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Oxygen Not Included

  1. In the Winter's Feast update from today, instead of the Winter's Feast theme playing, the Wolfgang rework music plays. Bug or not, this reminded me of something that I had wanted to say here for a long time. It would be really cool if you could weave title themes like you can with loading screens. So you can have your favorite theme playing all the time and you don't have to listen to ones you don't like.
  2. i was figthing against the twins, and my friend was using woodie, and i was noticing that the duellists were dying fast, and after the figth then we discovered that in this chages, he was indeed dealing damage on his charge to the duellists
  3. Hello! Recently, a bug appeared on my friend's computer when playing DST. I am making this forum post for him. We frequently play Don't Starve with many mods enabled. Some of the mods we frequently use (the now common "Insight" mod is one of them) have begun to act strange for him. Whenever he subscribes to one of the "corrupted" mods as we refer to them as, they show up on his server mod list as entirely blank with "workshop-XXXXXX" as their ID, the X's being the mod number (screenshot of the mods in the menu attached). The "update mods" button also suggests he needs to update the same number of mods as his subscribed corrupted ones, however pressing the update button simply refuses to update the corrupted mods and just returns back to the "updates needed" icon. If he attempts to join a DST server or world that has any of the mods on it that he is having issues with, whenever he is subscribed to them or not, an error message pops up: "Disconnected Due to Missing Mods" (screenshot of the full error message attached). If he unsubscribes from these mods and resubscribes, they appear the same, corrupted. Most frequently we test this on my server, but I can unsubscribe to my mods and resubscribe without any issues to me. We are both using Windows 10 as our OS and playing on Steam. I have suggested numerous things, and he has tried numerous things, however we could not get anything to work. Here is a list of everything we have done and their outcomes. None of these have worked. - Restart the computer: Nothing. - Restart Don't Starve Together: Nothing. - Restart Steam: Nothing. - Unsubscribe from corrupted mods and resubscribe: Nothing. They simply reappear as they were before. - Update all mods: Nothing. Updates all other mods successfully, however simply refuses to update the corrupted mods and still states mods need to be updated. - Manually delete the mods from the mods folder: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Manually delete the mods from the mods folder and reinstall them: Nothing. The mods get deleted, but when reinstalled they come back as they were. - Delete the mods folder from the local DST folder and verify the files: Nothing. Again, the folder and the mods get deleted, but when reinstalled nothing happens. - Uninstall Don't Starve using Steam: Nothing. The game successfully uninstalls and wipes the mods, however when reinstalled the corrupted mods remain the way they were. Any suggestions on how to fix this? I will give a confirmation when and how the bug is fixed if it is. My friend is not willing to factory reset his computer, if that has anything to do with the issue. Thank you in advance!
  4. I have a mod character that can bring specific creatures to his side and make them his followers, though I've discovered that they stop being your followers when reloading the game. I was wondering if there is a simple way to fix this or not? Or if anyone has a good idea of how I could resolve this issue?
  5. So, theres this shadow enemy I have that can ONLY be clicked on by one of its tails: And I have no idea why this is the case. creepingfear.lua It doesn't seem to have anything to do with the CharacterPhysics, the scale, or orientation and layer.
