BluesyBuesy

  • Content Count

    223
  • Joined

  • Last visited

Community Reputation

681 Excellent

About BluesyBuesy

  • Rank
    Member
...

Badges

Recent Profile Visitors

4180 profile views
  1. I always seem to run into issues when it comes to saving data in DST because of the dang caves *shakes fist at server migration*. This time the mod is a server mod, and I need to save player-specific data. The data are boolean values, numbers, and tables of variable length (max of 30) which contain strings and numbers. What I was doing at first was saving the data server-side in a master table. I'd create a slot in the master table when a new player joins using their userid as the identifier, convert the table of strings to numbers, send this to the player via bytearray, then convert the numbers back into strings client-side. But then I remembered that the caves have their own data, and if the player migrated to the caves, they'd get a different set of data. If there's a way to share data between shards, this would be preferable, but I'm not sure how you'd do that. So then I started thinking about saving the data directly on the player. ModRPCs are pretty limited in the amount of data they can send as far as I know, but I could maybe communicate a seed to the server, and the server can reconstruct the table based on the seed, but then I'd have to create a custom and costly lua-based random function since lua's default randomseed() is ultimately based on the operating system, so the tables may be inconsistent depending on the OS that DST is running on. To summarize, I have a table of strings and a table of numbers that both the server and client need to know about. The client needs to know because it needs to create and update a client-side widget based on these tables. The server needs to know because it needs to tinker with server-side data based on the tables. And I need the tables to be saved/loaded and work with migration.
  2. Does that even work in DST? I thought it was a single player thing.
  3. That new boss looks spooky as hell. Great job on the design. I'm excited to see the full breadth of his powers. Don't go easy on us. Also, does anybody have an upload of the ruins theme yet? I'm not able to log into steam at the minute and I'm curious what it sounds like!
  4. I went through 3 iterations of the enraged state and I only got 6 sinkholes right around Antlion.
  5. I made a quick video showing off what the sinkholes look like. Also, I think the Antlion is a bit buggy when he gets mad. Even though I can still run into him, he disappears until I reset the game.
  6. Man I was expecting some big battle but it turns out antlion is just a goofball. Reminds me of this fella: edit: a special tribute should definitely be a tunafish sandwich! @V2C
  7. Nah that's the oasis pond. You can fish there during the summer to get trinkets. Antlion spawner is invisible, but he shows up during the sandstorms which only occur in the summer.
  8. Yeahhh! Thanks for staying up late once again to push the update tonight @V2C
  9. Ah yeah I've come across that before because I've uploaded dual mods for DS and DST with the same preview image, and the second time I upload the preview image I have to do something dumb like change a pixel for steam to accept it.
  10. Sure thing. I just successfully uploaded a mod, and once it was uploaded I was able to change its preview image. It's currently set to private. Let me know if you need it public for some reason.
  11. Aw man. Well, at least these bugs will exist eternally in single player.
  12. Well I can edit/upload mods again. If it's because of anything you guys have been up to: thanks a bunch!
  13. I haven't been on the beta branch. I have 3 published for DS and 5 for DST (one being private). edit: and I should point out that I had successfully edited a mod just before this error started taking place. I forgot to include something so I went to edit it again, and that's when the error started. And it hasn't let up for a few days. It persists across operating systems as well.