cashya

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About cashya

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  1. Can I create a new mod then apply it by changing the prefab settings being used in another mod? sample code is working? coffee prefab in Tropical Experience local function OnEaten(inst, eater) eater.components.locomotor.isrunning = true eater.components.locomotor.groundspeedmultiplier = 1.2 eater.components.locomotor.externalspeedmultiplier = 1.2 eater:DoTaskInTime(120, turnoffspeed) end local function coffeePostInit(inst) inst.components.edible:SetOnEatenFn(OnEaten) end AddPrefabPostInit("coffee",coffeePostInit)
  2. [01:07:22]: [string "scripts/components/hunter.lua"]:378: attempt to call method 'NodeAtPointHasTag' (a nil value) LUA ERROR stack traceback: scripts/components/hunter.lua:378 in (upvalue) SpawnHuntedBeast (Lua) <367-402> hunt = table: 0x1cc863c0 pt = (-227.68, 0.00, -420.26) spawn_pt = (-266.35, 0.00, -410.03) spawn_x = -266.34708386721 spawn_y = 0 spawn_z = -410.02783905017 scripts/components/hunter.lua:522 in (method) OnDirtInvestigated (Lua) <488-536> self = IsWargShrineActive = function - scripts/components/hunter.lua:538 inst = 100026 - world (valid:true) OnDirtInvestigated = function - scripts/components/hunter.lua:488 LongUpdate = function - scripts/components/hunter.lua:546 GetDebugString = function - scripts/components/hunter.lua:561 pt = (-227.68, 0.00, -420.26) doer = 137106 - woodie (valid:true) hunt = table: 0x1cc863c0 scripts/prefabs/dirtpile.lua:25 in () ? (Lua) <19-31> inst = 143127 - dirtpile (valid:true) doer = 137106 - woodie (valid:true) pt = (-227.68, 0.00, -420.26) hunter = table: 0x94d8978 =(tail call):-1 in () (tail) <-1--1> scripts/actions.lua:1681 in () ? (Lua) <1679-1684> act = Investigate 143127 - dirtpile (valid:true) =(tail call):-1 in () (tail) <-1--1> =(tail call):-1 in () (tail) <-1--1> scripts/bufferedaction.lua:25 in (method) Do (Lua) <21-35> self (valid:true) = options = table: 0x280e5408 action = table: 0x130ade98 doer = 137106 - woodie (valid:true) onsuccess = table: 0x263f3ca0 doerownsobject = false onfail = table: 0x27aeeb90 target = 143127 - dirtpile (valid:true) scripts/entityscript.lua:1313 in (method) PerformBufferedAction (Lua) <1305-1323> self (valid:true) = DynamicShadow = DynamicShadow (0x236ddc50) inlimbo = false GetMoistureRateScale = function - scripts/prefabs/player_common.lua:146 SetCameraDistance = function - scripts/prefabs/player_common.lua:1027 ScreenFlash = function - scripts/prefabs/player_common.lua:1089 player_classified = 137107 - player_classified (valid:true) playercolour = table: 0x1b4e9918 _SetGhostMode = function - scripts/prefabs/player_common.lua:577 IsOverheating = function - scripts/prefabs/player_common.lua:116 Light = Light (0x23519cd0) _OnDespawn = function - ../mods/workshop-1416161108/modmain.lua:873 _isrezattuned = false OnRemoveEntity = function - scripts/prefabs/player_common.lua:664 IsBeaverStarving = function - scripts/prefabs/woodie.lua:451 pendingtasks = table: 0x9970f50 ShowHUD = function - scripts/prefabs/player_common.lua:1009 ShowGiftItemPopUp = function - scripts/prefabs/player_common.lua:1021 sg = sg="wilson", state="dolongaction", time=1.00, tags = "doing,nodangle," IsHUDVisible = function - scripts/prefabs/player_common.lua:999 ApplyScale = function - scripts/prefabs/player_common.lua:1104 CustomSetShadowForSkinMode = function - scripts/prefabs/woodie.lua:879 SetGhostMode = function - scripts/prefabs/woodie.lua:406 ShowActions = function - scripts/prefabs/player_common.lua:1003 OnWakeUp = function - scripts/prefabs/player_common.lua:865 Transform = Transform (0x2aa6e8a0) actionreplica = table: 0x286eeb18 event_listening = table: 0x1c3a3908 actioncomponents = table: 0xc28bd08 lower_components_shadow = table: 0x1d3d9a88 GetMaxMoisture = function - scripts/prefabs/player_common.lua:136 CanUseTouchStone = function - scripts/prefabs/player_common.lua:86 updatecomponents = table: 0xaeab238 ShakeCamera = function - scripts/prefabs/player_common.lua:1047 OnDespawn = function - scripts/prefabs/player_common.lua:887 persists = false MiniMapEntity = MiniMapEntity (0x23840130) IsFreezing = function - scripts/prefabs/player_common.lua:106 _OnLoad = function - scripts/prefabs/woodie.lua:1303 replica = table: 0xc28bd30 GetTemperature = function - scripts/prefabs/player_common.lua:96 [01:07:22]: [string "scripts/components/hunter.lua"]:378: attempt to call method 'NodeAtPointHasTag' (a nil value) LUA ERROR stack traceback: scripts/components/hunter.lua:378 in (upvalue) SpawnHuntedBeast (Lua) <367-402> scripts/components/hunter.lua:522 in (method) OnDirtInvestigated (Lua) <488-536> scripts/prefabs/dirtpile.lua:25 in () ? (Lua) <19-31> =(tail call):-1 in () (tail) <-1--1> scripts/actions.lua:1681 in () ? (Lua) <1679-1684> =(tail call):-1 in () (tail) <-1--1> =(tail call):-1 in () (tail) <-1--1> scripts/bufferedaction.lua:25 