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Everything posted by KoreanWaffles

  1. TheWorld:PushEvent("ms_setseasonlength", {season = "autumn", length = 20}) TheWorld:PushEvent("ms_setseasonlength", {season = "winter", length = 15}) TheWorld:PushEvent("ms_setseasonlength", {season = "spring", length = 20}) TheWorld:PushEvent("ms_setseasonlength", {season = "summer", length = 15}) Here are four console commands to change the season lengths back to their default values. You can adjust the lengths to whatever you like.
  2. Wouldn't it be cool if Klei hosted an event where players got to duke it out with each other in cut-throat competition to earn exclusive skins. Players could compete in teams of three to promote cooperation. This would really let players show off their dedication to the game and there could even be exclusive one-time rewards for the top performing teams, as well as a participation award for all players so no one is left out. Just throwing ideas around here, this could be a week long tournament sort of thing, and we could even have a leaderboard showcasing each day's top performers. Or Klei could give players free log-in rewards and make them available to future players through the Klei Rewards program so that all players can enjoy cool skins and not feel left out. That sounds good too.
  3. Sometimes I purposely put on no skins, icon, background, and pick Wilson in public servers with the sole intent of bamboozling players like you =)
  4. I guess we really do live in a society bottom text
  5. Sometimes the console spams a Stale Component Reference error that refers to line 1065 of entityscript.lua which is the following function function EntityScript:GetPosition() return Point(self.Transform:GetWorldPosition()) end Calling GetPosition on an invalid entity will cause a Stale Component Reference. The entity in question has been traced back to Gingerbread Pigs, more specifically line 22 of brains/gingerbreadpigbrain.lua which is the following function local function GetLeashTargetPosition(inst) return inst.leash_target and inst.leash_target:GetPosition() end leash_target is defined in behaviours/leash.lua. If a Gingerbread Pig calls GetLeashTargetPosition on an invalid player (e.g. the player has logged off), it will cause a Stale Component Reference since leash_target is referencing an entity that no longer exists. I'm guessing changing the function to something like this would solve the issue? local function GetLeashTargetPosition(inst) return inst.leash_target and inst.leash_target:IsValid() and inst.leash_target:GetPosition() or inst:GetPosition() end Here's a snippet of how the server log might look. The Stale Component References go on for much longer, spamming the console for several minutes at a time.
  6. Uh oh, Wilson gets himself stuck in a genuine pickle as he finds himself face-to-face with the court of law.
  7. Wilson finds out that potatoes are really gross and starchy when eaten raw. With his genius mind, Wilson decides to carve up his potatoes to make some very adequate cups. Based on a true story. potatocup.mp4
  8. I don't believe I need to provide any context here.
  9. You only needed to reload the server to gain access to the 5 second duplication window. AddRoom("LightningBluffLightning", { colour={r=0.3,g=0.2,b=0.1,a=0.3}, value = GROUND.DIRT_NOISE, tags = {"RoadPoison", "sandstorm"}, contents = { countprefabs= { lightninggoat = function () return 2 + math.random(4) end, }, distributepercent = 0.08, distributeprefabs = { marsh_bush = .8, oasis_cactus = 0.8, }, } }) Code taken from scripts/map/rooms/forest/DLCrooms.lua Right now, World Generation spawns between 3-6 Volt Goats in the Oasis Desert. The problem with this is that when these Volt Goats are spawned, they will most likely merge together into the same herd, which makes it possible to roll low and only get 1 Volt Goat herd. Might I suggest replacing the line lightninggoat = function () return 2 + math.random(4) end, with this line lightninggoatherd = 2, This way, instead of spawning Volt Goats, World Generation will spawn in the Volt Goat herds themselves. However, there's still the problem of the herd going extinct once all Volt Goats in the herd are killed. This isn't a problem with other herds like Beefalo since World Generation spawns in many more of them and their herds can be duplicated. This can be solved simply by removing line 31 in scripts/prefabs/lightninggoatherd.lua inst.components.herd:SetOnEmptyFn(inst.Remove) If the herd's onempty function is nil, then Volt Goats will continue to respawn even if their entire herd is killed off, making it impossible for them to go extinct in long worlds. For the summer rain, perhaps we could get an item similar to the Dripple Pipes from Shipwrecked that is crafted with the Beefalo Horn instead of the Water Beefalo Horn.
  10. Is there a reason why the Tent and Siesta Lean-to were nerfed with the introduction of Walter and Woby? Tents and Siestas used to restore +2 health per second while sleeping, and now they only restore +1 health per second, which is the same health restoration as Walter's Tent Roll. Interestingly enough, the Straw Roll and Fur Roll haven't been touched. A Fur Roll is now equally as strong as a Tent and Walter's Tent Roll. It's essentially a portable tent that any character can use, albeit with fewer uses than Walter's tent.
  11. My DST reenactment of Shakespeare's Macbeth He stabs him.
  12. So I've been trying to get the Don't Starve Mod Tools to work on my Mac so I don't have to open my old Windows laptop from the last millennia or go through the hassle of booting up a virtual machine every time I want to compile an image. So far, I've gotten ktech and krane from ktools working, so I can create tex files for mod icons and inventory images, and decompile anim and build files, but I can't do the most important thing which is compile animations. The Don't Starve Mod Tools for Mac on Steam only comes with the Mod Uploader, so I have to download and build everything manually, such as Spriter, FMOD, and most important, the compiler/autocompiler. I tried building the mod tools off the GitHub source code, and eventually got a executable scml.exe file that I could run in the terminal, but the problem is whenever I run the file, I get an animation.xml and build.xml file instead of an anim.bin and build.bin file and no atlas file. I feel like I'm so close, but it's all pretty pointless unless I get all the components working, since otherwise I would have to use a Windows machine anyway. Here's the error I get in my terminal when I try to compile the scml file for the Tall Bird Egg (I get the same error when I try to compile any scml file). I get an animation.xml and build.xml file, and no atlas file. Does anyone know what to do? Any help would be appreciated.
  13. There's a crash with Wurt. In scripts/prefabs/wurt.lua, line 37 says <currenthealth> instead of <current_health> I copied down part of the function. The bug is in the second to last line. local function UpdateStats(inst, maxhealth, maxhunger, maxsanity) local current_health = inst.components.health.currenthealth local current_hunger = inst.components.hunger.current local current_sanity = inst.components.sanity.current inst.components.health:SetMaxHealth(maxhealth) inst.components.hunger:SetMax(maxhunger) inst.components.sanity:SetMax(maxsanity) if current_health > inst.components.health.maxhealth then currenthealth = inst.components.health.maxhealth end
  14. Posted in Maxwell Memes the Sequel - Page 291, comment number 7 (comment ID 1208126), on June 10, 2019 by user Terra_Zina who joined the Klei Entertainment forums on November 10, 2018, boasting 4,346 community reputation and 431 content count as of today. Remember to always cite your sources kids, preferably in APA or MLA format. APA U. M., & T. Z. (2016, April 26). Maxwell Memes: The Sequel. Retrieved from https://forums.kleientertainment.com/forums/topic/66717-maxwell-memes-the-sequel/?page=291&tab=comments#comment-1208126 MLA Unsound Mind, and Terra_Zina. “Maxwell Memes: The Sequel.” Klei Entertainment Forums, Klei Entertainment, 26 Apr. 2016, https://forums.kleientertainment.com/forums/topic/66717-maxwell-memes-the-sequel/?page=291&tab=comments#comment-1208126.