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About CremeLover

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  1. Removing wildfires is the easy-to-go solution people come about so that they can still be productive and do things at their base in a season that has the biggest downsides and offers little in comparison. So turning a high risk low reward into low risk low reward. I just want a firefighter alarm with a nice range that tells me when smoldering is going on, so I can get there in time. Though you know can be done in summer? Go sailing! Your base won't burn and you can get the special summer fishes and while surviving overheating with the winter fishes (or a fridge and a truckload of thermal stones in case you didn't catch it). The ocean is not exactly brimming with content at the moment, but it might be an interesting solution to spend your time once that changes in the near future. For now tho, just go down the caves and get the free rocks from antlion is my to-go plan for summer.
  2. The problem is not how destructive they are, but how they are dealt with. Lightning rod has a HUGE range, and can cover beyond your whole screen, plus it requires no maintenance, my entire base is filled with those. Smoldering on the other hand, can only be dealt with flingomatics, that requires proportional amount of fuel in terms of how many flingos you want, and they cover much less range than a lightning rod. I'm not asking for smoldering to go away, just the way to fight it be a bit less resource intensive. The problem with disease was the need to babysit your plants constantly, else your entire resource spawners would be gone. Heck, there are ways to extinguish fires, just give us a fire alarm whenever smoldering happens so we can tell what's going on and not just miss it before going on a trip and return to a burned base. Also small mention that there's a big tell in your screen with a lightning strike appears, plus a sound effect, whereas smoldering is a very subtle effect and it can happen anywhere near you, even if you don't see it.
  3. Comparison Winter: Pros: -McTusk: Gives a Tam, one of the best items in the game, and a tusk, that is needed to craft a cane, a lazy explorer and a beefalo brush. -Ice begins to form and can be farmed for one of the best food fillers in game that never spoils, and is needed for finglomatics, -Multiple penguins start to form than can be used for eggs, food, or as an emergency combat mob for sudden hound waves. -Klaus and Deerclops bosses, gives winter two more bosses than other seasons with one being optional, and each of them gives great loot (Klaus is not guaranteed good) -Special Koaelefant variation -Special bird variation -Cold temperatures makes food spoil slower Cons: -Constant freezing due to low temperature -Many resources do not grow in winter -Deerclops can destroy a significant portion of your base if it caughts you unaware. -Almost no honey -No butterflies Summer: Pros: -Cactus grow a cactus flower that can be used for food and to better survive summer -Special seasonal boss Antlion that can be used to craft Lazy Deserter -Oasis comes alive and can be fished at for trinkets and special recipes -Being in caves during an antlion attack means free rocks Cons: -Overheating -Plants Wilt -Food Spoils faster -Oasis biome has a sandstorm that requires special gear to properly traverse. -Wildfires that could set your entire base on fire when you're not looking possibly destroying hours of work and permanent resources -Antlion could destroy large portions of your base if you're not aware There's also the day lenght that changes within the season, as well as hound waves for gems, red hounds being more dangerous due to fire. Winter has more content overall, and the only thing that really differs in the harshness of the seasons is the wildfires from summer, plus the recipes to lower your temperature being harder and more expensive to come by than just a torch and burning a nearby tree. Winter has more mobs, more exclusive loot and more potential rewards, whereas summer just adds a way to permanently destroy your base unless you pay an amount of fuel proportional to the size of your base, and the game rewards you with free rocks plus none of the harshness if you go spelunking instead. I decided to spend a summer once to go and catch the special summer fishes, so I spend the entire season on the ocean, only to return and find out that a portion of my base was burned because when I was sailing away, and the base was outside my screen, but at enough distance to render, it smoldered and bam, 6 hours of gameplay gone just by the corner of the screen. Summer is just not worth it unless you want to spend half the season farming fuel to refill the flingos or fishing away at oasis for hours on end.
  4. When the beefalo goes to sleep, if you click on the grooming station to change its skin, the beefalo won't wake up. If you try to mount the beefalo after interacting with the grooming station to wake him up, the beefalo won't react whatsoever, and you will not be able to stop the grooming the beefalo since the beefalo is not at the station yet. I had to wait until morning for the beefalo to go to the grooming station to remove the grooming and do anything with the beefalo.
  5. The judge kept on saying "it was too dangerous to start the content" yet there were no enemies nearby. There was a shadow creature roaming, since I wasn't at maximum sanity, but not enough for the shadow creature to become aggressive. Shadow creatures cannot even target the beefalos or NPCs to begin with.
