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Klei Bug Tracker

Game Updates

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Everything posted by thegreatmanagement

  1. Some Linux dedicated servers have been failing to launch for unknown reason; they always get to the ModIndex load sequence and the line "Reset() returning" prints, and then the server stops launching with no explanation.
  2. Hosting a dedicated server (the version # matches the client version, and is the most updated version) does not show the server. c_connect("IP address") also does not allow you to connect, returning the "Server is not responding" prompt. I have confirmed the server is up and running, it is simply unjoinable. Server info:
  3. It downloads the main build of the game instead of the beta version.
  4. Mods are not being updated properly for my dedicated servers; I have it properly set up in dedicated_server_mods_setup.lua in the mods folder (picture attached), but whenever I relaunch the server (and there is a pending update for the server's primary mod: Steam Workshop::Cavemen (Updated) ( the mod does not acquire an updated version of the mod. Please help!
  5. May not be a unique bug to pigmen, but there was a crash on my vanilla server with no mods involving a pigman and an error with the movement functions (locomotor.lua) and util.lua as well. Was not playing myself, do not know steps to reproduce sadly.
  6. I have a fully set up (and lengthy) dedicated_server_mods_setup.lua for a bunch of servers, and when I cleared my mod library and tried to redownload my mods, many, many of them did not show up; it appears that only mods before workshop-1324800295 will download, and any other newer mods will not download properly. Screenshots from my server's mod folder + the dedicated_server_mods_setup.lua are included.
  7. Server crashed from someone fighting rockjaws, there is an error in the RemoveEventCallback function. Crash log provided. crashlog DST_SG_E 01_21_21.txt
  8. Same as the critter logic crashes, but the pipspooks avoids in a different logical script I believe? It avoids target versus avoiding hostile enemies. crashlog DST_GE 10_26_20 smallghostbrain.txt
  9. The crash comes from laststartattacktime and has something to do with the boss/mob's attack period? I am personally not sure and did not experience the crash myself in the server.
  10. A script about critter's behavior code for running away from enemies is causing crashes in servers; the bug also affects Woby for Walter. Many critters have caused crashes in servers, and the following logs are all non modded servers.
  11. Server crashes during crab king fights when he transitions to the claw phase; the crash reason is listed below. The server is DST United States Endless, fully vanilla with no mods. It appears to be related to the clamped state of the claws? I did not personally witness the crashes myself, I am only going from the logs. crashlog DST_US_E 10_24_20 #2.txt crashlog DST_US_E 10_24_20.txt
  12. A big thanks to the developers for working (presumably) overtime fixing these! Thank you everyone <3
  13. The update number is the same as the last update number; I believe that will likely cause issues with running the update and servers no? @Jason
  14. Traps not working after: Traps are made and placed. Can only be picked up if it catches its target mob. Videos of bug: This happens in vanilla servers as well, though video has a modded server. Applies to both bird traps and normal traps.
  15. Apparent crash from mast being on fire (possibly a Wolfgang bug too?) Server has no mods enabled (pure vanilla server) Crashlog enclosed crashlog DST_US_7 10_12_20.txt
  16. I don't really know too much about what caused the crash, but the logs indicate that Woby's state change was involved in it. The crash log for the server is from a non modded server and has been provided crashlog DST_US_8 09_08_20.txt
  17. One of the vanilla servers we host (no mods) recently crashed, and this was the server log's crash reason we found: from what we can tell, it has to do with haunting a tackle receptacle (and the user possibly being a Willow) Find attached the server's crash log: the server this happened for was DST United States 2crashlog DST_US_2 05_20_20.txt
  18. I would like to concur that I have found the same bug, and have a log for it: The server this is from is DST United States Private Endless crashlog DST_E3 04_28_20.txt
  19. There is a bug from the latest hotfix where the carrat becomes unobtainable from the gym (in specific, the endurance gym) after a few days. The carrat was visible, but the gym could only be examined instead of yielding the carrat in return. Upon hammering the gym, the server crashed, yielding the attached log.
  20. I run a series of public servers and I've observed several crashes from the new update today; a few from the winter's feast table, and one from the fishing weighing scale. The crashlogs are enclosed in this post. All of the servers that crashed do not run with any mods crashlog DSTUS10 12_12_19.txt crashlog DSTUS14 12_12_19.txt crashlog DSTUS15 12_12_19.txt