  6. Hello Again! I need some assistance in regards to some custom items I've worked on for a friend. I was recently notified of a game crashing bug that only occurs with more than one person on a sever. Alone it doesn't crash, but once someone joins, boom. The items in question buff the player by temporarily giving them either a cooling or heating radius. I am using Ultroman's Aura Code and other references I've looked into to turn the crafter into a walking heater/cooler for a duration of time (the reason for the aura was for possible changes in case my friend wanted that buff to apply to other characters nearby by increasing the buffing range). I definitely screwed up in the heating & cooling, but unfortunately the error log is rather obscure to me, and since it doesn't crash with one player, so I can't seem to pinpoint this. I did browse through any existing examples of say portable heaters, thermal stones and similar items, but I was never comfortable when coding this. It was rather hard for me to tell whether or not my character was warming up or cooling down when these items applied their buff. Any assistance or insight will be greatly appreciated. I've attached the client_log and two item prefab files. This is what I have for the Heating. Cooling is pretty much the same but with different temp values. local assets = { Asset("ANIM", "anim/wyrdflask_heating.zip"), Asset("ATLAS", "images/inventoryimages/wyrdflask_heating.xml"), } local prefabs = { "wyrd", "wyrdflask" } -- HEATING AURA WORKS DIFFERENTLY THIS ONLY APPLIES THE BUFF -- ONCE BUT THE BUFF LASTS BASED ON WHAT heatingAuraDuration -- IS. RADIUS IS SET TO 1 SO THAT WYRD IS THE ONLY ONE WHO -- GETS THE BUFF. --------------------------------------- -- LOCAL EASY TO FIND VARIABLES - START --------------------------------------- -- TUNING.TOTAL_DAY_TIME = 8 MINUTES = 480 SECONDS / X = TOTAL TIME. -- WORK WITH DIVISION/MULTIPLICATION OF TOTAL DAY TIME -- EX: TUNING.TOTAL_DAY_TIME * 2 = DAYS local heatingAuraDuration = TUNING.TOTAL_DAY_TIME/1.6 -- 5 MINUTES local heatingAuraRadius = 1 -- RADIUS OF AURA local heatingTick = 0.1 -- DELAY IN WHICH HEATING AURA ACTIVATES WHEN CRAFTED --------------------------------------- -- LOCAL EASY TO FIND VARIABLES - END --------------------------------------- -------------------------------- -- WYRD EXCLUSIVE PICKUP - START - --CODE REFERENCED FROM maliblues : https://forums.kleientertainment.com/forums/topic/113820-help-preventing-custom-item-from-going-into-backpackschestsetc/?do=findComment&comment=1287064 -------------------------------- local function OnPutInInventory(inst) local owner = inst.components.inventoryitem:GetGrandOwner() if owner == nil then return elseif owner.components.inventory and owner.prefab ~= "wyrd" then inst:DoTaskInTime(0.1, function() owner.components.inventory:DropItem(inst) owner.components.talker:Say("That flask is cursed...") end) end if owner.components.container then --for chests --test when in backpack with diff owner inst:DoTaskInTime(0.1, function() owner.components.container:DropItem(inst) end) end end -------------------------------- -- WYRD EXCLUSIVE PICKUP - END -------------------------------- ------------------------------------------------------ -- RETURNS ORIGINAL FLASK AFTER TIME REACHES 0 - START ------------------------------------------------------ local function OnFinished(inst) local owner = inst.components.inventoryitem.owner local flask = SpawnPrefab("wyrdflask") inst:Remove() if owner ~= nil and owner.components.inventory then -- CHECK IF THE OWNER ITEM IS VALID AND NOT A CONTAINER owner.components.inventory:GiveItem(flask) elseif owner ~= nil and owner.components.container then -- OR IF THE OWNER IS VALID AND IS A CONTAINER owner.components.container:GiveItem(flask) else inst.components.lootdropper:SpawnLootPrefab("wyrdflask") -- DROPS NORMAL FLASK AS BASIC LOOT IN THE CASE OF ABOVE end end ------------------------------------------------------ -- RETURNS ORIGINAL FLASK AFTER TIME REACHES 0 - END ------------------------------------------------------ ----------------------- -- HEATING CODE - START ----------------------- -- Heated Character emits constant temperatures depending on the temperature range it's in local heats = { 30, 40, 60 } local function GetHeatFn(receiver) return heats or 20 end local function turnOnHeating(receiver) receiver:AddTag("HASHEATER") receiver:AddComponent("heater") receiver.components.heater.heatfn = GetHeatFn receiver.components.heater:SetThermics(false, true) end local function turnOffHeating(receiver) receiver:RemoveTag("HASHEATER") receiver:RemoveComponent("heater") end ----------------------- -- HEATING CODE - END ----------------------- --------------------- -- START OF AURA CODE --------------------- local onEndAura = function(receiver, wyrdflask_heatingGUID, wyrdHeatingAura) -- Fail-safe. if not receiver or not receiver:IsValid() then