Jump to content

Search the Community

Showing results for tags 'Crash'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included: Spaced Out!] - Bug Tracker
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
    • Oxygen Not Included DLC Alpha
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Beta Branch
    • [Don't Starve Together] PlayStation
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Nintendo Switch
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Griftlands
    • [Griftlands] - General Discussion
    • [Griftlands] - Suggestions and Feedback
    • [Griftlands] - Mods and Tools
    • [Griftlands] - Localization
    • [Griftlands] - Bug Tracker
    • [Griftlands] - Developer log
  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • Other Klei Services

Categories

  • Don't Starve
    • Custom Characters
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Don't Starve
  • Don't Starve Together
  • Don't Starve Together: Beta Branch
  • [Don't Starve Together] Nintendo Switch
  • [Don't Starve Together] PlayStation
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet [ARCHIVE]
  • Don't Starve: Shipwrecked [ARCHIVE]
  • Don't Starve: Hamlet Early Access [archive]
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Oxygen Not Included: Spaced Out!
  • Griftlands
  • Hot Lava
  • Don't Starve Together
  • [Nintendo Switch] Don't Starve Together
  • [PlayStation] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve
  • Don't Starve: Shipwrecked

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

  1. Sorry about all the follower-related threads. Just can't seem to resolve this problem. Anyway, as I've mentioned before, my character (same one) has a problem with his code that works with followers. This time (and hopefully the last time), it has to do with garden plants. Since he has a One-man Band-type ability, him doing work such as digging, etc. near plants should count as talking to them but it instead causes a crash. Here is the log: server_log_plants.txt And, for the sake of convenience and hoping the problem can be fixed, I'll paste just the follower code here too: This is the function for it: local function OnWorked(inst, data) local x,y,z = inst.Transform:GetWorldPosition() -- Get the player's location local ents = TheSim:FindEntities(x,y,z, TUNING.ONEMANBAND_RANGE, nil, {"werepig"}, {"pig", "merm", "farm_plant", "player"}) -- Find things near the player's location for k,target in pairs(ents) do -- For each valid found entity run the following code if target:HasTag("player") or target.components.follower:GetLeader() == inst then -- If the target is a player or a creature that follows you target:AddDebuff("buff_kk", "buff_kk") -- apply the buff elseif target.components.follower and not target.components.follower.leader and not inst.components.leader:IsFollower(target) and inst.components.leader.numfollowers < 10 then if target:HasTag("merm") then if target:HasTag("mermguard") then if inst:HasTag("merm") and not inst:HasTag("mermdisguise") then inst.components.leader:AddFollower(target) end else if inst:HasTag("merm") or (TheWorld.components.mermkingmanager and TheWorld.components.mermkingmanager:HasKing()) then inst.components.leader:AddFollower(target) end end else inst.components.leader:AddFollower(target) end elseif target.components.farmplanttendable ~= nil then target.components.farmplanttendable:TendTo(inst) end end end This is in the master_postinit: inst.onFollowerDeath = function(follower) -- create a function and add it to the character if inst.prefab == "kk" then -- Double check that the leader is playing KK, there should be no case where this can fail, but just in-case inst.components.sanity:DoDelta(-15) --Remove 15 sanity print ("inst.onFollowerDeath") end end inst.onFollowerLeave = function(follower) -- create a function and add it to the character follower:RemoveEventCallback("death", inst.onFollowerDeath) --Remove our ListenForEvent so we don't lose sanity from past-followers dieing follower:RemoveEventCallback("stopfollowing", inst.onFollowerLeave) --Same idea here end if inst.components.leader then --Make sure we are