  6. Sometimes the rollback actually ignores the last save, but goes to the previous one. This happens if you rollback right after the saving. Try saving two or three times in a row, and then rollback. Not sure how the saving mechanism works on console, but if you can save manually then it should trigger, if not just wait a night and mount up, make sure you are mounted when it saves, then wait for a quarter of a day or so. If this doesn't work, then I guess for some reason(?) the bug is not on PS4.
  7. Mike also gets the bug, so I would assume is can be reproduced on console as well. Just tested it again. New world, no mods, and it works consistently 100% of the time. I tried with c_reset() command right after saving. Tried on both dedicated and regular hosted one. It happens 100% of the time as long as I'm riding the beefalo I'm bonded to, then save, and then reset the server. One insteresting thing to note is that both Beefalos have the name given by the bell, despite only one being bonded. Spawned a feral beefalo, gave it 7 twigs and a saddle, mounted up, saved, resseted the server, same result.
  8. Strange, because I can make it happen consistently. I'd say is a PC only bug, but Mike also has it. Did you try it with while you had the Bell on the beefalo you were bonded to on your inventory?
  9. That's strange, I have an Ornery beefalo, no skins, just the bell on my inventory. And I'm usually nearby beefalo when I log off. I though it just happened everytime, but I'll experiment a bit and see what exactly causes it. When you have a skin on, it duplicated a beefalo without any skins on it, but with the same properties as your beefalo, saddle, tencendy, etc. Just not bonded with the bell, and thus, no name. EDIT: After some testing, it seems that it only happens if when I launch the server, or rollback, the moment is rolled back to, I was riding the Beefalo. So if I ride on the beefalo, save and shut down the server, when I relaunch the server, I'll have two beefalos, but if I'm not riding it, it works as intended. I think the game is trying to spawn the player entity and the beefalo as 2 separated entities, but the player is player+beefalo, so it spawns a beefalo alongside the previous beefalo that existed. Only one of the beefalos is linked by the bell, so you can only have the cloning glitch work with one of the beefalos at a time. If someone else can test and confirm, please do.
  10. Each time that, for whatever reason, the server reloads, be it a rollback or just launching it a new beefalo is spawned out of your bonded beefalo. So literally just shut down the server and launch it over and over and voila, beefalo duplication machine. I've had to remove my extra one using console commands like 10 times now.after I got tired of killing them.
  11. After relaunching the server, I now have 3 beefalos.
  12. [01:00:45]: CONTEST STARTED [01:00:45]: BEGIN CONTEST, save stage [01:00:53]: component timer already exists on entity 144335 - merm! scripts/components/yotb_stager.lua:326 in (method) MakeRandomBeef (Lua) <316-386> [01:00:53]: component timer already exists on entity 144341 - merm! scripts/components/yotb_stager.lua:326 in (method) MakeRandomBeef (Lua) <316-386> [01:00:54]: component timer already exists on entity 144348 - merm! scripts/components/yotb_stager.lua:326 in (method) MakeRandomBeef (Lua) <316-386> [01:01:24]: AT MARK ACTION true nil [01:01:26]: AT MARK ACTION true nil [01:01:28]: AT MARK ACTION true nil [01:01:34]: AT MARK ACTION true nil [01:01:34]: [string "scripts/prefabs/yotb_post.lua"]:103: attempt to concatenate local 'id' (a nil value) LUA ERROR stack traceback: scripts/prefabs/yotb_post.lua:103 in (field) markfn (Lua) <87-128> inst = 135407 - yotb_post (valid:true) doer = 144348 - merm (valid:true) id = nil ribbon = 144482 - yotb_post_ribbon (valid:true) scripts/components/markable.lua:61 in (method) Mark (Lua) <33-69> self = unmarkfn = function - scripts/prefabs/yotb_post.lua:130 markfn = function - scripts/prefabs/yotb_post.lua:87 marks = table: 214095E8 unmarkallfn = function - scripts/prefabs/yotb_post.lua:141 markpool_reset = table: 31FC8C38 canmarkfn = function - scripts/prefabs/yotb_post.lua:215 markpool = table: 31FC8C38 _ = table: 31FC8E68 inst = 135407 - yotb_post (valid:true) doer = 144348 - merm (valid:true) can = true failreason = nil id = nil scripts/actions.lua:1773 in (field) fn (Lua) <1769-1790> act = Choose This Beefalo 135407 - yotb_post (valid:true) can = nil fail = nil scripts/bufferedaction.lua:25 in (method) Do (Lua) <21-35> self (valid:true) = action = table: 07227F48 doer = 144348 - merm (valid:true) onfail = table: 20CD5488 doerownsobject = false target = 135407 - yotb_post (valid:true) distance = 2 options = table: 20CD5348 onsuccess = table: 20CD5320 scripts/entityscript.lua:1318 in (method) PerformBufferedAction (Lua) <1305-1328> self (valid:true) = GUID = 144348 inlimbo = false brain = --brain-- sleep time: 0.00 Priority - RUNNING <RUNNING> (execute 7, eval in -0.02)>0.00 >Sequence - READY <READY> ()>0.00 > >panic with king - READY <READY> ()>0.00 > >Parallel - READY <READY> ()>0.00 > > >PanicScared - READY <READY> ()>0.00 > > >Parallel - READY <READY> ()>0.00 > > > >ChattyNode - READY <READY> ()>0.00 > > > > >Panic - READY <READY> ()>0.00 > > > >Sequence - READY <READY> ()>0.00 > > > > >Wait - READY <READY> ()>0.00 > > > > >ActionNode - READY <READY> ()>0.00 >Sequence - READY <READY> ()>0.00 > >panic with no king - READY <READY> ()>0.00 > >Parallel - READY <READY> ()>0.00 > > >PanicScared - READY <READY> ()>0.00 > > >Parallel - READY <READY> ()>0.00 > > > >ChattyNode - READY <READY> ()>0.00 > > > > >Panic - READY <READY> ()>0.00 > > > >Sequence - READY <READY> ()>0.00 > > > > >Wait - READY <READY> ()>0.00 > > > > >ActionNode - READY <RE [**truncated**] sounds = table: 071772D8 health_info_max = 0 AnimState = AnimState (42F15908) Network = Network (42F155C8) health_info_max_exact = 0 pendingtasks = table: 207CA9F8 sg = sg="merm", state="chop", time=0.43, tags = "chopping," spawntime = 3380.8668429926 Transform = Transform (42F157C8) npc_stage = 133716 - yotb_stage (valid:true) actionreplica = table: 207C9198 event_listening = table: 207BC1C8 actioncomponents = table: 207C9148 lower_components_shadow = table: 207C9508 entity = Entity (36F03E20) health_info = 0 prefab = merm persists = false SoundEmitter = SoundEmitter (42F156C8) brainfn = table: 071773F0 event_listeners = table: 207BBEA8 yotb_post_to_mark = 135407 - yotb_post (valid:true) DynamicShadow = DynamicShadow (42F15568) net_health_info_max = net_ushortint (2A8C3EA8) net_health_info = net_ushortint (2A8C4110) Physics = Physics (42F15588) replica = table: 207C9418 bufferedaction = Choose This Beefalo 135407 - yotb_post (valid:true) components = table: 207C93A0 name = Merm action_theme_music = false scripts/stategraphs/SGmerm.lua:176 in (field) fn (Lua) <175-177> inst = 144348 - merm (valid:true) scripts/stategraph.lua:572 in (method) UpdateState (Lua) <540-584> self = tags = table: 239EE8A0 mem = table: 248F52E8 statemem = table: 239EE878 c [01:01:34]: [string "scripts/prefabs/yotb_post.lua"]:103: attempt to concatenate local 'id' (a nil value) LUA ERROR stack traceback: scripts/prefabs/yotb_post.lua:103 in (field) markfn (Lua) <87-128> scripts/components/markable.lua:61 in (method) Mark (Lua) <33-69> scripts/actions.lua:1773 in (field) fn (Lua) <1769-1790> scripts/bufferedaction.lua:25 in (method) Do (Lua) <21-35> scripts/entityscript.lua:1318 in (method) PerformBufferedAction (Lua) <1305-1328> scripts/stategraphs/SGmerm.lua:176 in (field) fn (Lua) <175-177> scripts/stategraph.lua:572 in (method) UpdateState (Lua) <540-584> scripts/stategraph.lua:611 in (method) Update (Lua) <603-631> scripts/stategraph.lua:128 in (method) Update (Lua) <109-153> scripts/update.lua:233 in () ? (Lua) <164-243> [01:01:34]: 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? [01:01:34]: 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:95 in () ? (Lua) <33-134>