return end -- If the receiver has the heating aura task, cancel it. if receiver[wyrdHeatingAura] then receiver[wyrdHeatingAura]:Cancel() receiver[wyrdHeatingAura] = nil end turnOffHeating(receiver) end local onApplyAura = function(receiver, wyrdflask_heating) -- "receiver" = Player -- "wyrdflask_heating" = Item applying the aura -- Fail-safe. if not receiver or not receiver:IsValid() then return end -- Use the created entitie's unique ID to create a unique name. local wyrdflask_heatingGUID = wyrdflask_heating.GUID --Create a single instance of the aura to prevent stacking from multiples of the same flask. local wyrdHeatingAura = "wyrdHeatingAuraID" -- If the receiver does not already have our heating aura on from this particular -- wyrdflask_heating, start the heating aura task, and store it in a variable on the receiver. if not receiver[wyrdHeatingAura] then -- TASK APPLIES HEATING EFFECT receiver[wyrdHeatingAura] = receiver:DoTaskInTime(heatingTick, function(receiver) turnOnHeating(receiver) end) end -- Ending the Aura after some time -- Create a unique variable-name to store the end-aura task on the receiver. local endwyrdHeatingAura = "wyrdHeatingEntireAura" -- If the receiver already has an end-aura task, then we need to cancel it, -- so we can restart it with a refreshed end-time. if receiver[endwyrdHeatingAura] then receiver[endwyrdHeatingAura]:Cancel() receiver[endwyrdHeatingAura] = nil end -- Use DoTaskInTime to schedule calling the function that ends the aura after a while without renewals. -- We store the task on the receiver using our unique variable-name. receiver[endwyrdHeatingAura] = receiver:DoTaskInTime(heatingAuraDuration, onEndAura, wyrdflask_heatingGUID, wyrdHeatingAura) end local applyAuraInRange = function(inst) -- Store the position of the aura-emitting entity in x, y, z variables. local x,y,z = inst.Transform:GetWorldPosition() -- Any player that is not a ghost or in limbo. -- AURA RADIUS = 1 - MAKES IT SO WYRD IS THE ONLY ONE WITH THE HEATING BUFF local ents = TheSim:FindEntities(x, y, z, 1, {"player"}, {"playerghost", "INLIMBO"}, nil) -- Apply the aura to any of the found entities within the radius, including the aura-emitting -- entity itself if it fits the tag-list parameters! for i, v in ipairs(ents) do onApplyAura(v, inst) end end ------------------- -- END OF AURA CODE ------------------- -- Write a local function that creats, customizes, and returns an instance of the prefab. local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("wyrdflask_heating") inst.AnimState:SetBuild("wyrdflask_heating") inst.AnimState:PlayAnimation("idle") MakeInventoryFloatable(inst, "small", 0.2) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end --inst:AddTag("undroppable") inst:AddComponent("lootdropper") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem:SetOnPutInInventoryFn(OnPutInInventory) inst.components.inventoryitem.keepondeath = true inst.components.inventoryitem:EnableMoisture(false) inst.components.inventoryitem.atlasname = "images/inventoryimages/wyrdflask_heating.xml" inst:AddComponent("fueled") inst.components.fueled:InitializeFuelLevel(heatingAuraDuration) inst.components.fueled:StartConsuming() inst.components.fueled:SetDepletedFn(OnFinished) MakeHauntableLaunch(inst) inst:DoTaskInTime(0, applyAuraInRange) -- APPLY THE AURA INSTANTLY return inst end -- Finally, return a new prefab with the construction function and assets. return Prefab( "wyrdflask_heating", fn, assets) client_log.txt wyrdflask_heating.lua wyrdflask_cooling.lua
  7. Which mod causing this? Can you guys please help me? Here my modlist, all of them are active: https://steamcommunity.com/id/*******/myworkshopfiles/?appid=322330&browsefilter=myfavorites With Hud Mod: Without Hud Mod:
  8. So, I was messing around with some modding commands, and I encountered this weird scenario. When the player is trying to deploy something ( let's say, they have 20 stone walls - prefab wall_stone_item - and they are trying to deploy them ), they will click a stack, and then right click to deploy. That means, a stack of for example 20 is selected. Now, if you drop the player's inventory while this is happening, only 1 instance of that particular item will be dropped. Here's some code to reproduce: local global_ActionDeploy = _G.ACTIONS.DEPLOY.fn _G.ACTIONS.DEPLOY.fn = function(act) act.doer.components.inventory:DropEverything() return global_ActionDeploy(act) end Try putting this into a mod, select a stack of walls and deploy one. Only one wall item will be dropped. But, if you distribute that stack in your inventory ( let's say, you put 1 wall item in each inventory slot ) and then select "one" and deploy, the command will drop all the items. It seems to be some to do with the selection of the items. So, is this expected behavior? Because due to the method's name ( DropEverything() ) I was expecting it to drop all of the inventory.
