Ray025 Posted February 1, 2018 Share Posted February 1, 2018 I'm tryin to make a char that has a modded fishing rod (no durability) in his inventory as his perk. But somehow the game always crashes and unable to identify the start_inv. Can someone please help? Link to comment Share on other sites More sharing options...
Andreasgamming Posted February 2, 2018 Share Posted February 2, 2018 Post the Crash log and/or the mod itself, the People here may be able to spot the issue. Link to comment Share on other sites More sharing options...
K1NGT1GER609 Posted February 3, 2018 Share Posted February 3, 2018 Here's a directory of where you can find the error: C:\Users\yourname\Documents\Klei\DoNotStarveTogether\client_log Get that client log and post it here, not much to go by here. Link to comment Share on other sites More sharing options...
Ray025 Posted February 7, 2018 Author Share Posted February 7, 2018 On 2/2/2018 at 1:08 AM, Andreasgamming said: Post the Crash log and/or the mod itself, the People here may be able to spot the issue. [string".../mods/Test(1)/script/prefabs/test.lua"]:70: variable #start_inv' is not declared LUA ERROR traceback: =[C] in function 'error' script/strict.lua(23,1) .../mods/Test(1)/scripts/profabs/test.lua(70,1) in function 'fn' scripts/mainfunction.öua(149,1) =(tail call) ? script/mods.lua(158,1) scripts/mods.lua(598,1) in function 'RegisterPrefabs' On 2/3/2018 at 3:35 AM, K1NGT1GER609 said: Here's a directory of where you can find the error: C:\Users\yourname\Documents\Klei\DoNotStarveTogether\client_log Get that client log and post it here, not much to go by here. I purchased the Don't Starve Together from Steam, and it seems I can't find the client_log Link to comment Share on other sites More sharing options...
Eusong Posted February 7, 2018 Share Posted February 7, 2018 Have you defined start_inv at the beginning of the character prefab file? For example, the beginning of my character prefab looks like this Spoiler local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "rainbowfeather", } -- Custom starting items local start_inv = { "rainbowfeather", } But you would put "fishingrod" instead of "rainbowfeather" Link to comment Share on other sites More sharing options...
pickleplayer Posted February 8, 2018 Share Posted February 8, 2018 Might it have something to do with the log saying your item is in the "profabs" folder instead of "prefabs?" .../mods/Test(1)/scripts/profabs/test.lua(70,1) scripts/mainfunction.öua But there are a lot of strange characters in that error report. I can't tell if it was maybe just a pasting formatting error, or if Wigfrid has been editing your file names. Link to comment Share on other sites More sharing options...
Andreasgamming Posted February 8, 2018 Share Posted February 8, 2018 5 hours ago, Ray025 said: [string".../mods/Test(1)/script/prefabs/test.lua"]:70: variable #start_inv' is not declared LUA ERROR traceback: =[C] in function 'error' script/strict.lua(23,1) .../mods/Test(1)/scripts/profabs/test.lua(70,1) in function 'fn' scripts/mainfunction.öua(149,1) =(tail call) ? script/mods.lua(158,1) scripts/mods.lua(598,1) in function 'RegisterPrefabs' I purchased the Don't Starve Together from Steam, and it seems I can't find the client_log I purchased it on steam as well, and I have a client log under C:\Users\pcname\Documents\Klei\DoNotStarveTogether\client_log Link to comment Share on other sites More sharing options...
K1NGT1GER609 Posted February 8, 2018 Share Posted February 8, 2018 (edited) error trackback points at: missing start_inv, undeclared variables, profabs? it should be prefabs or you'll get directory errors, and the last errors are just call backs saying something is wrong with function "fn" on test.lua at line 70 so I guess some sort of syntax error. Edited February 8, 2018 by K1NGT1GER609 Link to comment Share on other sites More sharing options...
Ray025 Posted February 8, 2018 Author Share Posted February 8, 2018 23 hours ago, Eusong said: Have you defined start_inv at the beginning of the character prefab file? For example, the beginning of my character prefab looks like this Hide contents local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "rainbowfeather", } -- Custom starting items local start_inv = { "rainbowfeather", } But you would put "fishingrod" instead of "rainbowfeather" I already did. I'm afraid my moded fishingrod might cause the problem Link to comment Share on other sites More sharing options...
Ray025 Posted February 9, 2018 Author Share Posted February 9, 2018 I have figured out the start_inv problem and also fixed it. But my moded fishingrod still has issues. Can someone please correct my fishinrod.lua so that my char can equip it? local assets = { Asset("ANIM", "anim/fishinrod.zip"), Asset("ANIM", "anim/swap_fishinrod.zip"), Asset("ATLAS", "images/inventoryimages/fishinrod.xml"), Asset("IMAGE", "images/inventoryimages/fishinrod.tex"), } local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishinrod", "swap_fishinrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishinrod", "fishingline" owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishinrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishinrod")--inst.AnimState:SetBank("fishinrod") inst.AnimState:SetBuild("fishinrod")--inst.AnimState:SetBuild("fishinrod") inst.AnimState:PlayAnimation("idle") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ------- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishinrod" inst.components.inventoryitem.atlasname = "images/inventoryimages/fishinrod.xml" ------- inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) Link to comment Share on other sites More sharing options...
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