not messing with something that doesn't exist (For custom gamemodes and such) local oldAddFollower = inst.components.leader.AddFollower -- Store a backup of the AddFollower function for later use inst.components.leader.AddFollower = function(self, follower) -- Replace the AddFollower function with our own oldAddFollower(self, follower) -- Run the stored backup of the AddFollower function so we don't miss out on the original functionality of it follower:ListenForEvent("death", inst.onFollowerDeath) --Run the "onFollowerDeath" function when the follower dies follower:ListenForEvent("stopfollowing", inst.onFollowerLeave) --Run the "onFollowerLeave" function when the follower stops following us end end And this is the buff function itself for lowering K_K's own and other players' hunger drain in range while working: local function OnAttached(inst, target) if target and target.components.hunger ~= nil then -- Check if the target has the hunger component so we don't try messing with something that doesn't exist target.components.hunger.burnratemodifiers:SetModifier(inst, 0.1) print("Activate Hunger Drain Buff") end end local function OnDetached(inst, target) end local function OnExtended(inst, target) inst.components.timer:SetTimeLeft("buffover", 5) end local function OnTimerDone(inst, data) if data.name == "buffover" then inst.components.debuff:Stop() inst:Remove() end end local function buff_fn() local inst = CreateEntity() if not TheWorld.ismastersim then --Not meant for client! inst:DoTaskInTime(0, inst.Remove) return inst end inst.entity:AddTransform() --[[Non-networked entity]] --inst.entity:SetCanSleep(false) inst.entity:Hide() inst.persists = false inst:AddTag("CLASSIFIED") inst:AddComponent("debuff") inst.components.debuff:SetAttachedFn(OnAttached) inst.components.debuff:SetDetachedFn(OnDetached) inst.components.debuff:SetExtendedFn(OnExtended) inst.components.debuff.keepondespawn = true inst:AddComponent("timer") inst.components.timer:StartTimer("buffover", 5) inst:ListenForEvent("timerdone", OnTimerDone) return inst end Thank you for any help!
  2. So i added custom component to character and its crashing when: i enter cave i load existing world - creating new world is fine but when i disconnect and resume it teleports my character to some random spot and after few seconds crash server. here is code for component: --blood.lua local Blood = Class(function(self, inst) self.inst = inst self.max = 100 self.current = 0 end) function Blood:OnSave() return {currentblood = self.current} end function Blood:OnLoad(data) if data.currentblood then self.current = data.currentblood self:DoDelta(0, true) end end --Ustawia aktualna wartosc bloodpoints function Blood:SetCurrent(amount) self.current = amount end function Blood:GetCurrent() return self.current end return Blood and i add component to character this way inst:AddComponent("blood") its probably something with saving or loading, maybe? idk
  3. Hello! I'm new with Lua and DST stuff, however know how to dig into game's code. So I'm trying to make my first mod but after I press button 'Generate World' I'm thrown into a white background (that one BEFORE Loading... appears). I checked my code for several hours and found nothing. Also, as the world didn't even start generating I'm left with no log under Cluster folder. I put attached folder to Don't Starve Together/mods. Is something wrong with the code, structure, maybe my PC? dso.zip
  4. Hi I really need help with this crash!! I have a character mod that I have had for a few months now, and I recently thought I have finished it, when I started to play properly it has been crashing lately and I dunno what causes it. It happens when I start mining, usually when the season has changed, I'm not exactly sure since sometimes it works and sometimes it doesn't. When they mine, they're suppose to drop gems randomly, works fine early game but later on, issues arise, hitting the rock just once disconnects from the server, and I've tried looking in the cilent logs for any hints, but no luck Is anyone willing to have a look for me? or offer any help, anything will be appreciated thank you!!!