in (method) Do (Lua) <21-35> scripts/entityscript.lua:1313 in (method) PerformBufferedAction (Lua) <1305-1323> scripts/stategraphs/SGwilson.lua:5046 in (field) ontimeout (Lua) <5039-5047> scripts/stategraph.lua:554 in (method) UpdateState (Lua) <540-584> scripts/stategraph.lua:611 in (method) Update (Lua) <603-631> scripts/stategraph.lua:128 in (method) Update (Lua) <109-153> scripts/update.lua:228 in () ? (Lua) <159-238> [01:07:22]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [01:07:22]: stack traceback: scripts/widgets/widget.lua:605 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:656 in (method) SetFocus (Lua) <629-665> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:90 in () ? (Lua) <33-129>
  3. https://steamcommunity.com/sharedfiles/filedetails/?id=1396615817 its not working after recent dst patch (outdated) but i still need, so how can I change it? i trying to code change for working and get some confusing change to AddComponentPostInit("clock", -> "shard_clock" ? i wonder what code should I reference clock.lua or shard_clock in clock.lua local OnClockUpdate = _ismastersim and not _ismastershard and function(src, data) for i, v in ipairs(_segs) do v:set(data.segs[i]) end _cycles:set(data.cycles) _phase:set(data.phase) _moonphase:set(data.moonphase) _mooniswaxing:set(data.mooniswaxing) _totaltimeinphase:set(data.totaltimeinphase) _remainingtimeinphase:set(data.remainingtimeinphase) self:LongUpdate(0) end or nil or in shard_clock local OnClockDirty = not _ismastershard and function() local data = { segs = {}, cycles = _cycles:value(), moonphase = _moonphase:value(), mooniswaxing = _mooniswaxing:value(), phase = _phase:value(), totaltimeinphase = _totaltimeinphase:value(), remainingtimeinphase = _remainingtimeinphase:value(), } for i, v in ipairs(_segs) do table.insert(data.segs, v:value()) end _world:PushEvent("secondary_clockupdate", data) end or nil
  4. oops its cant independently use resurrection in multi-shards world any tips here? or in a mod that may be referred nevermind, i found it local function OnRezPlayer(inst) inst.sg:GoToState("spawn_pre") end --Campire Respawn : Code if GetModConfigData("campfire_respawn") == true then AddPrefabPostInit("campfire", function(inst) inst:AddComponent("hauntable") inst.components.hauntable:SetHauntValue(TUNING.HAUNT_INSTANT_REZ) inst:AddTag("resurrector") inst:ListenForEvent("rez_player", OnRezPlayer) end) end
  5. maybe its possible independently use resurection in multi-worlds ? (4more world - master -shard - shard shard ++ ) ~~~modinfo.lua name = campfire_respawn , option = false , true ~~~modmain.lua prefabfilelist ={ campfire list~ } if GetModConfigData("campfire_respawn ") == true then table.insert(prefabfilelist ,"campfire1") table.insert(prefabfilelist ,"campfire2") end world1 modoverride.lua ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = false }, enabled=true }, world2 modoverride.lua ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = true }, enabled=true }, world3 modoverride.lua ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = false}, enabled=true }, world4 modoverride.lua ["workshop-xxxxxxxxxxx"]={ configuration_options={ campfire_respawn = true }, enabled=true }, maybe its possible independently use resurrection in multi-worlds ? (4more world - master -shard - shard shard ++ ) like world 1,3 is cant use campfire respawn, and 2,4 use resurrection not testing yet, im wondering curios
  6. If a dedicated-server with multiple worlds(shards) is overloaded in the first world and the ping is red, will it be the same in the second world? I wonder if there's an independent occurrence of server lag, Then I think putting a limit on the number of people at a world (shard) will help the server performance. so, i think the server-lag is occurring independently, right? ex) I am running 4 dedicated servers(master-shard-shard-shard) and if master server is a lot of users on the ground then server gonna red-yellow ping, there will be no lag in other worlds because there are few users. I think that's right, but I'm just wondering
  7. hello my 2 of dedicated servers are recruiting- google cloud dedicated server x 2 1. Tropical Experience Server using Modd- Myhome, Lesslag , AFK detection , Showme, Tropical Experience , Starting item tuner , Camp Security Global Positions , Campfire respawn , Wormhole marks 4 shard in 1server world ( dst , cave , hamlet, shipwrected ) opening every day pm6 ~ am 1 (GMT+9) 2. free private base server (almost vanilla) Setpiece , world regrowth , wormhole Mark , afk detection , Camp Security ,Starting item tuner Global position , Triple mactusk , showme free private base server opening every day pm5 ~ am 1 (GMT+9) most people is korean , and russian one ppl if you use English or korean, you are welcome. discord : https://discord.gg/jq9246y my steam : https://s.team/p/fwpm-chfp/rkgkdcrp group : soon