KirbyJParasol

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About KirbyJParasol

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  1. Here's my contribution, lovingly hand mouse-crafted with the finest of image editing software suites. You may know it as "MS Paint". Obviously inspired by @Mudley The original for anyone who cares: http://joyreactor.com/post/459927
  2. I don't know why ANY of this is working. But it's working! I also reupploaded the EXACT same files onto the workshop. Then I had a friend test it. No crashes! When he tested my modified version of the mod on the workshop, he would crash. Didn't matter if her personally was subscribed to the mod or not; the events were completely contingent on how I setup the server. Thanks so much for being patient with me! Don't know WHY any of this works, but I'll take simple stability.
  3. Didn't know you could upload friends only versions of mods to Steam. Yeah I can do that, though I think I essentially did the same thing with the earlier experiment. The strange thing about this bug is that it only crashes clients who join your game. If you locally host a game and also play it--as in, you're both the host AND one of the clients--the game never crashes for you. It will just crash for all your friends who join off you.
  4. Sorry I've been confusing. Let me explain. The mod that I'm tweaking IS NOT MY MOD. It has been long since abandoned by the original author. A lot of the code is outdated, so it's pretty unstable. I have been, and am currently, trying to stabilize each element of the mod. Currently I'm working on that hat prefab. In order to play with friends, I host this mod, along with eight other character mods, on my server. NONE OF THE CLIENTS INSTALL ANY MODS. But we only have problems with this mod, and with the Medic mod. The Medic bug has been noted by multiple players on that mod's workshop page. Point is, not requiring the clients to install the mods has NEVER caused us issues. FURTHERMORE! The tests that I JUST now ran with my friend, were as follows: Tried opening a chest containing the hat with NO MOD in his mods folder. Tried opening a chest with MY EXACT VERSION of the mod in his mods folder. In both cases, the game crashes and gives the exact same error. I cannot stress any more strongly that this mod almost certainly has nothing to do with what the client has (or doesn't have) installed, and is almost certainly a problem with the server side code. I am also once again inquiring if there are any prefab tutorials out there that I can use to just rebuild the entire code from scratch.
  5. The mystery thickens! Although I finally learned how to post pictures in a more format friendly way, so that's a small victory. This is all AFTER I tried two ideas. First, I had him completely delete his old version of the mod. We tested, crash, same message. Then I sent him the attached version of the mod--which is what my server was running--and had him UNZIP it first, and place the whole thing in his mods folder. Still got this same error. So three things still remain: The mod line that it's still spitting back is inst.entity:AddNetwork(). As I thought, the problem is not rooted in whether or not the client has the mod installed. We have ALWAYS run our modded servers without clients installing the mods themselves, and this is one of the only stability issues we have. Most of the modded characters we run have zero stability issues. Are there any tutorials for teaching how to make a custom prefab for a custom character? I have the art assets, so I could try just coding the entire hat from scratch. workshop-402531514.zip
  6. It's on the workshop, but in a rather different form. Again, I'm trying to stabilize a mod that has long since been abandoned by its creator. But that hardly matters, since I've never required any of my clients to install the mods. We have almost never had problems with mod stability in any of the other mods that we run. We run nine different character mods--the clients install none, and we have no problems. Besides this one. THAT said, I can try seeing what happens if my friend sticks my version of this mod on his machine.
  7. Well I'm glad I'm not the only one stumped! Yeah, the file path is C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods I'm reuploading the entire folder, just to be thorough. Again, the problem is that when another client opens a chest containing the item, his game crashes. At this point it might be simpler if I just remake the entire code from scratch, and only carry over the art assets. Got any tutorials on how to make custom item prefabs like this? workshop-402531514.zip
  8. local assets= { Asset("ANIM", "anim/hat_ushanka.zip"), Asset("IMAGE", "images/inventoryimages/hat_ushanka.tex"), Asset("ATLAS", "images/inventoryimages/hat_ushanka.xml") } local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "hat_ushanka", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HEAD_HAT") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR") if owner:HasTag("player") then owner.AnimState:Hide("HEAD") owner.AnimState:Show("HEAD_HAT") end if inst.components.fueled then inst.components.fueled:StartConsuming() end end local function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HEAD_HAT") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end if inst.components.fueled then inst.components.fueled:StopConsuming() end end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("hat") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst.AnimState:SetBank("hat_ushanka") inst.AnimState:SetBuild("hat_ushanka") inst.AnimState:PlayAnimation("idle") MakeHauntableLaunch(inst) inst:AddComponent("inspectable") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL) inst:AddComponent("insulator") inst.components.insulator:SetInsulation(TUNING.INSULATION_LARGE) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "hat_ushanka" inst.components.inventoryitem.atlasname = "images/inventoryimages/hat_ushanka.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable.dapperness = TUNING.DAPPERNESS_MED inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME * 1.5) inst.components.fueled:SetDepletedFn(inst.Remove) return inst end return Prefab("common/inventory/hat_ushanka", fn, assets) Current version. So line 49 is inst.entity:AddNetwork()
  9. You've given no information other than the fact that you need help with a mod. Give me the most detailed explanation of what you're trying to do, along with what happens instead. Also include any crash logs, and the mod code.
  10. Alrighty, here's a brand new error log, one that ACTUALLY represents the crash. Note that when I crafted the hat and wore it in front of my buddy, there were no problems. It wasn't until I stuck it in a chest and he opened the chest that he crashed.
  11. modinfo.lua is currently set to all_clients_require_mod = true
  12. I have zero experience with skyrim, so I have no idea what you're talking about. There are different mod collections by players on Steam, but those are just mods that they like. If you tried to install every mod that's up-to-date for this game, you'd be installing literally hundreds of mods.
  13. local assets= { Asset("ANIM", "anim/hat_ushanka.zip"), Asset("IMAGE", "images/inventoryimages/hat_ushanka.tex"), Asset("ATLAS", "images/inventoryimages/hat_ushanka.xml") } local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "hat_ushanka", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HEAD_HAT") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR") if owner:HasTag("player") then owner.AnimState:Hide("HEAD") owner.AnimState:Show("HEAD_HAT") end if inst.components.fueled then inst.components.fueled:StartConsuming() end end local function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HEAD_HAT") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAT") end if inst.components.fueled then inst.components.fueled:StopConsuming() end end local function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst:AddTag("hat") anim:SetBank("strawhat") anim:SetBuild("hat_ushanka") anim:PlayAnimation("anim") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "hat_ushanka" inst.components.inventoryitem.atlasname = "images/inventoryimages/hat_ushanka.xml" inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable.dapperness = TUNING.DAPPERNESS_MED inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) inst:AddComponent("insulator") inst.components.insulator:SetInsulation(TUNING.INSULATION_LARGE) inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL) inst:AddComponent("fueled") inst.components.fueled.fueltype = FUELTYPE.USAGE inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME) inst.components.fueled:SetDepletedFn(inst.Remove) return inst end return Prefab( "common/inventory/hat_ushanka", fn, assets) Your suggestion is in there, but it could easily be in the wrong spot. workshop-402531514.zip