  9. Hello! Recently I updated my mod (Show Me), and now it cause crash for some players. It's strange because logs says that it is different mod. https://pastebin.com/fhNN59QR https://pastebin.com/ykPLeF5g https://pastebin.com/MZDR2Tpa I'm trying to figure out what's going on and how my mod affect another mod. When I test both, all is fine for me, so I can't reproduce the crash. But people keep sending me crash reports. I even tried to use all mods (mostly client mods) that they have, but without crash.
  10. Hey devs, I have a new mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1755351523 It's running fine as long as there are no Caves - and I don't know why. My mod includes a custom container which is defined this way: local compostpileparams = { widget = { slotpos = { Vector3(0,32+4,0), Vector3(-(32+4), -(32+4),0), Vector3((32+4), -(32+4),0), Vector3(-(32+4), -(64+32+8+4),0), Vector3((32+4), -(64+32+8+4),0) }, animbank = "ui_compostpile1c6x3", animbuild = "ui_compostpile1c6x3", pos = Vector3(200, 0, 0), side_align_tip = 100, buttoninfo = { text = "Fill", position = Vector3(0, -170, 0), } }, acceptsstacks = false, type = "cooker", } function compostpileparams.itemtestfn(container, item, slot) return composting.IsCompostIngredient(item.prefab) and not container.inst:HasTag("burnt") end function compostpileparams.widget.buttoninfo.fn(inst) if inst.components.container ~= nil then BufferedAction(inst.components.container.opener, inst, ACTIONS.COMPOST):Do() elseif inst.replica.container ~= nil and not inst.replica.container:IsBusy() then SendRPCToServer(RPC.DoWidgetButtonAction, ACTIONS.COMPOST.code, inst, ACTIONS.COMPOST.mod_name) end end -- "can 'Fill' be clicked?" function compostpileparams.widget.buttoninfo.validfn(inst) local num = 0 for k,v in pairs (inst.components.container.slots) do num = num + 1 end return inst.replica.container ~= nil and num > 2 end inst:AddComponent("container") inst.components.container:WidgetSetup("compostpile", compostpileparams) inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose I also tried using inst.components.container:WidgetSetup("cookpot") which doesn't change a thing... When clicking the container, I receive the following stacktrace: [00:11:35]: [string "scripts/widgets/containerwidget.lua"]:29: attempt to index local 'widget' (a nil value) LUA ERROR stack traceback: scripts/widgets/containerwidget.lua:29 in (method) Open (Lua) <24-143> self = callbacks = table: 6C6BE580 slotsperrow = 3 inst = 101081 - (valid:true) focus = false children = table: 6C6BE3F0 focus_flow_args = table: 6C6BE4E0 focus_target = false isopen = false owner = 100182 - wickerbottom (valid:true) open = false can_fade_alpha = true inv = table: 6C6BE670 parent = name = Container bgimage = Image - : focus_flow = table: 6C6BE3A0 enabled = true bganim = UIAnim shown = true container = 100113 - compostpile (valid:true) doer = 100182 - wickerbottom (valid:true) widget = nil scripts/screens/playerhud.lua:262 in (upvalue) OpenContainerWidget (Lua) <259-264> self = fireover = FireOver sandover = SandOver beefbloodover = BeefBloodOver parent = screenroot overlayroot = overlays sailing_alpha = 0 handlers = table: 80C97630 mindcontrolover = UIAnim enabled = true under_root = under_root eventannouncer = EventAnnouncer name = HUD flareover = FlareOver focus_flow = table: 80C97338 bloodover = BloodOver storm_root = storm_root over_root = over_root callbacks = table: 80C96DC0 popupstats_root = popupstats_root sanddustover = UIAnim inst = 100184 - (valid:true) focus = true children = table: 80C97018 heatover = HeatOver focus_flow_args = table: 80C97360 focus_target = false vig = UIAnim controls = Controls owner = 100182 - wickerbottom (valid:true) clouds = UIAnim can_fade_alpha = true iceover = IceOver fumeover = FumeOver is_screen = true storm_overlays = storm_overlays shown = true gogglesover = GogglesOver sailing_vig = UIAnim root = root container = 100113 - compostpile (valid:true) side = false containerwidget = Container scripts/screens/playerhud.lua:272 in (method) OpenContainer (Lua) <266-274> self = fireover = FireOver sandover = SandOver beefbloodover = BeefBloodOver parent = screenroot overlayroot = overlays sailing_alpha = 0 handlers = table: 80C97630 mindcontrolover = UIAnim enabled = true under_root = under_root eventannouncer = EventAnnouncer name = HUD flareover = FlareOver focus_flow = table: 80C97338 bloodover = BloodOver storm_root = storm_root over_root = over_root callbacks = table: 80C96DC0 popupstats_root = popupstats_root sanddustover = UIAnim inst = 100184 - (valid:true) focus = true children = table: 80C97018 heatover = HeatOver focus_flow_args = table: 80C97360 focus_target = false vig = UIAnim controls = Controls owner = 100182 - wickerbottom (valid:true) clouds = UIAnim can_fade_alpha = true iceover = IceOver fumeover = FumeOver is_screen = true storm_overlays = storm_overlays shown = true gogglesover = GogglesOver sailing_vig = UIAnim root = root container = 100113 - compostpile (valid:true) side = false scripts/components/container_replica.lua:290 in (method) Open (Lua) <276-297> self = ondetachclassified = function - scripts/components/container_replica.lua:106 acceptsstacks = true _numslots = 0 _isopen = false issidewidget = false _cannotbeopened = net_bool (3D9C6D08) classified = 101080 - container_classified (valid:true) inst = 100113 - compostpile (valid:true) doer = 100182 - wickerbottom (valid:true) scripts/components/container_replica.lua:95 in (field) fn (Lua) <87-101> inst = 100113 - compostpile (valid:true) self = ondetachclassified = function - scripts/components/container_replica.lu [00:11:35]: [string "scripts/widgets/containerwidget.lua"]:29: attempt to index local 'widget' (a nil value) LUA ERROR stack traceback: scripts/widgets/containerwidget.lua:29 in (method) Open (Lua) <24-143> scripts/screens/playerhud.lua:262 in (upvalue) OpenContainerWidget (Lua) <259-264> scripts/screens/playerhud.lua:272 in (method) OpenContainer (Lua) <266-274> scripts/components/container_replica.lua:290 in (method) Open (Lua) <276-297> scripts/components/container_replica.lua:95 in (field) fn (Lua) <87-101> scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207> scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377> scripts/update.lua:178 in () ? (Lua) <157-236> I tried to understand the container:WidgetSetup routines (same with container_replica) but I cannot see how this may be a problem with Caves... Maybe it's because of the multi-server setup... Can someone help me? Thanks in advance compsting-together.zip
  11. inst.components.talker:Say(inst.level) My server's crashing when my char try to talk. But only when my server have caves; when they're disabled I don't have any trouble.
  12. The werebeaber looks bugged whenever wearing hats, something like this: This image is taken from the wiki whenever the werebeaver has a sluper on his head. This also applies in DST if you force the werebeaver a hat. I'm adding this feature to a mod of mine of woodie, but I cannot get the spriter werebeaver file, so I just ask if anyone could add a line of code that forces the werebeaver to not have a hat animation. local function RightClickPicker(inst, target) if target ~= nil and target ~= inst then for i, v in ipairs(BEAVER_DIET) do if target:HasTag("edible_"..v) then return inst.components.playeractionpicker:SortActionList({ ACTIONS.EAT }, target, nil) end end return (target:HasTag("HAMMER_workable") and inst.components.playeractionpicker:SortActionList({ ACTIONS.HAMMER }, target, nil)) or (target:HasTag("DIG_workable") and target:HasTag("sign") and inst.components.playeractionpicker:SortActionList({ ACTIONS.DIG }, target, nil)) or (target:HasTag("hat") and inst.components.playeractionpicker:SortActionList({ ACTIONS.PICKUP }, target, nil)) or nil end end The pickup action allows the beaver to pick up hats, so I am not sure if this inst.AnimState:Hide("hat") should be added near there or something like that.