  21. I was thinking i took one heck of a long nap lol
  22. That's a true point to make though -the point is to get more skins to more people. But what about when new items come out though? I feel like this is going to end up with people using the market to sell the new skins while they can to make a profit while they can. The marketability for things will end up majorly serving the purpose of buying items to trade up for more sought after items after some time if the prices drop so low like they seem to be now. And then that's where the new profit will be while it lasts - getting a new item and selling it. Im not saying that the market was bad overall, I just wanted to discuss a new problem that is seeming to appear
  23. That's true actually lol my bad "deflation" It's not a bad thing really that the items are being worth less though - in my opinion the problem is that common items are approaching the same price as classy items. The items are being worth less than what we can even pay for them. Pretty much commons are going to be unmarketable because the minimum price you could charge for them is higher than the equilibrium price - they're not allowed to meet. People are just going to end up competing massively to sell them, and the only people who would buy them are collectors. The rest of the people selling are pretty much out of luck - their only option is to trade them up or hope by luck their bidding (which will end up being the same floor price as everyone else) gets bought.
  24. You know what another problem of the market is now? If anyone's paid attention to how the market has been so far, you might have noticed a few things: we're having a massive inflation. The prices of some of the common items is starting to fail (it's starting to approach the price floor which someone can charge - 0.03 USD) Classy items aren't far behind either - I've seen some of them go to 0.05 and 0.04 USD while the mean is 0.07 USD - at this rate they're going to crash as well. Spiffy items are also very very far down, much farther than the tier up (Distinguished items) so what this tells me is that a lot of people were in fact wrong: the lower items, like me and Mike realized, are becoming almost worthless. There's a ruthless inflation going about, also quite contrary to what many of you believed, the prices for many of the upper items are starting to go down very very much too. Not worthless, but very low (less than a dollar for a distinguished? oh my god) If the future of this market is that commons and classies are going to be worth the same, the ability to sell those isn't going to exist anymore - that's going to force trading up to occur (the only other option would be 1:1 trades with other people) That trading up will only lead to further price drops, which the distinguished and spiffies are already strongly showing. Pretty soon, we're going to have old item disparages every time a new update comes out - the older items are going to be worth so little compared to the newer item's prices that the market is going to become hype based. The only items to be worth a decent amount look to be only new/elegant items at this point. If you thought you could sell your items and buy the more expensive items, that might change very very soon. Everyone who wanted to buy the skins they've always wanted though, congratulations to you.
  25. I dont like this membership idea for a few reasons: 1. Membership vs nonmembership is creating a big inequality already - like you even say some skins for subscribers and those not available to others. That's somewhat unfair and very intensely monetized in my opinion, not to mention unfair because we already paid for the game... now we have to pay for a membership for small benefits? That sounds like a MMORPG sort of business model, which I don't prefer. 2. Why would you want to limit how many skins someone has and possibly make them lose skins? I don't think that would be a popular idea with anyone... you can't really collect clothes if there's a limit to what you have I don't see the logic in this 3. This market is very very restricted from the sound of your proposal... yes it would go to control some problems (like inflation, prices) but at the cost of our ability to get skins? No thanks. That's true, though the only thing I can say is that the number of people will sell is heavily debated though. If they take away from demand, yes that does contribute. But sellers are what we need, because in the skins market from the looks of it buyers heavily outweigh sellers (I mean of course - it's easier to want an item than to have it since it's a really rare drop rate :P) So because of this this problem may last longer than a lot of people realize. But yes theoretically it will even out, but just how fast? Those all matter on the numbers (drop rate, what percentage of people will sell those items, etc)