cezarica

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About cezarica

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  1. [11:15:45]: [string "scripts/brains/hermitcrabbrain.lua"]:272: attempt to index global 'ThePlayer' (a nil value) LUA ERROR stack traceback: scripts/brains/hermitcrabbrain.lua:272 in (field) getfn (Lua) <250-277> inst = 104231 - hermitcrab (valid:true) target = 152021 - winona (valid:true) shouldface = 152021 - winona (valid:true) scripts/behaviours/faceentity.lua:18 in (method) Visit (Lua) <16-56> self = starttime = 0 lastresult = READY parent = table: 0x28967c10 getfn = function - scripts/brains/hermitcrabbrain.lua:250 name = FaceEntity status = READY keepfn = function - scripts/brains/hermitcrabbrain.lua:279 inst = 104231 - hermitcrab (valid:true) scripts/behaviourtree.lua:298 in (method) Visit (Lua) <288-308> self = idx = 2 name = Sequence status = READY parent = table: 0x28968d70 children = table: 0x28967b90 lastresult = READY done = false child = table: 0xc3ec0c0 scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> self = lasttime = 7226.3003768809 name = Priority parent = table: 0x26726d30 status = READY period = 1 children = table: 0xc3eb760 lastresult = READY time = 7226.3003768809 do_eval = true oldidx = nil old_event = nil found = false idx = 4 child = table: 0x28967c10 should_test_anyway = nil scripts/behaviourtree.lua:643 in (method) Visit (Lua) <633-664> self = name = Parallel status = READY parent = table: 0x26726e50 children = table: 0x28968e90 lastresult = READY done = true any_done = true idx = 2 child = table: 0x28968d70 scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> self = lasttime = 7226.3003768809 name = Priority parent = table: 0x267270e0 status = READY period = 1 children = table: 0xc3eb710 lastresult = READY time = 7226.3003768809 do_eval = true oldidx = nil old_event = nil found = false idx = 1 child = table: 0x26726d30 should_test_anyway = nil scripts/behaviourtree.lua:643 in (method) Visit (Lua) <633-664> self = name = Parallel status = READY parent = table: 0x1fedb2d0 children = table: 0x26727060 lastresult = READY done = true any_done = true idx = 2 child = table: 0x26726e50 scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> self = lasttime = 7226.3003768809 name = Priority status = READY period = 0.5 children = table: 0x26727f90 lastresult = READY time = 7226.3003768809 do_eval = true oldidx = nil old_event = nil found = false idx = 9 child = table: 0x267270e0 should_test_anyway = nil scripts/behaviourtree.lua:22 in (method) Update (Lua) <20-27> self = root = table: 0x1fedb2d0 inst = 104231 - hermitcrab (valid:true) forceupdate = false scripts/brain.lua:212 in (method) OnUpdate (Lua) <205-214> self = bt = Priority - READY <READY> ()>0.00 >Parallel - FAILED <READY> ()>0.00 > >PanicHaunted - FAILED <READY> ()>0.00 > >ChattyNode - READY <READY> ()>0.00 > > >Panic - READY <READY> ()>0.00 >RunAway - FAILED <READY> ()>0.00 >Sequence - FAILED <READY> ()>0.00 > >umbrella - FAILED <READY> ()>0.00 > >umbrella - READY <READY> ()>0.00 >Sequence - FAILED <READY> ()>0.00 > >stop umbrella - FAILED <READY> ()>0.00 > >stop umbrella - READY <READY> ()>0.00 >Sequence - FAILED <READY> ()>0.00 > >coat - FAILED <READY> ()>0.00 > >coat - READY <READY> ()>0.00 >Sequence - FAILED <READY> ()>0.00 > >stop coat - FAILED <READY> ()>0.00 > >stop umbrella - READY <READY> ()>0.00 >toss item - FAILED <READY> ()>0.00 >finish talking - FAILED <READY> ()>0.00 >Parallel - READY <READY> ()>0.00 > >IsDay - SUCCESS <READY> ()>0.00 > >Priority - READY <READY> ()>0.00 > > >Parallel - READY <READY> ()>0.00 > > > >unfriendly - SUCCESS <READY> () [**truncated**] [11:15:45]: [string "scripts/brains/hermitcrabbrain.lua"]:272: attempt to index global 'ThePlayer' (a nil value) LUA ERROR stack traceback: scripts/brains/hermitcrabbrain.lua:272 in (field) getfn (Lua) <250-277> scripts/behaviours/faceentity.lua:18 in (method) Visit (Lua) <16-56> scripts/behaviourtree.lua:298 in (method) Visit (Lua) <288-308> scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> scripts/behaviourtree.lua:643 in (method) Visit (Lua) <633-664> scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> scripts/behaviourtree.lua:643 in (method) Visit (Lua) <633-664> scripts/behaviourtree.lua:578 in (method) Visit (Lua) <554-610> scripts/behaviourtree.lua:22 in (method) Update (Lua) <20-27> scripts/brain.lua:212 in (method) OnUpdate (Lua) <205-214> scripts/brain.lua:135 in (method) Update (Lua) <105-147> scripts/update.lua:232 in () ? (Lua) <159-238> [11:15:45]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [11:15:45]: stack traceback: scripts/widgets/widget.lua:605 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:656 in (method) SetFocus (Lua) <629-665> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:90 in () ? (Lua) <33-129>
  2. I meant I filter stuff before it goes into the stacker. Sorry for confusion.
  3. Will try what you said @mathmanican, for the sake of science obviously. Didn't knew what to look for so opened a topic. Thanks for the tip. @Sigma Cypher I know that the in-line stacker works with just one type of gas, hence why i was looking for a way to remove anything in between, but didn't want to add another gas shutoff. I've done a gas pipe element sensor connected to a NOT gate that has it's output connected to a gas shutoff to filter out anything that's not the desired gas and let anything else continue down the pipe. Now the stacker receives only what it should and works as intended.
  4. Yes, I need to negate the AND's gate output and at the same time need the AND's gate normal (not negated by the NOT gate) output connected to the same element I want to control, so inevitably the both ends of the NOT gate connect. Guess will have to take a different approach on this.
  5. Hi. I got an in-line package stacker and want add a second gas pipe element sensor in the empty pipe space to eliminate any gases that I don't want in there. In order to achieve this i was thinking I need to cover 2 scenarios in order for the gas shutoff to open: - if S1 sends green and S2 sends green then the gas shutoff should open and let the gas package at S2 exit since it's the gas I want and it was stacked - if S1 sends a green and S2 sends a red then the gas shutoff should open and let the package at S2 out since between them there's another gas package that I don't want (same for S1 sending red and S2 sending green). So with these rules in mind I was thinking that a AND gate would solve the first scenario, meaning S1 and S2 sending green, and if I add a NOT gate on the AND gate's output I should basically cover the second scenario, where either S1 is sending a green and S2 is sending a red, the other way around or both sending a red (basically covering the AND gate results). So, I decided to test with some switches and a AND + NOT gate and see what happens. I was expecting the power shutoff to switch to on when the two signal switches send a green signal and turn off in other case, but to my surprise the NOT gate change the AND gate output and that made the NOT change it's state that in turn changed the AND gate's state and from this point onward stuff repeats, basically resulting in the power shutoff switching on and off very fast. Isn't this NOT gate output changing the state of the AND gate output? Shouldn't the outputs be changed only by the inputs of said gate element? Is there another way to make the in-line gas stacker work only with a single gas and kick out everything else?
  6. This isn't one of my brightest days so bare with me. I meant to ask what's with the double bridges at the top on your previous reply. I never needed more bridges apart the ones to bypass the aquatunner and had no problems. Obviously in OP's case he needs a few more to bypass the output from steam turbines.
