_Q_

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About _Q_

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Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. When will be next beta update?
  2. I got crash (not the first one today) on the swamps while attacked by the eye frog in SW. I had some ballpin fllower I guess. Reset() returning QueryServerComplete no callback scripts/components/volcanomanager.lua(152,1) VolcanoManager stop scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) mussel scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence scripts/prefabs/trawlnet.lua(326,1) bioluminescence QueryServerComplete no callback scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100202 - resurrectionstone used:false active:false scripts/saveindex.lua(586,1) DeregisterResurrector scripts/saveindex.lua(602,1) DeregisterResurrector scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100203 - resurrectionstone used:false active:true scripts/components/resurrector.lua(44,1) Saving resurrector 100203 - resurrectionstone scripts/saveindex.lua(570,1) RegisterResurrector 100203 - resurrectionstone scripts/saveindex.lua(575,1) RegisterResurrector CB scripts/mainfunctions.lua(565,1) Can't find 100021 100021 - wilson scripts/mainfunctions.lua(597,1) Saved shipwrecked_1 scripts/widgets/recipepopup.lua(192,1) TESTING SCIENCEMACHINE scripts/widgets/recipepopup.lua(192,1) TESTING SCIENCEMACHINE QueryServerComplete no callback QueryServerComplete no callback QueryServerComplete no callback QueryServerComplete no callback scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100202 - resurrectionstone used:false active:false scripts/saveindex.lua(586,1) DeregisterResurrector scripts/saveindex.lua(602,1) DeregisterResurrector scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100203 - resurrectionstone used:false active:true scripts/components/resurrector.lua(44,1) Saving resurrector 100203 - resurrectionstone scripts/saveindex.lua(570,1) RegisterResurrector 100203 - resurrectionstone scripts/saveindex.lua(575,1) RegisterResurrector CB scripts/mainfunctions.lua(565,1) Can't find 100021 100021 - wilson scripts/mainfunctions.lua(597,1) Saved shipwrecked_1 scripts/components/inventory.lua(409,1) dropped boat_lantern scripts/components/seasonmanager_sw.lua(2339,1) WET SEASON QueryServerComplete no callback scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100202 - resurrectionstone used:false active:false scripts/saveindex.lua(586,1) DeregisterResurrector scripts/saveindex.lua(602,1) DeregisterResurrector scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100203 - resurrectionstone used:false active:true scripts/components/resurrector.lua(44,1) Saving resurrector 100203 - resurrectionstone scripts/saveindex.lua(570,1) RegisterResurrector 100203 - resurrectionstone scripts/saveindex.lua(575,1) RegisterResurrector CB scripts/mainfunctions.lua(565,1) Can't find 100021 100021 - wilson scripts/mainfunctions.lua(597,1) Saved shipwrecked_1 scripts/components/inventory.lua(409,1) dropped limpets FMOD Error: Can't find named sound idle scripts/components/dynamicmusic.lua(28,1) start music Stale Component Reference: GUID 108293, @D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:912 Stale Component Reference: GUID 108293, @D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/behaviours/follow.lua:27 ...pps/common/dont_starve/data/scripts/entityscript.lua:915: Something is wrong: self.Transform:GetWorldPosition() stale component reference? LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:915 in (method) GetDistanceSqToInst (Lua) <911-919> self (valid:false) = GUID = 108293 Transform = Transform (4DE4CC70) inlimbo = false brain = --brain-- sleep time: 0.00 Priority - RUNNING <RUNNING> (execute 7, eval in -117.08)>0.00 >Parallel - READY <READY> ()>0.00 > >Hiding - READY <READY> ()>0.00 > >StandStill - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >Not a ballphinfriend - READY <READY> ()>0.00 > >ChaseAndAttack - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >a ballphinfriend - READY <READY> ()>0.00 > >ChaseAndAttack - READY <READY> ()>0.00 >ChattyNode - READY <READY> ()>0.00 > >DoAction - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >IsAfraid - READY <READY> ()>0.00 > >Priority - READY <READY> ()>0.00 > > >ChattyNode - READY <READY> ()>0.00 > > > >FindLight - READY <READY> ()>0.00 > > >ChattyNode - READY <READY> ()>0.00 > > > >Panic - READY <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >IsNight - READY <READY> ()>0.00 > >Priority - READY <READY> ()>0.00 > > >ChattyNode - READY <READY> [**truncated**] retired = true entity = Entity (4DE4CC58) AnimState = AnimState (4DE4CC88) prefab = ballphin updatecomponents = table: 51CE4050 no_wet_prefix = true Physics = Physics (4DE4CCD0) children = table: 503AE6D0 brainfn = table: 0FDD7650 SoundEmitter = SoundEmitter (4DE4CCB8) LightWatcher = LightWatcher (4DE4CCE8) name = Brian sg = sg="ballphin", state="death", time=120.03, tags = "busy," spawntime = 0 portnearleader = function - @D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/components/follower.lua:49 persists = false components = table: 514F8308 age = 0 inst = 113647 - flup (valid:true) p1x = nil p1y = nil p1z = nil p2x = -983.109375 p2y = 0 p2z = -128.14743041992 D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/prefabs/ballphin.lua:60 in (field) keeptargetfn (Lua) <56-62> inst = 108293 - ballphin (valid:false) target = 113647 - flup (valid:true) D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/components/combat.lua:226 in (method) OnUpdate (Lua) <215-233> self = hiteffectsymbol = marker attackrange = 3 keeptargetfn = function - @D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/prefabs/ballphin.lua:56 attack_damage_modifiers = table: 514F8BF0 forcefacing = true canattack = true inst = 108293 - ballphin (valid:false) retargetperiod = 3 hitrange = 3 target = 113647 - flup (valid:true) lastattacker = 108444 - ballphin (valid:true) keeptargettimeout = 1 nextbattlecrytime = 1567.4450849526 lastdoattacktime = 1562.2334148102 laststartattacktime = 1561.700081449 retargettask = PERIODIC 108293: 3.000000 hurtsound = dontstarve_DLC002/creatures/balphin/hit targetfn = function - @D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/prefabs/ballphin.lua:47 defaultdamage = 25 attack_period_modifiers = table: 514F8BC8 battlecryenabled = true min_attack_period = 3 playerdamagepercent = 1 dt = 0.033333335071802 D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/update.lua:157 in () ? (Lua) <90-191> dt = 0.033333335071802 tick = 50475 k = 108293 ent = 108293 - ballphin (valid:false) prefab = ballphin cmp = table: 514F8BA0 name = combat scripts/mainfunctions.lua(861,1) LUA ERROR stack traceback: D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(861,1) scripts/mainfunctions.lua(862,1) ...pps/common/dont_starve/data/scripts/entityscript.lua:915: Something is wrong: self.Transform:GetWorldPosition() stale component reference? LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:915 in (method) GetDistanceSqToInst (Lua) <911-919> D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/prefabs/ballphin.lua:60 in (field) keeptargetfn (Lua) <56-62> D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/components/combat.lua:226 in (method) OnUpdate (Lua) <215-233> D:/Gry/Steam/steamapps/common/dont_starve/data/scripts/update.lua:157 in () ? (Lua) <90-191> scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen HttpClientWriteCallback (0x01C449D2, 1, 133, 0x0694FBE8) HttpClientWriteCallback READ 133 (133 total) QueryServerComplete no callback Force aborting... Anyway the older the world gets the more often its crashing with wierd error messages like the one above or cause out of memory (occured on coral reef with lots of tropical fish spots), or just crashing randomly without any error message whatsoever. Sea creatures like sharks spwans and then they are on the land after reloading the game, or they just ignore the sea/land whatsoever and move whenever they want, I get poisoned by crocodile attack while i'm on a boat and so on.
  3. Ok, but do we really need more hounds to chew on? What that will cause beside more need for tooth trap fields? You can already manipulate all enemy attacks, they have long warning periods and are predictable. So more drops from more Hounds, I would be looking on how to change current hound attacks and make them into wolf like predators that come for you silently during nights, but are a bit afraid of fire, stalking you and making you insane night by night. Currrent wave like mechanic is totally not working and I was always against it.
  4. Not a fan of rainbow selection of Hounds, its boring, as they don't really provide any different way of danger and dealing with them will be mostly the same as for standard hounds. In other words complete waste of time, at some point reskins and recolors are not fun.
  5. Walrus bug

    So after you chase Walrus far away from his home he will just try to walk back and you can just kill him while he walking, he wont try to run away or defend itself he will just try to walk while you hit him and it will be locked in hit animation all the time. So after you deal with 2 hounds and chase the bugger for a while he is free kill with minimal effort.
