Bunions

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  1. Wow awesome I have been asking around and trying to learn more about this behind the scenes. Timely and appreciated! By the way do you 2 gents use the DST Modders Discord? Your brains would be welcome there too!
  2. http://steamcommunity.com/sharedfiles/filedetails/?id=533938077&searchtext=underpants
  3. Perhaps this: http://steamcommunity.com/sharedfiles/filedetails/?id=807268921&searchtext=pvp
  4. Thanks for the reply. Also thanks for pointing me to cannibalism, the mod seems more fleshed out than Injured. I still would want to make personal use changes (and spoke with Star a bit about that) but at least now I am not on a bug hunt. I still think using this all as a learning experience is good for me tho. I guess I could shift gears to the personal changes aspect and not worry about the bugs with injured for now until I understand certain things more. Just to satisfy a sense of rightness or job done.
  5. Addendum # 2 A conversation with a friend on Steam trying to isolate the issue: UnderwearApprentice: at a quick glance over dinner, you can fix the crash by adding if player.components.health then UnderwearApprentice: before using the health component UnderwearApprentice: however if it is actually nil then the code will do nothing instead of crash Bunions: isnt that desirable tho cause if health is nil wont you be dead? UnderwearApprentice: nah nil just means it cannot find that value Bunions: ooooh UnderwearApprentice: any variable in code acan be nil Bunions: oooh UnderwearApprentice: it means it cant find the player health component UnderwearApprentice: so it is nil casue as far as lua is concerned it doesn't exist Bunions: would lag cause that? Bunions: because it keeps checking health every few seconds? UnderwearApprentice: unlikely it would casue a crash UnderwearApprentice: especially at a few seconds interval UnderwearApprentice: when youre checking like 1000 times a second it could Bunions: the bleed takes place 1 hp every 4.8 secs UnderwearApprentice: yeah that should beno problem Bunions: wonder what caused the nil then UnderwearApprentice: this is a difficult issue with DST regarding identifying players and their components UnderwearApprentice: I have the same issue trying to add thirst to DST Bunions: the log is there (in second post) but I dont know if it explains it Bunions: OMG youre adding thirst?!?! Marry me! UnderwearApprentice: My friend made it for singleplayer UnderwearApprentice: I am trying to port it UnderwearApprentice: having issues UnderwearApprentice: though UnderwearApprentice: the log only shows where the crash occurs, you need to figure out why it is not receiving clients heaalth Bunions: sounds like a similar issue then UnderwearApprentice: yeah might be UnderwearApprentice: you don't crash as host correct UnderwearApprentice: ? Bunions: nep Bunions: nope UnderwearApprentice: then this probably has to do with replicable components which is VERY complicated (for me at least) UnderwearApprentice: this is what DST does to pass and recieve data between host and client regarding components (health, sanity, etc) Bunions: do you mind if I post this convo on the forums as an addendum to my thread? UnderwearApprentice: sure I am active there sometimes
  6. Got friend to send me his log! client_log_2017-01-27-19-17-50.txt
  7. Hi I am new to working on modding and trying to fix a few mods on the workshop as a way to learn and improve my gameplay for personal use. I was hoping I could get some help working on 3 mods in particular in this thread. I will address them one at a time however. I am including info on the first mod in question that I have begun work / testing on. So first to describe the first mod (I was able to make a minor fix already) Here is the mod - Injured: http://steamcommunity.com/sharedfiles/filedetails/?id=746950393 Here is a copy / paste of an error that I fixed. (Copied from steam workshop page)e is a cut and past of a fix I already made (copied from mod page on Players other than host (me) coming into game & having following issues:Unable to see blood trails of injured player.Problems with build menu bar.The error people (other than the host) were having with their build menus, showed some prefabs as build-able without having the materials to build or having built a science machine of any kind. Additionally, things like sculpture table showed as pre built, & the statue tab was showing up. All happening upon entering game. Making the change from:all_clients_require_mod = false to all_clients_require_mod = truewithin the modinfo.lua file made the correction. Testing last night found this error from a group of mods being run at the time. We isolated it (the error) hosted a game with just this mod active and found the issue, made the change, and tested the mod solo, and as part of a group of mods again. Here is a new error, sorry I don't have a log this was given to me from a friend: http://images.akamai.steamusercontent.com/ugc/170410300175352932/8BF884D628C8958D7901E55C3CBB7B23B8EBED3E/ I should have asked him for a log, I didn't think to - sorry! I dont know how to reproduce the bug, but I have a theory on why it happens. Please let me know if you want to hear my idea. I don't want to corrupt thinking on it first though. Here is the section of the mod mentioned by the screenshot: function DoInjured (player) local index local x, y, z = player.Transform:GetWorldPosition() local Prefab player.components.health:DoDelta(-1,nil,"injured") index = math.random(0,6) if index > 0 and index <= 1 then Prefab = GLOBAL.SpawnPrefab("blood6") Prefab.Transform:SetPosition(x, y, z) elseif index > 1 and index <= 2 then Prefab = GLOBAL.SpawnPrefab("blood2") Prefab.Transform:SetPosition(x, y, z) elseif index > 2 and index <= 3 then Prefab = GLOBAL.SpawnPrefab("blood3") Prefab.Transform:SetPosition(x, y, z) elseif index > 3 and index <= 4 then Prefab = GLOBAL.SpawnPrefab("blood4") Prefab.Transform:SetPosition(x, y, z) elseif index > 4 and index <= 5 then Prefab = GLOBAL.SpawnPrefab("blood5") Prefab.Transform:SetPosition(x, y, z) else Prefab = GLOBAL.SpawnPrefab("blood1") Prefab.Transform:SetPosition(x, y, z) end Prefab:DoTaskInTime(120, function(inst) inst:Remove() end) if player and player:HasTag("bangbot") then injured:Cancel() player:RemoveTag("injured") end if player.components.health.currenthealth < 1 then player:RemoveTag("injured") player:RemoveTag("bangbot") injured:Cancel() end end Thanks for any help! Bunions http://steamcommunity.com/id/Bunions/ *Edit - included files in case that is helpful. workshop-746950393.7z