Muche

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About Muche

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Don't Starve Together
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Oxygen Not Included
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  1. client_only mod deletes character?

    The most interesting part is of course "for some reason", that is, it seems the author fixed the bug without knowing why it occured in the first place.
  2. missing file in mod crashes game

    The mod was actually disabled right after the first error - see line 1016 "[00:03:44]: Disabling More Actions because it had an error.". The reason there were so many messages is that the game successfully recovered from an error in a mod function, in this case function(inst) if GLOBAL.TheWorld.ismastersim then inst:AddComponent("interactions") end end (because interactions component was not found). Thus the error was able to happen again during loading of each entity of a prefab that the AddPrefabPostInit was used for. The final crash was caused by trying to display all those error messages on the screen.
  3. Error upon launch of the game

    @SubiLover12, welcome to the forums. Your profile file got somehow corrupted with what appears to be the contents of a wav file, most probably during that windows freeze. Please remove the file Documents\Klei\DoNotStarveTogether\client_save\profile. Also, I would recommend doing a check of the drive for filesystem errors.
  4. @IvanX, I've tried simple (DST) AddGamePostInit(function() print("[Test|GamePostInit]") end) AddSimPostInit(function() print("[Test|SimPostInit]") end) , started hosting a world (got SimPostInit, then GamePostInit); disconnected, started it again and the order didn't change (SimPostInit, then GamePostInit). Are there more conditions to what you describe as sequential launch?
  5. @Sign1fy, welcome to the forums. This is most likely due to one of enabled mods that causes network synchronization issues. You said you disabled your mods, which is good, meaning it could be caused by one of server mods. You could look at those mods' comments/discussions, to see whether people have already reported such issues. Or, attaching/linking to your full log file client_log.txt could help diagnose which mod it is caused by. If your friend has enabled some server-only mods, their client_log.txt would be useful as well. Client_log can be found here: PC: Documents\Klei\DoNotStarveTogether\client_log.txt Mac: ~/Documents/Klei/DoNotStarveTogether/client_log.txt Linux: ~/.klei/DoNotStarveTogether/client_log.txt If the host has a world with caves, the logs for them can be found at: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Master\server_log.txt Documents\Klei\DoNotStarveTogether\Cluster_{N}\Caves\server_log.txt where {N} is the number of the save slot.
  6. Change hoster for host

    @Xyese, today's game update v183426 should fix that. You may have to re-download the Archery mod - just remove the folder ...\Steam\steamapps\common\Don't Starve Together\mods\workshop-488009136 (depending on where you've installed DST), and let the game download the mod again.
  7. , @PeterA, Downloading Archery mod prints this message into the log: [00:01:35]: DownloadPublishedFileV2() [00:01:38]: OnDownloadPublishedFileResultV2 [00:01:38]: EResult 1, 287476444264409771 [00:01:38]: 245850, 3204394, [mod_publish_data_file.zip], 76561197963190527 [00:01:38]: THREAD - started 'cUnpackModThread' (3020) [00:01:38]: DelDirectory [../mods/workshop-488009136] 2: FAILED [00:01:38]: cWorkshopMod::UnzipMod ../mods/workshop-488009136 [00:01:38]: WARNING: Mods do not support certain file types. [00:01:38]: Skipping file anim/beamstring.zip and the anim/beamstring.zip file is removed, causing crash (as it is used in sparkles prefab).
  8. @OskarDiLondra, welcome to the forums. In the Mods menu only client mods can be enabled. Server mods for a particular world can be enabled in the Host Game menu, Mods tab. What mods were you trying to enable? Maybe they were all server (server_only or all_client_require_mod) mods?
  9. @PeterA, just wondering, what was updated in v182664 of ModUploader tool?
  10. @Woloszyn2, welcome to the forums. Could you please attach your client_log, server_logs and dxdiag (if you're on Windows). Client_log can be found here: PC: Documents\Klei\DoNotStarveTogether\client_log.txt Mac: ~/Documents/Klei/DoNotStarveTogether/client_log.txt Linux: ~/.klei/DoNotStarveTogether/client_log.txt Server_log (if you're hosting a multi-level world): PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Master\server_log.txt PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Caves\server_log.txt where {N} is the number of the save slot. In order to get a DxDiag on Windows: - Click on your Start button - Press the Windows key + R on your keyboard to access the "Run" window - On the new window, type in dxdiag.exe and press enter; this will open up the DirectX diagnostic tool - Click on the "Save All Information" tab on the diagnostic tool - A "Save As..." window will pop up where you can click on save. It will save your hardware information as a document to your desktop (default).
  11. @Gorgutz, welcome to the forums. Could you please attach client_log and server_logs. Client_log can be found here: PC: Documents\Klei\DoNotStarveTogether\client_log.txt Mac: ~/Documents/Klei/DoNotStarveTogether/client_log.txt Linux: ~/.klei/DoNotStarveTogether/client_log.txt Server_log (if you're hosting a multi-level world with caves): PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Master\server_log.txt PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Caves\server_log.txt where {N} is the number of the save slot.
  12. Regarding the statistically independent event, are you referring to having to roll again when the result determines the non-participating ghost player? Is it not possible for extra roll to be had in your scheme as well when the highest roll was achieved by two players? What is the difference between: 1. propose a roll; 2. all participants pledge their participation in the roll by running the roll command; 3. finish the roll and 1. propose a roll; 2. all participants pledge their participation in the roll by saying it in the chat; 3. count the number of participants and do one roll ? It seems to me that the only difference is between the system doing the counting of the number of participants vs. the roll initiator doing the counting.
  13. It seems to me that the issue is with point 5 - some people decided to honor the result while others decided to ignore the result. That is, it has nothing to do with the actual rolling system. Also, using multiple rolls to detemine one player seems to be the remnant of table top games decisions, where usually D6 is used, so it's possible to use one roll to easily distinguish between 2, 3 and 6 possible values/players. How about other decision making procedure that doesn't necessarily require multiple rolls (thus does not allow one participant to stall it all). For example, there are 11 people on the server. You /roll 11 and the result will determine the player based on their index on the player scoreboard. If the result is the ghost player, you reroll. This would work best if all players are participating. More people who are not participating could lead to more rerolls due to result being the not participating player. Or just /roll N, where N is the number of participating players, and then just skip not participating players on the scoreboard.
  14. Fatal Error

    Could you please try to verify integrity of the game, see steps in https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335. If that doesn't help, could you please attach/link to your client_log.txt (can be found at Documents\Klei\DoNotStarveTogether\client_log.txt).
  15. Warning string problem

    @Lekosbelas, welcome to the forums. That's some weird contents of the profile file. Removing the file Documents\Klei\DoNotStarveTogether\client_save\profile should fix it (in that the game should create new file with a correct contents).