  6. So game server seems to have some kind of lag even while playing on local server that is on the same computer. Things that happen all the time: - not able to drop items to the ground - stuck on opening chest animation, sometimes chest opens after 2, 3 seconds, sometimes it just gets stuck - not able to hit enemies, I hover over lets say spider with weapon in hand and press mouse button to attack, but character moves to the cursor instead of attacking (broken hitboxes in windowed mode?) - kiting is impossible, i press f or mouse button to attack enemy once and insdead of one swing my char does 2 or even 3 swings (caused by lag? but there should be no lags on local server?) Need some help with those, playing on steam windows version in windowed mode.
  7. I can use any code from here or need to ask someone for their codes cause they are one time only?
  8. [Game Update] - 193193

    Baby OX please:P
  9. shark_teeth hat is missing inst.components.fueled:SetDepletedFn(generic perish) all other fueled or perishable hats have that line, either with generic perish or with hat related perish function, shark hat is missing on it.
  10. PC latest Steam version. It takes ages to generate SW enabled RoG world. The log file got to 900 lines while trying to generate the world, when it finally generated. Generating caves in ROG enabled world is on the border of miracle as it tends to hang out in endless error loop, or takes up to 5 - 10 minutes just to generate one cave. Sometimes after generating world, the sounds of world generation screen get stuck and play long after the game starts. Also worth noting that in one of the generated caves the rock lobsters spawned not on the terrain but in the void, and were happily flying around. It all happens on SW enabled RoG worlds, without and with mods. Once it even put up a pair of wormholes in the caves for some reason. Any help on that would be great. log.txt
  11. There is that very old custom items bug. When you put custom invenotry item on fire and then extingusih it with ice fling for example the item no longer has inventory image for some reason.
  12. Sanity Script

    Mods can easly change whole function or whole component via componentpostinit, the TUNING.SANITY_DAY_GAIN along with the day check is relic of the past, in the first update with sanity, player was ganing sanity during the day phase without any items, that was later removed, but the variabke and day check is still there. Its not character specific as if you change the SANITY_DAY_GAIN all characters will get day sanity bonus. And if I'm right here the day check is not needed at all, since you are getting right values from LightWatcher:GetLightValue() I did some quick testing today and sanity was calculated correctly, on the surface and in caves.
  13. So this is the Recalc function form sanity component. function Sanity:Recalc(dt) local total_dapperness = self.dapperness or 0 for k, v in pairs(self.inst.components.inventory.equipslots) do if v.components.equippable ~= nil then total_dapperness = total_dapperness + v.components.equippable:GetDapperness(self.inst) end end total_dapperness = total_dapperness * self.dapperness_mult local dapper_delta = total_dapperness * TUNING.SANITY_DAPPERNESS local moisture_delta = easing.inSine(self.inst.components.moisture:GetMoisture(), 0, TUNING.MOISTURE_SANITY_PENALTY_MAX, self.inst.components.moisture:GetMaxMoisture()) local light_delta if TheWorld.state.isday and not TheWorld:HasTag("cave") then light_delta = TUNING.SANITY_DAY_GAIN else local lightval = CanEntitySeeInDark(self.inst) and .9 or self.inst.LightWatcher:GetLightValue() light_delta = ( (lightval > TUNING.SANITY_HIGH_LIGHT and TUNING.SANITY_NIGHT_LIGHT) or (lightval < TUNING.SANITY_LOW_LIGHT and TUNING.SANITY_NIGHT_DARK) or TUNING.SANITY_NIGHT_MID ) * self.night_drain_mult end local aura_delta = 0 local x, y, z = self.inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, TUNING.SANITY_EFFECT_RANGE, nil, { "FX", "NOCLICK", "DECOR","INLIMBO" }) for i, v in ipairs(ents) do if v.components.sanityaura ~= nil and v ~= self.inst then local aura_val = v.components.sanityaura:GetAura(self.inst) / math.max(1, self.inst:GetDistanceSqToInst(v)) aura_delta = aura_delta + (aura_val < 0 and aura_val * self.neg_aura_mult or aura_val) end end local mount = self.inst.components.rider:IsRiding() and self.inst.components.rider:GetMount() or nil if mount ~= nil and mount.components.sanityaura ~= nil then local aura_val = mount.components.sanityaura:GetAura(self.inst) aura_delta = aura_delta + (aura_val < 0 and aura_val * self.neg_aura_mult or aura_val) end self:RecalcGhostDrain() local ghost_delta = TUNING.SANITY_GHOST_PLAYER_DRAIN * self.ghost_drain_mult self.rate = dapper_delta + moisture_delta + light_delta + aura_delta + ghost_delta if self.custom_rate_fn ~= nil then self.rate = self.rate + self.custom_rate_fn(self.inst) end self.rate = self.rate * self.rate_modifier self.ratescale = (self.rate > .2 and RATE_SCALE.INCREASE_HIGH) or (self.rate > .1 and RATE_SCALE.INCREASE_MED) or (self.rate > .01 and RATE_SCALE.INCREASE_LOW) or (self.rate < -.3 and RATE_SCALE.DECREASE_HIGH) or (self.rate < -.1 and RATE_SCALE.DECREASE_MED) or (self.rate < -.02 and RATE_SCALE.DECREASE_LOW) or RATE_SCALE.NEUTRAL --print (string.format("dapper: %2.2f light: %2.2f TOTAL: %2.2f", dapper_delta, light_delta, self.rate*dt)) self:DoDelta(self.rate * dt, true) end The code was carried over from normal DS versions, the problem is the check for the day is not needed, in DST and in other game versions as well. So the code without unneded checks and calls to clock component works just fine as you compare light values from lightwatcher anyway. So the whole function could look something like this: function Sanity:Recalc(dt) local total_dapperness = self.dapperness or 0 for k, v in pairs(self.inst.components.inventory.equipslots) do if v.components.equippable ~= nil then total_dapperness = total_dapperness + v.components.equippable:GetDapperness(self.inst) end end total_dapperness = total_dapperness * self.dapperness_mult local dapper_delta = total_dapperness * TUNING.SANITY_DAPPERNESS local moisture_delta = easing.inSine(self.inst.components.moisture:GetMoisture(), 0, TUNING.MOISTURE_SANITY_PENALTY_MAX, self.inst.components.moisture:GetMaxMoisture()) local light_delta = 0 local lightval = CanEntitySeeInDark(self.inst) and .9 or self.inst.LightWatcher:GetLightValue() light_delta = ( (lightval > TUNING.SANITY_HIGH_LIGHT and TUNING.SANITY_NIGHT_LIGHT) or (lightval < TUNING.SANITY_LOW_LIGHT and TUNING.SANITY_NIGHT_DARK) or TUNING.SANITY_NIGHT_MID ) * self.night_drain_mult local aura_delta = 0 local x, y, z = self.inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, TUNING.SANITY_EFFECT_RANGE, nil, { "FX", "NOCLICK", "DECOR","INLIMBO" }) for i, v in ipairs(ents) do if v.components.sanityaura ~= nil and v ~= self.inst then local aura_val = v.components.sanityaura:GetAura(self.inst) / math.max(1, self.inst:GetDistanceSqToInst(v)) aura_delta = aura_delta + (aura_val < 0 and aura_val * self.neg_aura_mult or aura_val) end end local mount = self.inst.components.rider:IsRiding() and self.inst.components.rider:GetMount() or nil if mount ~= nil and mount.components.sanityaura ~= nil then local aura_val = mount.components.sanityaura:GetAura(self.inst) aura_delta = aura_delta + (aura_val < 0 and aura_val * self.neg_aura_mult or aura_val) end self:RecalcGhostDrain() local ghost_delta = TUNING.SANITY_GHOST_PLAYER_DRAIN * self.ghost_drain_mult self.rate = dapper_delta + moisture_delta + light_delta + aura_delta + ghost_delta if self.custom_rate_fn ~= nil then self.rate = self.rate + self.custom_rate_fn(self.inst) end self.rate = self.rate * self.rate_modifier self.ratescale = (self.rate > .2 and RATE_SCALE.INCREASE_HIGH) or (self.rate > .1 and RATE_SCALE.INCREASE_MED) or (self.rate > .01 and RATE_SCALE.INCREASE_LOW) or (self.rate < -.3 and RATE_SCALE.DECREASE_HIGH) or (self.rate < -.1 and RATE_SCALE.DECREASE_MED) or (self.rate < -.02 and RATE_SCALE.DECREASE_LOW) or RATE_SCALE.NEUTRAL --print (string.format("dapper: %2.2f light: %2.2f TOTAL: %2.2f", dapper_delta, light_delta, self.rate*dt)) self:DoDelta(self.rate * dt, true) end Eliminates the check for day and if its cave, also TUNING.SANITY_DAY_GAIN variable is no longer needed, so saves some meomry as well.
  14. Why nerf poison to the ground? At least make it deal more dmg or sanity drain.
  15. So now I will be able to test mods without waiting 10 minutes for game to start. Cool.