  13. So! Nearly everything on my mod is working correctly. For the last thing, I created a "cave spider egg sack" prefab that works just like the regular spider egg sack but spawns a Spider Hole instead of a Den once deployed. It works as it's meant to work, it's spawning the Spider Hole, but I'm having a few issues. 1- The graphics are mostly working. However, it's invisible when on the ground and also the "positioning ghost" for when the player is about to deploy it doesn't show up either. I edited the Spider Hole's graphics to make it on the size of an inventory item and I would like basically the same thing for when it's on the ground or being deployed. 2- When the player deploys it, they're pushed backward. This is probably due to the structure's size x deploying size(?). I don't know if there's a way of fixing this.
  14. So this issue I am having is my own mod. I have submitted my mod to the workshop called "Server Announcement". It is currently usable whenever I create a game as a host. But here is where the problem starts. When I set up a dedicated server, the server does not activate or recognise my mod. It shows the server has "No Mods". I already did copied all the workshop mod folder from Dont Starve Together to Dont Starve Together Dedicated Server > mod folder. I have also copied the cluster_1 'modoverrides.lua' file from the game I created earlier with no issue and paste it in both my Master and Caves folder. But whenever I login to the game and Search my server on LAN, my server shows that there are no mods activated. (The mod logo is not lit). Am I doing something wrong? I logged in into my own dedicated server, and the game has no bug or error. Just a normal game without mod.
  15. i don't know if ther is a topic about this but i realy like the mod "the nightmare" but every time i die the nightvision geht turned off and i wanted to ask if someone has a soluten to it or if it get's worked on i found out that the nightvision stays on the skeleton if i die but only for a short while and just sometimes thank you all
  16. Good evening everyone, I am working on a modded character which is heavily based on Wilson's art (it is in quite an early stage.) I cannot use Spriter to create the character for various reasons, but I have the majority of it working without. However, the hair is presenting an interesting (and rather annoying) visual bug. You see, I have made his hair round as if it were neatly groomed, and it is working except for the fact that the game is rendering white pencil marks where Wilson's hair used to form its "W" shape. I have attached the texture file in .png form as well as a screenshot of the bug. Any idea as to what may be causing this? Thank you for your time.
  17. so i made a mod for don't starve, and then made it work for DST, later on, someone helped me make an update for the don't starve mod, this mod works, however, when adding it to don't starve together, making the new item creates an invisible unusable item that still takes up the inventory slot, however it is invisible both visually, but also does not have a visible name. if anyone thinks they can help, this would be much appreciated.
  18. Hey! This is simple, I need someone to look at this log.txt and tell me what I need to change. I can provide more files if needed and am currently using a modified version of the Shovel Knight by BLsquared & Jade_KnightBlazer. I simply need to know why this crash is happening. I have a log file and if files need to be provided they can be. Thanks for the help! log.txt
  19. Hi I'm Korean Language mod maker wrinos. I have found some weird works in game(steam win32 Rev163062). Object descriptions are not correctly displayed. It occurred When I play WX-78 character. It looks like a doesn't match font correctly. Other characters are all right. but only occurred WX-78 character hovering all descriptions sentences. Even, I test all the other mods off and using all character shared sentences. like a below msgctxt : "STRINGS.CHARACTERS.GENERIC.DESCRIBE.MULTIPLAYER_PORTAL" msgid : "It's rickety, but it appears to function. After a fashion..." msgstr : "허술하지만, 패션설정 후 나타날 것입니다..." All other characters are display translated sentence "허술하지만, 패션설정 후 나타날 것입니다..." correctly. But WX-78 "허술하쇀뇌, 팈션샌쀕 후 나타날 ?입니닄...". I attached screenshots. [Shared sentence] [character describe sentence] I think wx78 character bug. because It occurred shared sentences. Is this charactor bug? or something my mistake? Or, tell me about what I have to use carefully special (font)words.
