Vaculity

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About Vaculity

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  1. Its been a week, and yet no response? Really?
  2. Only Tools does that, not weapon. Its been like that for a long time, unless you were using a mod in the past that does that?
  3. Did you constantly walk close to the edge of the world? I get tons of pengulls often appearing, mostly at the worst possible spot.
  4. The whole thing is vague, so I have a few questions I want to ask: -Was you base using Firepit or Campfire as a night source of light? Campfire are known to set things on fire at maximum fire light. -Was there Red hounds nearby and somehow died for unknown reason? They leave fire on death. -Are you the only player around? -What character are you using? -Did a stray thunder suddenly struck at a nearby flammable base section? It usually doesn't have to rain for thunder to hit immediately. If its in autumn, it shouldn't set fire for no reason unless its early autumn (after summer) and not start of new world, because I have never encountered such issues in autumn ever before, only when a cause took place.
  5. Was this in a dedicated server or the host server?
  6. Hi. I have a question in regards to workshop issue. Ever since the "Year of the Gobbler" update, whenever I try to update the mod or subscribe a new mod, the entire content immediately converts to "workshop-number" with no information whatsoever. I tried to "Clean All" but it was a huge mistake; all my workshop mod files turned into what you see at the given image. May I know why and is there any fixes to this? I cannot do anything since I am playing a world with Mod, and since I am very unsure if any of these mods belongs to the mod I am using, I am worried it will bug the world to a corrupted state. EDIT: Here is the Log file that shows when I attempt to "update" these files. It registers as "non-existent", but these files are still in the workshop, which I still can't figure out how to deal with it. I even uninstalled the game and reinstalled it, nothing works, still shows the same issue. client_log.txt EDIT 2: This bug has caused a pretty serious major concern in my computer. I cannot remove the files at all even after uninstalling, and if I attempt to, it gives the "You do not have permission to Access" error. The files were already deleted, but it shows itself as still present and if I attempt to open any of them I get "Access is Denied". Editing Security either leads to "Access is Denied" or "failed to enumerate objects in the container" despite reading countless amount of tutorial, and it greatly concerns me. Klei, PLEASE get to the bottom of this, its infuriating. EDIT 3: Before you ask, I already unsubscribed all the mods, but the file in question still exist, and it worries me even more so now.
  7. There is one thing that disturbs me. I am aware you need two server to enjoy the full optimization of the Caves, but If you start in a Cave-only server, its going to be a huge hassle getting flint, since for some reason, they don't generate by default, and you have to wait for quakes to form (if its in this BETA) before any drops. Is there any other ways around it? Because its mostly sitting ducks to those who are planning to try this out, only to have a huge limitation because of the lack of it.
  8. You don't need ROG in DS for ROG in DST. Its free in DST.
  9. Something odd with Wigfrid. I tried to feed a friend of mind whos playing as wigfrid with vegetable, and they just end up eating it, not recovering anything or doing emote that shows the ahte for non-meat.
  10. Were there fire nearby the items/entities that were smoldering?
  11. No, the issue is not because of the health. When I (or my peeps) actually killed him, we were almost at the verge of insanity. But with this update, the drain is even more than usual for some reason, and he was nowhere near dead at all at the point of insanity, forcing us to attack the shadow creatures while trying to run off from deerclops (its attack don't hurt shadow creatures.)
  12. So I have a few things to report: -On the last report on the first page. For some reason whenever I stepped from Savannah to Dark Forest, I end up with the clock crash issue. I don't know why, but it seemed to only happen on major biome, from one to another. -I appreciate the changes for deerclops, but is the massive sanity drain intentional? It literally took a minute and a half to immediately go into insanity, when originally it doesn't take that fast to become insane.