  7. Sorry, forgot to put name in there, question was addressed to you.
  8. Check this out, it's easy to follow with pictures: You guys get a delay because the input bypass doesn't have priority over the output. You need those two bridges like you got at the top. What's up with so many bridges?
  9. If you need 2kW of power then tie two 1kW transformers in parallel with a 2kW wire and from the output where you need the up to 2kW power. As for the 4kW transformer, I'd go with what @SamLogan suggested. @ZanthraSW The "advantage" is that the 4KW transformer doesn't protect your 1kW or 2kW wire from overloading (meaning drawing more power than the wire can handle), but the 1kW or two 1kW transformers in parallel will protect the wire, meaning the 1kW wire for 1 transformer or the 2kW wire for the two 1kW transformers in parallel.
  10. @ScottHansen You guys might want to check out this crash as soon as possible.
  11. Master shard crashed a few minutes ago and here's the error log. [09:37:27]: [string "scripts/prefabs/abigail.lua"]:564: attempt to index local 'data' (a nil value) LUA ERROR stack traceback: scripts/prefabs/abigail.lua:564 in (upvalue) on_target_attacked (Lua) <563-567> inst = 130805 - abigail_vex_debuff (valid:true) target = 116482 - eyeplant (valid:true) data = nil scripts/prefabs/abigail.lua:638 in (local) fn (Lua) <638-638> target = 116482 - eyeplant (valid:true) data = nil scripts/entityscript.lua:1040 in (method) PushEvent (Lua) <1027-1054> self (valid:true) = GUID = 116482 Transform = Transform (0x2c8daff0) inlimbo = false actionreplica = table: 0x2c8db490 event_listening = table: 0x28ceaee0 actioncomponents = table: 0x2c8dacd0 lower_components_shadow = table: 0x2c8dabb0 minionnumber = 29 entity = Entity (0x2c8daa60) AnimState = AnimState (0x2c8db3a0) prefab = eyeplant updatecomponents = table: 0x28b1ca10 Network = Network (0x2c8db450) Physics = Physics (0x2c8db3f0) SoundEmitter = SoundEmitter (0x2c8db410) minionlord = 110292 - lureplant (valid:true) name = Eye Plant sg = sg="eyeplant", state="attack", time=0.63, tags = "canrotate,attack," spawntime = 0 event_listeners = table: 0x2ebf3490 replica = table: 0x2c8daed0 persists = true components = table: 0x2c8dab40 pendingtasks = table: 0x2ebf3460 event = attacked data = nil listeners = table: 0x1e3ab730 tocall = table: 0x23bd5cb0 i = 2 fn = function - scripts/prefabs/abigail.lua:638 scripts/components/minionspawner.lua:63 in (local) fn (Lua) <62-65> minion = 116482 - eyeplant (valid:true) scripts/entityscript.lua:1040 in (method) PushEvent (Lua) <1027-1054> self (valid:true) = GUID = 116482 Transform = Transform (0x2c8daff0) inlimbo = false actionreplica = table: 0x2c8db490 event_listening = table: 0x28ceaee0 actioncomponents = table: 0x2c8dacd0 lower_components_shadow = table: 0x2c8dabb0 minionnumber = 29 entity = Entity (0x2c8daa60) AnimState = AnimState (0x2c8db3a0) prefab = eyeplant updatecomponents = table: 0x28b1ca10 Network = Network (0x2c8db450) Physics = Physics (0x2c8db3f0) SoundEmitter = SoundEmitter (0x2c8db410) minionlord = 110292 - lureplant (valid:true) name = Eye Plant sg = sg="eyeplant", state="attack", time=0.63, tags = "canrotate,attack," spawntime = 0 event_listeners = table: 0x2ebf3490 replica = table: 0x2c8daed0 persists = true components = table: 0x2c8dab40 pendingtasks = table: 0x2ebf3460 event = death data = table: 0x23bd5ba0 listeners = table: 0xbeb38a0 tocall = table: 0x23bd5c10 i = 1 fn = function - scripts/components/minionspawner.lua:62 scripts/components/health.lua:354 in (method) SetVal (Lua) <334-371> self = minhealth = 0 absorb = 0 firedamagecaptimer = 0 nofadeout = false firedamageinlastsecond = 0 externalabsorbmodifiers = table: 0x28cebc10 playerabsorb = 0 inst = 116482 - eyeplant (valid:true) externalfiredamagemultipliers = table: 0x28cebac0 fire_damage_scale = 1 takingfiredamagetime = 0 _ = table: 0x28ceb300 fire_timestart = 1 val = -10 cause = abigail afflicter = 129899 - abigail (valid:true) old_health = 30 max_health = 30 min_health = 0 scripts/components/health.lua:383 in (method) DoDelta (Lua) <373-392> self = minhealth = 0 absorb = 0 firedamagecaptimer = 0 nofadeout = false firedamageinlastsecond = 0 externalabsorbmodifiers = table: 0x28cebc10 playerabsorb = 0 inst = 116482 - eyeplant (valid:true) externalfiredamagemultipliers = table: 0x28cebac0 fire_damage_scale = 1 takingfiredamagetime = 0 _ = table: 0x28ceb300 fire_timestart = 1 amount = -40 overtime = nil cause = abigail ignore_invincible = nil afflicter = 129899 - abigail (valid:true) ignore_a [09:37:27]: [string "scripts/prefabs/abigail.lua"]:564: attempt to index local 'data' (a nil value) LUA ERROR stack traceback: scripts/prefabs/abigail.lua:564 in (upvalue) on_target_attacked (Lua) <563-567> scripts/prefabs/abigail.lua:638 in (local) fn (Lua) <638-638> scripts/entityscript.lua:1040 in (method) PushEvent (Lua) <1027-1054> scripts/components/minionspawner.lua:63 in (local) fn (Lua) <62-65> scripts/entityscript.lua:1040 in (method) PushEvent (Lua) <1027-1054> scripts/components/health.lua:354 in (method) SetVal (Lua) <334-371> scripts/components/health.lua:383 in (method) DoDelta (Lua) <373-392> scripts/components/combat.lua:446 in (method) GetAttacked (Lua) <420-498> scripts/components/combat.lua:930 in (method) DoAreaAttack (Lua) <920-936> scripts/components/aura.lua:52 in (method) OnTick (Lua) <44-65> scripts/components/aura.lua:22 in (field) fn (Lua) <21-23> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:180 in () ? (Lua) <159-238> [09:37:27]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [09:37:27]: stack traceback: scripts/widgets/widget.lua:605 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:656 in (method) SetFocus (Lua) <629-665> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:90 in () ? (Lua) <33-129>
  12. A friend of mine is having a problem with playing the game on a NVIDIA GeForce GTX 1660 Ti, meaning it starts and freezes shortly after. He did a fresh (or 'clean' as they call it) install of his video card drivers that are/where up-to-date, Windows 10 is up-to-date, did multiple file integrity checks and even did a clear steam download cache, has Microsoft Visual C++ 2015-2019, .NET Framework 4.6.2 and 4.8. We are out of options to try to figure out what's wrong. He tried other games and those work just fine. The game used to work fine until update. Attached you find dxdiag log and the output from starting the game. DxDiag.txt output_log.txt
  13. Don't know how to check that, but given that I tried with a fresh batch of spawned carats via console c_give("carat") then I think it's safe to assume they have 0 points. I had one training for a bit in all machines and all behaved the same way, n matter if it had some or no training at all last time i tested.
  14. @ScottHansen Nope, I just tested and the wiggle at the start is still there. I mean I put the carat down, then right click on the wheel to start the race and the carat dose the wiggle animation on it's own and when finishes starts the race like Charlie's carats. As for the crash, haven't seen it since my first post in here.