  20. You want ask, how to find a bug if you got crash screen. Well, I just helped to a friend to find a bug in his code. Let's see... You wonder is there a method to find any bug for sure?.. No. Every time it will be a quest game. ​ But if you want to play this quest game well, you should know lua well. That's all. Learn lua and you will win.
  21. So I've made the basis (which part is copied and paste from another mod) of an item mod I am making, supposed to be a weapon, called 'thesurvivalist', once I added the files and such, compiled etc, when I go into DST and click to activate the mod, it auto-crashes and doesn't give me any report asking me to disable mods and etc, it simply crashes on click. I bet it is something simple I am overlooking, and if it is simple or not, I have not being able to find out what is. I would appreciate if anyone gives me some help. https://www.dropbox.com/sh/gnb57mzfmvwh2j3/AAD1zDW0HEJPFLO1QMUnE9epa?dl=0
  22. Hello, so basically, I have recipe for custom prefab in my mod, and they are configurable from the mod config screen. Buuuuut, if the client and the host have different configuration file, it makes a mess : The client see the recipe from his config file. The host expect the recipe from his config file So when the client try to craft the itemfrom his recipe, it just doesn't work -> crafting animation, then nothing out of it. How to make the client retrieve the host config parameters instead of the ones in his own config file? I though that "all_clients_require_mod = true" is supposed to handle that but obviously it isn't since I put that in my modinfo. And is it me or it was not the case before the update of the UI 2 weeks ago?
  23. First of all, we got crash, while testing our mod: We look deeper and found interesting thing: print ( math.floor ( 1.15 * 100 ))--114You can type it in console. That's true. math.floor ( 1.15 * 100 ) is 114. So this Klei code does not work properly: function InventoryItem:SetWalkSpeedMult(walkspeedmult) local x = math.floor((walkspeedmult or 1) * 100) assert(x >= 0 and x <= 255, "Walk speed multiplier out of range: "..tostring(walkspeedmult)) assert(walkspeedmult == nil or math.abs(walkspeedmult * 100 - x) < .01 , "Walk speed multiplier can only have up to .01 precision: "..tostring(walkspeedmult)) self.classified.walkspeedmult:set(x)endBecause x==114 and walkspeedmult * 100 == 115 Of course math.abs(walkspeedmult * 100 - x) < .01 is FALSE!
  24. As you can see, crash occurs on missing component "mine" for "trap_teeth". I'm 100% sure that there is no any "RemoveComponent" calls in the code. This component must exist. But for some reason it is missing. How is it possible?
  25. So the error code in log is: Error loading file prefabs/orbstaff...apps/common/dont_starve/data/../mods/wayrra/scripts/prefabs/orbstaff.lua:66: ')' expected near '<eof>'LUA ERROR stack traceback: so I take it - it's that I missed the bracket ) near end somewhere? Or didn't put and end somewhere... I'm just blind :/ CAN"T see that in code... local assets={ Asset("ANIM", "anim/orbstaff.zip"), Asset("ANIM", "anim/swap_orbstaff.zip"), Asset("ATLAS", "images/inventoryimages/orbstaff.xml"), Asset("IMAGE", "images/inventoryimages/orbstaff.tex"),}local prefabs ={ "lighterfire",} local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_orbstaff", "swap_orbstaff") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.fire = SpawnPrefab( "lighterfire" ) --inst.fire.Transform:SetScale(.125,.125,.125) local follower = inst.fire.entity:AddFollower() follower:FollowSymbol( owner.GUID, "swap_object", 35, -35, 1 ) end local function OnUnequip(inst, owner) inst.fire:Remove() inst.fire = nil owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("orbstaff") anim:SetBuild("orbstaff") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(48) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wayrra") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "orbstaff" inst.components.inventoryitem.atlasname = "images/inventoryimages/orbstaff.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return instendreturn Prefab("common/inventory/orbstaff", fn, assets
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