338> inst = 182446 - antlion (valid:true) =(tail call):-1 in () (tail) <-1--1> scripts/stategraph.lua:397 in (method) HandleEvents (Lua) <391-411> self = tags = table: 0x1def4798 mem = table: 0x1ed43d68 statemem = table: 0x1def4770 currentstate = table: 0x109f2fb0 timeinstate = 0.70000003650784 sg = Stategraph : antlion inst = 182446 - antlion (valid:true) bufferedevents = table: 0x10fb3e98 lastupdatetime = 12594.167323504 statestarttime = 12593.467323467 laststate = table: 0x26546c98 prevstate = table: 0x26546c98 buff_events = table: 0x1def48e0 k = 1 event = table: 0x25cb86f8 scripts/stategraph.lua:145 in (method) Update (Lua) <109-148> self = updaters = table: 0x253ff9a0 OnEnterNewState = function - scripts/stategraph.lua:27 tickwaiters = table: 0xace05a0 haveEvents = table: 0x253ff9c8 hibernaters = table: 0xace05c8 instances = table: 0xb0f6fb8 current_tick = 377843 waiters = table: 0x26131098 updaters = table: 0x25cb84e8 evs = table: 0x25cb8640 k = sg="antlion", state="fighttribute", time=1.30, tags = "nofreeze,busy,nosleep," v = true scripts/update.lua:218 in () ? (Lua) <149-228> dt = 0.033333335071802 tick = 377843 i = 377843 [09:56:29]: [string "scripts/entityscript.lua"]:63: module 'stategraphs/SGAntlion_angry' not found: no file 'scripts/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no file 'scriptlibs/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no file 'scripts/stategraphs/SGAntlion_angry.lua' (checked with custom loader) no field package.preload['stategraphs/SGAntlion_angry'] no file 'scripts\stategraphs/SGAntlion_angry.lua' no file 'scriptlibs\stategraphs/SGAntlion_angry.lua' no file 'scripts/stategraphs/SGAntlion_angry.lua' LUA ERROR stack traceback: =[C]:-1 in (global) require (C) <-1--1> scripts/entityscript.lua:63 in (upvalue) LoadStateGraph (Lua) <60-72> scripts/entityscript.lua:835 in (method) SetStateGraph (Lua) <831-843> scripts/prefabs/antlion.lua:290 in (method) StartCombat (Lua) <261-327> scripts/stategraphs/SGantlion.lua:337 in () ? (Lua) <334-338> =(tail call):-1 in () (tail) <-1--1> scripts/stategraph.lua:397 in (method) HandleEvents (Lua) <391-411> scripts/stategraph.lua:145 in (method) Update (Lua) <109-148> scripts/update.lua:218 in () ? (Lua) <149-228> [09:56:30]: CURL ERROR: () <url> malformed Edited February 24, 2017 by cezarica Link to comment Share on other sites More sharing options...
CarlZalph Posted February 24, 2017 Share Posted February 24, 2017 14 minutes ago, cezarica said: @V2C You may want to look at this. Antilion ate a cold thermal stone and crashed the server. :S Might be case-sensitivity for your OS. data/scripts/prefabs/antlion.lua:: 290: inst:SetStateGraph("SGAntlion_angry") 352: inst:SetStateGraph("SGAntlion") Both 'A's should be 'a' to match file name. Link to comment Share on other sites More sharing options...
cezarica Posted February 24, 2017 Share Posted February 24, 2017 (edited) 52 minutes ago, CarlZalph said: Might be case-sensitivity for your OS. data/scripts/prefabs/antlion.lua:: 290: inst:SetStateGraph("SGAntlion_angry") 352: inst:SetStateGraph("SGAntlion") Both 'A's should be 'a' to match file name. Linux Mint 18.1 Serena.. it's weird cos I never had this problem in the past updates. Someone crashed it again.. :S Edit: I did a forced update and validation and then looked inside steamapps/DST/data/scripts/stategraphs and there are no SGAntlion files. :S Edited February 24, 2017 by cezarica Link to comment Share on other sites More sharing options...
CarlZalph Posted February 24, 2017 Share Posted February 24, 2017 11 minutes ago, cezarica said: Linux Mint 18.1 Serena.. it's weird cos I never had this problem in the past updates. Someone crashed it again.. :S Edit: I did a forced update and validation and then looked inside steamapps/DST/data/scripts/stategraphs and there are no SGAntlion files. :S The file names are 'SGantlion' and 'SGantlion_angry' but the code wants 'SGA...' stuff. Link to comment Share on other sites More sharing options...
Developer V2C Posted February 24, 2017 Author Developer Share Posted February 24, 2017 @cezarica ( @CarlZalph ) Thanks for the report! Yep it is due to case sensitivity on linux. We'll fix that today. 4 Link to comment Share on other sites More sharing options...
WiggyWolf Posted February 24, 2017 Share Posted February 24, 2017 Hi. I entered my game and exited back to the menu and then entered again. The ruins wasn't completely reset though, the splumonkey pods, depth worms, and the ancient guardian are back, but no clockwerks, statues, and thulecite walls. Just wondering if this is the same as using the console reset command? Note: The ancient guardian's large ornate chest from before the update was still there in the area where the new ancient guardian was. Also, I tried jumping into all of the big tentacles in my caves and never got to the atrium area, is the atrium area only available if I use the ruins reset command for now? Link to comment Share on other sites More sharing options...
TemporaryMan Posted February 24, 2017 Share Posted February 24, 2017 (edited) As long as you're patching bugs, here's another one: The last couple times I've logged on to a server, my most recently obtained skin has wound up re-boxed and had to be opened again. This does not produce duplicates; believe me, I would notice if I had two shadow spider bodies. I should probably mention that it's a self-hosted server. Both times that it's happened, I recieved a new skin shortly afterward, but since I logged out & back in just now, it didn't happen. Maybe it only happens when the player is eligible for a new skin? Edited February 24, 2017 by TemporaryMan Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted February 24, 2017 Developer Share Posted February 24, 2017 28 minutes ago, WiggyWolf said: Hi. I entered my game and exited back to the menu and then entered again. The ruins wasn't completely reset though, the splumonkey pods, depth worms, and the ancient guardian are back, but no clockwerks, statues, and thulecite walls. Just wondering if this is the same as using the console reset command? Note: The ancient guardian's large ornate chest from before the update was still there in the area where the new ancient guardian was. Also, I tried jumping into all of the big tentacles in my caves and never got to the atrium area, is the atrium area only available if I use the ruins reset command for now? The clockwork should be respawning, but if you killed them all before they will probably be not quite in the right place (they will respawn near Nightmare Lights). Statues and thulecite walls will not respawn. They should only respawn when using the console command, but that said, i just fixed a bug that caused them to respawn every time the world loads... so.. that's why you ended up with everything respawning. 2 Link to comment Share on other sites More sharing options...
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