  5. -- Panic mode local panicmode = false local function panicfn (inst) if panicmode == false and inst.components.health.currenthealth == .5 then --Transformation local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki") --Stat changes inst.components.combat.damagemultiplier = 2.5 inst.components.locomotor.walkspeed = 5 inst.components.locomotor.runspeed = 7 inst.components.talker:Say("WAIT STOP!") if inst.components.healthtrigger ~= nil then end panicmode = true end if panicmode == true and inst.components.health.currenthealth == 1 then local x, y, z = inst.Transform:GetWorldPosition() local fx = SpawnPrefab("maxwell smoke") SpawnPrefab("statue_transition").Transform:SetPosition(inst:GetPosition():Get()) inst.AnimState:SetBuild("aki_panic") inst.components.combat.damagemultiplier = 1 inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 if inst.components.healthtrigger ~= nil then end panicmode = false end if inst.components.healthtrigger ~= nil then end end inst.components.healthtrigger:AddTrigger(panicfn) When I apply this to my character It keeps on crashing, I really need help
  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. Hello to All! EDIT: I have been working on this since yesterday, and now the issue has changed slightly. Please excuse my edits. I have been working on making some custom items for a friend's character. All the functions he wanted have been completed and I am currently in the process of testing for crashing, balance, code cleanup/commenting and likewise. I've hit a snag though when it comes to the use of containers such as the backpack, chest, etc. The items I've made are supposed to be character exclusive and undroppable. The character spawns with their exclusive item and that same item is used for various recipes. Once the "fuel" runs out, it reverts back to the original item. My issue is, when this item is placed in a backpack/container and it's dropped in the world. When the fuel hits zero, the item disappears. It doesn't get added back into the container's inventory nor does it just "loot drop" into the world. It has to do with the function "OnFinished". This is called when the fuel hits zero, it gets removed, then immediately gives the player the original item. A pseudo "replace" function essentially. I couldn't find any "replace with" function to use. local function OnFinished(inst) local owner = inst.components.inventoryitem:GetGrandOwner() local flask = SpawnPrefab("wyrdflask") inst:Remove() if owner ~= nil then -- CHECK IF THE OWNER ITEM IS VALID IN THE EVENT THE FLASK SOMEHOW ENDS UP IN THE WORLD owner.components.inventory:GiveItem(flask) else inst.components.lootdropper:SpawnLootPrefab("wyrdflask") -- DROPS NORMAL FLASK AS BASIC LOOT IN THE CASE OF ABOVE end end Even though the item "undroppable", it isn't immune to container shenanigans such as putting it in a backpack. So if someone puts the crafted item into a backpack or container and it reaches zero, it's gone if that container is dropped anywhere in the world. I did put in a check to see if the owner is nil in the event the item somehow gets dropped into the world, but unfortunately, it sees the container as an owner. I speculated that perhaps the "world" aka nil would cause the item to just "loot drop" into the world, but it just makes it disappear completely. It probably sees the grandowner as Limbo or something, and I unfortunately don't know how to exactly check if "owner = limbo". It might be better to make it so it cannot go into a backpack/chest/etc in the first place, but I don't know how to go about that. If anyone could provide assistance, I would be extremely grateful. Thank You! P.S. If anyone could assist in making the items pickup exclusive by this character named "wyrd", that would also be grand. I've tried using this below at the very bottom of the item's function fn(sim), but when testing, any character I spawn as can pick it up. local oldOnPickup = inst.components.inventoryitem.OnPickup inst.components.inventoryitem.OnPickup = function(self, pickupguy) if pickupguy.prefab == "wyrd" then if not self.inst.itemowner then self.inst.itemowner = pickupguy end if pickupguy == self.inst.itemowner then oldOnPickup(self, pickupguy) elseif pickupguy.components.talker then pickupguy.components.talker:Say("That flask is cursed...") end elseif pickupguy.components.talker then pickupguy.components.talker:Say("Definately can't touch this...") end end wyrdflask_health.lua
  8. I'm trying to add a hat to my custom character, the original template I used is hat_bee_bw which is from this file here: However when I change the prefab file name it disappears! and I don't know why! It works with the original name, but as soon as I change it, it becomes invisible in the inventory bar, I can't click it or wear it, and there's no name to show up, I've not yet started the drawing. I've made custom items before and I've never had this issue, I've looked though all the files to try and find the problems but I can't see anything, any help with this will be very much appreciated, thank you! I've attached my mod here, her name's Poppy, and her hat is renamed too "poppyhat". Poppy.zip
  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. Hi, I have a character mod that I have had for a few months now, and I recently thought I have finished it, when I started to play properly it has been crashing lately and I dunno what causes it. It happens when I start mining, usually when the season has changed, I'm not exactly sure since sometimes it works and sometimes it doesn't. When they mine, they're suppose to drop gems randomly, works fine early game but later on, issues arise, hitting the rock just once disconnects from the server, and I've tried looking in the cilent logs for any hints, but no luck Is anyone willing to have a look for me? or offer any help, anything will be appreciated thank you!!!
