Maris

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About Maris

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  1. Actually not a bug, but very annoying thing. The most people of my community complain about that (and some stop playing because of that).
  2. I think devs can patch the game so it will use "workshop\content" as cache folder too. I mean the game can count all versions in all folders and pick the best one.
  3. First of all, there are no simple steps to reproduce this bug. Sadly. It looks like this bug has been around for many years. As an example I'll give you the link to "Health Info" mod: https://steamcommunity.com/sharedfiles/filedetails/?id=375859599 (3 million subscribers). The recent update did not touch upon anything critical: https://github.com/hafizbistar/dst_healthinfo/commit/56053140cf7ee9ffa5b56e393ae86c1fd1b2090d I'd say that mod has not changed at all. But some people started to complain: "mod is not working". That's it. Of course, for most people, the mod continues to work without issue even after updating the mod. That's why there are no steps to reproduce. However, the issue exists. I started dicussion here: https://forums.kleientertainment.com/forums/topic/133868-update-issues/ Personally, I think that the bug is related to the process of updating mods, to the caching of mods by the game, also to the Steam itself.
  4. Have you ever had a situation where there are no bugs in your mod, but users still complain? Offhand, I can say that there really is a bug in the update process. Some people complain that even the name of the mod is buggy: it contains "workshop" plus numbers. This could indicate missing or damaged files. We have already discussed and even implemented a feature called "version_compatible". I use this feature. It may be source of issues too.
  5. Test your code using prints. Example: print("Declare the task...") inst.temperatureTask = inst:DoTaskInTime(5, function(inst) print("Check temperature:", TheWorld.state.temperature) if TheWorld.state.temperature > 35 then inst.components.insulator:SetSummer() print("Summer!") else inst.components.insulator:SetWinter() print("Winter") end print("Check insulator type:", (inst.components.insulator.type == SEASONS.WINTER) and "winter" or "summer" ) end)
  6. Try to decompile background from "storm cellar" and compile again. See what's wrong. Try again etc. If recompilation was successful, try change name. See what's wrong. Etc. If success, change picture and size etc etc. Every time make only one single small step.
  7. See "Storm Cellar" mod. Once I helped the author to inject the game without overwriting game files.
  8. You can enable client mods on dedicated server as any other server mods. Common way - using modoverrides.lua of the server. Easy way - add new line to the modsettings.lua of the dedicated server. Don't forget copy the mod to mods folder or subscribe in dedicated_server_mods_setup.lua There is no difference between "client only" and "server only" mods for dedicated server. Only one thing - client mods are invisible in mods list. You can download any "server only" mod and mark it (in modinfo.lua) as client mod, so the mod will be invisible for players. Example: Console Pro mod. It has "client_only" type because it should be hidden from mods list of the server.
  9. It's a kind of crash because there is no component in prefab, but it should be for sure. For example, there is no component "container" for treasurechest prefab. Is it possible? And why? AddPrefabPostInit("treasurechest",function(inst) if not GLOBAL.TheNet:GetIsServer() then return --component should exist only on server side. So ignore clients. end inst:DoTaskInTime(0,function(inst) --Wait a tick to be sure that component created. if not inst.components.container then --But it should be!! print("No container!") --Opps end end) end) There will be crash if I try to use this component. Little hint in server log: [00:02:00]: Sim unpaused [00:02:01]: No container! It says the "Sim unpaused". It occurs only if the first player joins the server. It won't occur if there is zero players again and then another player joins again. Only the first player after restart of the server caused the issue. Also I can't reproduce this issue on common caves server via DST client. Probably there should be an option that the server must be paused if there is no online players. It is possible only on dedicated server. Help me to figure out what's wrong. And how it is possible that there is no primary component for treasure chest? May be this is a bug of the game? Or may be I missed something?
  10. Just wait. I did not restart Steam or PC, and issue has gone. I didn't do anything special. P.S. Seems that Steam doesn't like if you upload the mod too fast again and again with little fixes. But I'm not sure. May be a kind of bug on Steam.