• Announcements

    • JoeW

      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


  • Content count

  • Joined

  • Last visited

Community Reputation

382 Excellent

1 Follower

About Daniel86268

  • Rank
    Senior Member
  1. I never tried it, but try doing it without the GLOBAL. part. So just UserToPlayer("player_name").components.inventory:GiveItem(SpawnPrefab("name_of_item"))
  2. c_connect() question

    You can either put in a domain name of the server, or just the IP address. Either works. The full format is: c_connect("<IP or Hostname>", <port>, "<password>") And the password is optional, so you can also do c_connect("<IP or Hostname>", <port>) if your server doesn't have a password. Not sure if you can even leave out the port, if you set the server to a default port, but I guess it could work.
  3. Since it doesn't seem like it's originated from a mod, maybe post it in the Bug Tracker?
  4. I'm running Linux, but imo it shouldn't matter, since steamcmd works the same on all Operating Systems. Well, normally (without the validate option) steamcmd doesn't touch those files for the reason you said. The Validate option makes Steamcmd check the file checksums of all existing files, and redownloads the files that have a different checksum from the ones online. The latter is useful, if some files are broken, or if the server has any sort of issues. Otherwise you can leave the validate option out.
  5. Check if you can connect using the main menu Console using "c_connect("<ip address>",<port>,"[Password]")". If it works, the server listing might be borked, or still in progress, if it doesn't it'll tell you the reason for failure. Usually this happens if the Client and Server have different Versions.
  6. Accoding to the log you've posted, it started up successfully without errors. You don't need two computers. you can run the overworld shard and the caves shard on the same machine, if you mean that.
  7. If you update your server using steamcmd with the -validate option, it does redownload all files that aren't in the original state. On the other hand, if you do it without the -validate option, doesn't download the files that the devs didn't mark as changed, and therefore leaves the files that you modified. This has the potential risk that your server get's corrupted, if a file that was either modified at some point, or you deliberately edited yourself causes the newer version to crash. I myself have been updating my server without the -validate option for a few years now, and never ran into issues.
  8. Try to do a file integrity check using steamcmd. (with the validate option that you usually find everywhere.)
  9. Well, you can always ask the people here for help by posting all those kinds of issues, or try to see if someone else already had them, instead of hoping to find an ultimate guide that goes over all possibilities that could go wrong.
  10. It sounds like you are trying to play the game on two Steam accounts using family sharing. That way once Steam A tries to access it's own game that Steam B is using at that moment, Steam B get's kicked out of the game. This has nothing to do with the dedicated server, and is instead a steam limitation.
  11. In each line of your modoverrides.lua you have one "{" but "}}". Remove always the second closing bracket and you should be good to go. aka Change ["workshop-2010472942"] = { enabled = true}}, to ["workshop-2010472942"] = { enabled = true}, in every line.
  12. That's the issue. The file has to be worldgenoverride.lua instead of worldgenoverride.lua.txt
  13. A dedicated server has the convenient Advantage to be able to run on pretty much any machine, most importantly it can be a machine different from the one you are playing on. In other words: I'd recommend a small PC or server to run the dedicated server on, and just connect to it with one of your laptops. I'd recommend to keep en eye out for the following points when chosing one: 1. Single core speed matters. A lot. Each shard only needs one core, so you can run a dedicated server with caves on a dual core, though I'd recommend a quadcore if possible. 2. A dedicated server doesn't need much RAM. With a Server running Linux you should be good with ~4Gigs of RAM. If you wanna run Windows, better aim for 8 gigs. 3. While hard drive speed doesn't matter too much for DST servers space doesn't either. As SSDs are super cheap nowadays, I'd chose a medium sized SSD over a Large SSD for saving those extra seconds when starting the server, generating maps and autosaves. Slapping all of that together with a (for example) i3-9100, 8 gigs RAM, a small MB, small SSD, random case you'll probably end up with around 400€ or whatever that is in your currency. You can probably shave off another 40€ by chosing an i3-9100F (No integrated Graphics), or chosing a dual core of some sort. Either of them wouldn't be the ideal solutions though, so keep that in mind. Hope this helps
  14. From what it sounds like, you are running a client server, instead of a dedicated server. A client server, which is launched from the client itself is running all worlds in a single thread, so independant on your hardware, the performance will be worse than running a overworld only server. You can do the following things to improve performance: 1: Check if you have any performance affecting mods installed, and if they are too demanding, uninstall them. 2: Set up an actual dedicated server, since every world/shard is running independantly, and therefore can utilize at least one thread each, instead of sharing a thread. 3: Check if your antivirus is doing a real-time scan on the server files, as doing that might cause massive latency issues.
  15. Sounds to me that someone died and the server reset. If that was the case, your saves are lost. Only way to prevent that in the future is to do backups of your saves regularly. Easiest way to do that is to write a small script that copies the saves to somewhere else.