cezarica

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About cezarica

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Don't Starve Together
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  1. I used the Skin Queue linked above and works as you expect. Give it a try.
  2. cave crash

    Unload one mod at a time and see what mod makes your game crash and either contact author about it or simply don't use it.
  3. The #AllPlayers is defined outside of the scope of the code he used. Based on last comment apparently it doesn't take into consideration people that are transitioning between the two shards so I would go with a: if #TheNet:GetClientTable() == 1 then instead of the one highlighted line above. This should work for dedicated servers not player hosted servers, I mean those where [Host] is listed as a player.
  4. In DST I always call bats flying rats .. cos .. well.. are sneaky and attack you.
  5. Portal status

    Hi, thanks for your reply. I wanted to get the prefab name because I was actually aiming to get it's position in the world, and thanks to your input I changed my previous code (not the one posted above) to: local function GetPortalPosition() local coords = nil for k,v in pairs(Ents) do if v:HasTag("multiplayer_portal") or v:HasTag("constructionsite") or v:HasTag("moontrader") then coords = Point(v.Transform:GetWorldPosition()) break end end return coords end Tested it and works as expected! Thanks! Now I have to figure out how to store the 'coords' into a global variable so I can access it later from another function where I could be able to read and rewrite it. Any idea how to do that? Edit: Never mind, I figured out. Having a local coords = {} outside any functions did the trick. Happy dance!
  6. Hi, is there an easier way to get the "status" of the portal apart than something like: local state = 0 for k,v in pairs(Ents) do if v.prefab == "multiplayer_portal" then state = 1 break elseif v.prefab == "multiplayer_portal_moonrock_constr_plans" then state = 2 break elseif v.prefab == "multiplayer_portal_moonrock" then state = 3 break end end Basically I want to get the prefab of the portal's status at any given time.
  7. Did you bother to open a ticket in the Bug Tracker section of the forum? Or don't tell me that you expect the developers, or the person/persons that is/are keeping an eye on the bug tracker, to see all the posts on the forum on all sections just because you are lazy? That section is there for a reason..
  8. @JoeW Any chance we can have a link to the Wilson background from the first page in a bigger screen size? Thanks in advance. Looking forward for what you guys planned ahead. Bursting with excitement is a minor statement. xD Edit: I would like to see the software behind community dedicated servers get some love, meaning see it take advantage of all the CPU cores and whatever features they have to offer to run all the tasks, not have one core for Master and one for Caves.
  9. Hi, can someone shed some light on a custom command to unban someone on a Linux dedicated server without having to stop the server and remove the line from blocklist.txt file?
  10. hound.lua error

    [05:18:43]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:18:46]: Resuming user: session/03471B7459028D87/KU_UrT0T4wZ_/0000000135 [05:18:46]: Spawning player at: [Load] (-567.02, -0.00, -21.64) [05:18:46]: Registering master server in EU lobby [05:18:52]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:18:55]: Could not find anim [atk_petrify] in bank [FROMNUM] [05:18:56]: Could not find anim [howl_pre] in bank [pigman] [05:18:57]: Could not find anim [transform_howl] in bank [pigman] [05:18:58]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:18:59]: Could not find anim [transform_atk] in bank [hound] [05:18:59]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:05]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:11]: Could not find anim [death_pre] in bank [hound] [05:19:12]: Could not find anim [transform_death] in bank [hound] [05:19:12]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:12]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:15]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:18]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:18]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> [05:19:25]: Could not find anim [transform_atk] in bank [hound] [05:19:25]: component entitytracker already exists! scripts/prefabs/hound.lua:573 in (field) fn (Lua) <552-579> Sadly I wasn't around when this happened and I guess it has something to do with the Moon Stone as we have a camp like 1 screen away from it and a tooth trap area close to it.
  11. Instead of circumventing the problem why not look for a solution on how do safely defeat them? Sine you said you have problems with just 2 shouldn't be that hard. The trick is to finish them off one by one as soon as one spawns, else if they get to make a group will be harder and harder as world progresses so if you didn't get to master ways to defeat them then use a field of tooth traps like suggested above a few times.
  12. I had my doubts that the world count would be reset to 1 by renaming a file, but the idea behind what I suggested is that it would, in theory at least, keep the world progress as is and just reset players progress. Thanks for the code!
  13. You know you can use builds.json (mentioned in here) file to get the version from the 'release' branch, right? In Perl i get it like this: sub getLast { my $release = 0; my $url = 'https://s3.amazonaws.com/dstbuilds/builds.json'; my $response = HTTP::Tiny->new->get($url); if ($response->{success}) { $release = decode_json($response->{content})->{'release'}[-1]; } return $release; }
  14. You could try: - removing all 0000000xxx files (where xxx stand for days, for example 0000000864) except last one from Master\save\session\xxxx (where xxxx is a folder that is created automatically, for example F22593DE81938B8E) and rename the last file as 0000000001 (for example 0000000864 would be renamed to 0000000001) - do the same step mentioned above but for Caves folder - remove all the folders with players profiles (KU_xxx if got encode_user_path set to false or ... forgot the other format..) from the two folders I mentioned above (for Master and Caves) The world should, in theory at least as I haven't tested this, be at day 1 without loosing any progress, only the players' progress would be reset. Make a copy of the files and folders and give it a try and reply back.