  13. I found a nasty glitch that affects everyone, not just modded character. It involves Poison Birchnut. Heres the log. [00:50:42]: [string "scripts/componentactions.lua"]:875: attempt to index field '?' (a nil value)LUA ERROR stack traceback:scripts/componentactions.lua:875 in (method) CollectActions (Lua) <857-889> self (valid:true) = GUID = 170447 Transform = Transform (284FFC88) inlimbo = false GetAdjective = function - ../mods/workshop-367045073/modmain.lua:340 actionreplica = table: 44BB60C0 event_listening = table: 44BBDEB0 actioncomponents = table: 44FF6BA8 entity = Entity (28C66000) AnimState = AnimState (284FD0C8) prefab = deciduoustree build = normal OnSave = function - ../mods/workshop-369083494/modmain.lua:636 Network = Network (284F9248) persists = true modactioncomponents = table: 2861ACA8 MiniMapEntity = MiniMapEntity (284FBFC8) event_listeners = table: 44BC16C8 GetAdjective_rakky_redirect = function - scripts/entityscript.lua:1445 OnLoad = function - ../mods/workshop-369083494/modmain.lua:686 dragonflypriority = 1 spawntime = 2792.6668123156 name = Birchnut Tree replica = table: 44BB7150 Physics = Physics (28507AE8) components = table: 44BB6C78 SoundEmitter = SoundEmitter (284FB368) type = SCENE arg = nil t = table: 0F4C0360 modname = workshop-396970726 modtable = table: 2861EE70scripts/components/playeractionpicker.lua:39 in (method) GetSceneActions (Lua) <36-60> self = map = Map (345C12B8) inst = 100842 - nedelya (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:483 useitem = 170447 - deciduoustree (valid:true) right = nil actions = table: 3490D738scripts/components/playeractionpicker.lua:153 in (method) GetLeftClickActions (Lua) <117-172> self = map = Map (345C12B8) inst = 100842 - nedelya (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:483 position = (-37.88, 0.00, 42.92) target = 170447 - deciduoustree (valid:true) actions = table: 34916F40 useitem = nil equipitem = 100792 - cane (valid:true) ispassable = truescripts/components/playeractionpicker.lua:242 in (method) DoGetMouseActions (Lua) <211-246> self = map = Map (345C12B8) inst = 100842 - nedelya (valid:true) actionfilter = function - scripts/prefabs/player_common.lua:483 position = (-37.88, 0.00, 42.92) target = 170447 - deciduoustree (valid:true)scripts/components/playercontroller.lua:1376 in (method) OnUpdate (Lua) <1258-1617> self = ondetachclassified = function - scripts/components/playercontroller.lua:75 predictionsent = false controller_target_age = 1.#INF draggingonground = false handler = table: 2AC95A98 inst = 100842 - nedelya (valid:true) remote_vector = (-44.60, 3.00, 42.33) classified = 101491 - player_classified (valid:true) lastrottime = 1375.5667384081 map = Map (345C12B8) directwalking = true locomotor = table: 312F9670 lastzoomtime = 1274.3667331301 time_direct_walking = 7.9000004120171 ismastersim = false predictwalking = false dragwalking = false mousetimeout = 10 deploy_mode = true remote_controls = table: 28621558 IsEnabled = function - ../mods/workshop-352373173/modmain.lua:45 dt = 0.033333335071802 isenabled = true ishudblocking = nil controller_mode = false new_highlight = nilscripts/update.lua:183 in () ? (Lua) <146-219> dt = 0.033333335071802 tick = 87826 k = 100842 v = 100842 - nedelya (valid:true) cmp = table: 2B3F1F70 [00:50:42]: SCRIPT ERROR! Showing error screen [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:42]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:43]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:44]: FMOD Error: Can't play event dontstarve_DLC001/creatures/decidous/drake_run_rustle: An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. [00:50:44]: QueryServerComplete no callback[00:50:45]: QueryServerComplete no callback[00:50:46]: Force aborting...
  14. I doubt that will be done until they actually starts to work on Caves, since they won't take in bugs report from unimplemented items. Also, I'll just repeat what I posted in the previous post: *Chester don't change into Shadow or Ice at Full Moon. *Sometimes multiple krampus immediately vanish into the bag after the first one was killed, despite the area still having a lot of possible items that can be stolen. *Pigs automatically respawn if a fire was set at the house that has no more pigs living inside. There is another error, but I can't seemed to point my finger into it. It happens whenever I leave the savannah biome into a grass biome, and the screen immediately fades to black. I had to relog twice before I can go again. Only seemed to affect several types of generation since I can't repeat the same error on most of the biome. It mostly happens at morning and/or dusk.
  15. "Preventing this" actually is harder than it sounds, if you are dealing with a smart/ multiple griefer (a.k.a multiple account dealer... which won't make any sense). Like I said, Rollback everytime a random person intentionally broke the whole thing is going to be an issue, if its constant as well. It will take a lot of coding for them to even do that (enable/disable).