Daniel86268

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About Daniel86268

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  1. I mentioned the issue, and the solution in my guide on installing mods on a dedicated server:
  2. I'm gonna be blunt here, and assume that your character mod is the issue here. If you'd also add a mod list and/or some logs we can help you track down what exactly the problem is, such as mod incompatibilities, etc.
  3. I thought so too, but it seems like the 10 sinkholes already exist, but are just invisible/unaccessible (you can even teleport to them), and all new ones you spawn become invisible as well. It's probably a setting somewhere that determines if the sinkholes are accessible or not.
  4. After poking around in removing a caves world from a client hosted server, I've decided to make a Guide, in case other people want to look into the same matter. Assuming, that's why you clicked here, good luck, and have fun . Small description why it doesn't work the way one thinks in the beginning Essentially the world data itself is not saved in the cluster_1..5, and instead in client_save/session/<crazy number>. That means, messing around with the files inside the cluster_1..5 folders doesn't really change things. IMO the easiest approach 1. Do a backup of your entire DST save folder. Things can always go south. 2. Create a second cluster in your client with the same settings as your old one, with the only exception, that it doesn't have caves. Not sure if really necessary, but better safe than sorry in the long run. Launch it once and then exit. 3. Open the DST_save_folder\client_save\saveindex with a appropriate text editor, and find and copy the session_id of your world you wanna keep. It should look somewhat like this: session_id="18396EA116AB2CFD", 4. Find the cluster you created in step 2. Replace that ID with the one you copied earlier. That should be it. (OFC there should be other approaches, such as renaming the folders with the appropriate IDs, etc. Feel free to experiment if you are interested, I haven't tested it though, so no guarantees there. (Backups!!!)) So what happened now? We linked both clusters to the one world you want to play on. Means your client uses on both servers the same world files. Changes you do on one file are also applied to the second one and vice versa. At this point you have the following choices: 1. Leave it as it is, and play on your caveless server world whenever you want to play caveless, with the option to login to the other to have a world with caves once again if you want to access cave resources (for example). 2. Delete the Cluster that has caves included. For this you probably have to copy your world files (DST_save_folder/client_save/session/<crazy number>) to a different location, since deleting the cluster will delete this folder as well, then delete the cluster and copy the world file back afterwards. Technicially this should also allow players to ADD caves to an existing world, just by creating a cluster with a caves world, and copying the ID of the caveless world there. It seems that is disallows any cave entrances though, so not sure how to fix that, but I guess someone will find a solution xD. Have fun If you have any questions, feel free to ask!
  5. remove cave

    Alright, after finally getting a bit of time to poke around in the Matter (sorry for taking so long), I figured out what is going on. Essentially the world data itself is not saved in the cluster_1..5, and instead in client_save/session/<crazy number>. Long story short, the easiest and probably safest way to launch your world without caves would be the following: 1. Do a backup of your entire DST save folder. Things can always go south. 2. Create a second cluster in your client with the same settings as your old one, with the only exception, that it doesn't have caves. Not sure if really necessary, but better safe than sorry in the long run. Launch it once and then exit. 3. Open the DST_save_folder\client_save\saveindex with a appropriate text editor, and find and copy the session_id of your world you wanna keep. It should look somewhat like this: session_id="18396EA116AB2CFD", 4. Find the cluster you created in step 2. Replace that ID with the one you copied earlier. That should be it. So what happened now? We linked both clusters to the one world you want to play on. Means your client uses on both servers the same world files. Changes you do on one file are also applied to the second one and vice versa. At this point you have the following choices: 1. Leave it as it is, and play on your caveless server world whenever you want to play caveless, with the option to login to the other to have a world with caves once again if you want to access cave resources (for example). 2. Delete the Cluster that has caves included. For this you probably have to copy your world files (DST_save_folder/client_save/session/<crazy number>) to a different location, since deleting the cluster will delete this folder as well, then delete the cluster and copy the world file back afterwards. Have fun (Ps: I think I'll also put this up as a seperate thread/Tutorial, since I've seem other people having the same issues, so linking is easier.)
  6. No need to push your post just a couple of hours after posting it. There are usually very few threads here, so you won't get pushed down till a few weeks have passed. Also people usually need a bit to respond. That's by itself a normal behaviour, so the World doesn't progress till day 19230647 without any player playing, which is also indicated by [00:01:12]: Sim paused The server log itself doesn't indicate anything else apart from being shut down 9 seconds after the Simulation got paused. Could it be related to this issue that happened in the past when trying to connect to a dedicated server running on the same PC as you are playing the game on?
  7. I made a step by step guide for modding a dedicated server somewhat recently.
  8. Disease Mechanics.

    Nice research and Summary of the Disease mechanic. While I agree that as of now I think it has potential though. Imo it'd spice things up if diseased and died plants would regenerate across the map once again over time, so the recources aren't lost and instead just need a little work to be maintaIned properly.
  9. World changing

    The worldgenoverride.lua only applies during world generation. Not sure why they wouldn't aply during world gen though. You can use the command: TheWorld.topology.overrides.specialevent = "hallowed_nights" to change the special event on a running world. (You can change most other settings as well with this command, you might need a server reboot on some of them though) Keep in mind that you have to issue the command on each world you are running (usually overworld and caves) and you have to have the infamous "Remote: " in front of the console. (<ctrl> toggles it, so pasting it with <ctrl>+v changes it to local mode.)
  10. First of all I'd recommend against manually copying over the mods, since clients would have to manually install the mods themselves, if they are client mods as well. Instead I'd recommend to just add them in your dedicated_server_mods_setup.lua file. Second the mods directory is in your DST home directory, whereever you installed it. You can check out my guide on installing and configuring mods on a dedicated server here. (If the mods directory is really not there, but you are absolutely sure that you are in the correct directory, you can just create it yourself.)
  11. Well, you can get a DST server starting around 3€/month... That aside, ofc it's possible to share a DST server on Google Drive. Just keep in mind that you still have to communicate a bunch with your friends to avoid data messups. To do this, you set your DST save folder inside your Google Drive sync folder and your friends do the same. Afterwards you play on your server till you are done, and then you let Google Drive sync it up into the cloud before shutting down your system. Once one of your friends wants to play, he/she first has to ask if anyone is hosting the server atm, and if noone is hosting at that point, they host it from the files they got synced from Google Drive. Just make sure to not host at the same time from two different PCs, since that'd modify files at the same time, which might mess up your world. (I'd recommend regular backups, just in case something like this happens.)
  12. remove cave

    While yes, this is the actual save slot, deleting the caves folder there only causes the game to generate a new cave world, because it's saved somewhere else that the world has a caves world as well. this is set in the \Klei\DoNotStarveTogether\client_save file. I'll look into figuring out what is missing for removing the caves world.
  13. remove cave

    That does look a bit awkward. Try opening it with a text editor that does proper line breaks, such as Notepad++. And then you are looking for the "block" (a compound of code that is contained with {}), and delete it, including the comma right in front of it, because that one seperates the previous block from the one you want to delete, and once you deleted it, there's no need for a seperator anymore. It should look like this:
  14. remove cave

    Then you can look into this thread, where I posted an idea on how removing the caves might work. (Never tried it myself, but this should work if you'd do it properly.) Make sure to make a backup before you tinker with any of your save files though.
  15. remove cave

    Unless you are having lag issues just ignore the caves. No reason to go in there. Not worth the effort of somehow removing the caves. If you mean then bats annoying you, you can always get the mod that let's you replug the sinkholes with some explosives and some rocks.