_Q_

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Everything posted by _Q_

  1. Or just use Heavi-Watt Wire in industrial areas.
  2. So now we need more transformer types, mainly the one that can supply 2kw. Or it will still work the same with battery on lower end?
  3. Few days maybe a week or so. It was generated after cosmic update.
  4. The seeds changed, my old seed 79 had 3 natural gas geysers and no metal volcano, new 79 world has metal volcano and 1 or 2 NG.
  5. My old base loads and then game crash. Will have to wait few days I guess, don't want to restart atm.
  6. I have no idea what is going on but duplicants seem to waste insane amount of time to put atmo suits on and then take them off, only to put them on again, and again. I have no idea why they get stuck on atmo suits check point. The Grimy League Cycle 151.sav
  7. Anyone knows why every custom seed I generate after first one don't have any plants outside of starting biome?
  8. Egg cracker still has no art or its looking all white cause i use save from preview branch?
  9. Why there is no priority on lure? Dupes don't want to deliver slime there, waited for like 3 cycles and they totally ignore it and its on awaiting bait all the time.
  10. Found natural gas geyser, emitting 60g/s at 150 Celsius degrees, alt+f4 -> make new world later.
  11. Power production changes are low priority for me. Anyone knows why my game is dropping FPS to 19 and below? 11 dupes, some animals and stuff, pretty small base with most stuff in containers. It should be flying, only 18% CPU used and 26 - 29% GPU. Seems like restarting helps for a while and FPS are going into the range of 30 but the longer you play the worse it gets.
  12. 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.
  13. There is big problem with early access that lets community have impact on game and various kinds of people that want to play it. It will most likley end like with Don't Starve where the casual crowd won everything, few few small options left for other kinds of players, Survival aspect got reduced to bare minimum and replaced by more sandbox, and optional items. While that kind of sandox may work for other types of games with more building options, Don't Starve is pretty limited in building aspect, build walls and change flooring and some decorations here and there, that is simply boring. Game ended up with adding some mechanics only to add items that completly disable that mechanic next day. No idea if you were around when they decided to add durability to clothing items, the forum went on fire from casual crowd and in the end they won, since cheap way of fixing any clothing item was added, and as long as you pay a bit of attention your items are still more or less eternal, not to mention some left over eternal items like walking cane. The problem is the make it easy crowd is always more vocal, plus the developers themselves tend to water down the game to catter to larger crowd, as it means more money for them and is understandable to some point, but not when you just butcher all game mechanics to make it playable for 3 years old kids.
  14. Ever heard of something called learnig? You all insist that casual players are mentally disabled and not able to learn, and then instead of putting mechanics to deal with a problem to some extent in game, you put mechanics that remove whole problem whatsoever, so instead of managing some balance between various problems you just build one item/structure and whole problem is removed and whole mechanic that was put there to cause some probems is simply gone forever. Instead of managing something you just can stare at the screen now, cause problem is gone and you can survive forever. So after a while you are left with a screen saver instead of a game that should have some action/tasks to do.
  15. Just don't water it down like Don't Starve and Don't Starve Togoether, meaning don't make it easy and full of optional contnet that you wont even need to run a colony.
  16. 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.
  17. 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.
  18. So I have a mod that adds new actions, like we all know actions needs some stategraph to be working, its fine and all in game characters get the changes, but some modded characters that don't use or edit game stategraph but define their own wont get new actions at all. How to get to stategraph of modded character from my mod that only adds new actions?
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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.
  24. Why nerf poison to the ground? At least make it deal more dmg or sanity drain.