  11. I was making a custom character mod for DST following the steps on this link http://dont-starve.surge.sh/ Everything was going fine until i got to the "Compiling Art" topic, I did everything he said and when I opened the game to test the mod the game crashed everytime i clicked on "Host Game" or "Mods", I dont have any other mods for DST so I know the problem comes from the one I'm making, I didn't wanna start making the mod all over again knowing that the same thing could happen and I really wanted to play with my mod. here is the game log: [00:00:00]: System Memory: Memory Load: 50% Available Physical Memory: 4025m/8154m Available Page File: 3704m/9434m Available Virtual Memory: 3946m/4095m Available Extended Virtual Memory: 0m [00:00:00]: Process Memory: Peak Working Set Size: 31m Working Set Size: 31m Quota Peak Page Pool Usage: 264k Quota Page Pool Usage: 262k Quota Peak Non Paged Pool Usage:19k Quota Non Paged Pool Usage: 19k Page File Usage: 6m Peak Page File Usage: 6m [00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Starting Up [00:00:00]: Version: 305472 [00:00:00]: Current time: Sun Feb 17 17:34:42 2019 [00:00:00]: Don't Starve Together: 305472 WIN32_STEAM [00:00:00]: Build Date: 3753 [00:00:00]: Parsing command line [00:00:00]: Command Line Arguments: [00:00:00]: Initializing distribution platform [00:00:00]: Initializing Minidump handler [00:00:00]: ....Done [00:00:00]: Steam AppBuildID: 3503077 [00:00:00]: ....Done [00:00:00]: PersistUserStorage is now APP:Klei//DoNotStarveTogether/ [00:00:00]: Fixing DPI [00:00:00]: ...Done [00:00:00]: THREAD - started 'GAClient' (892) [00:00:00]: CurlRequestManager::ClientThread::Main() [00:00:00]: Mounting file system databundles/klump.zip successful. [00:00:00]: Mounting file system databundles/shaders.zip successful. [00:00:00]: Mounting file system databundles/fonts.zip successful. [00:00:00]: Mounting file system databundles/anim_dynamic.zip successful. [00:00:00]: Mounting file system databundles/bigportraits.zip successful. [00:00:00]: Mounting file system databundles/images.zip successful. [00:00:00]: Mounting file system databundles/scripts.zip successful. [00:00:02]: ProfileIndex:5.17 [00:00:02]: [Connect] PendingConnection::Reset(true) [00:00:02]: Platform: 1 [00:00:02]: THREAD - started 'Ping Job Thread' (9656) [00:00:02]: Network tick rate: U=15(2), D=0 [00:00:02]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall. [00:00:02]: WindowsFirewall - Application already authorized [00:00:02]: THREAD - started 'StreamInput' (1380) [00:00:02]: loaded ping_cache [00:00:02]: Offline user ID: OU_76561198225107968 [00:00:02]: SteamID: 76561198225107968 [00:00:02]: Failed to communicate with routing cluster 'ggru'. [00:00:02]: Failed to communicate with routing cluster 'ghel'. [00:00:02]: HardwareStats: OS name Microsoft Windows 10 Home Single Language version 10.0.17134 architecture 64 bits platformSpecific SP 0.0 CPU numCores 2 features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX name Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz manufacturer GenuineIntel clockSpeed 2601 RAM megsOfRam 8192 GPU name NVIDIA GeForce GT 640M driverDate 20170501000000.000000-000 megsOfRam 1024 refreshRate 59 videoModeDescription 1366 x 768 x 4294967296 cores driverVersion 22.21.13.8205 [00:00:02]: cGame::InitializeOnMainThread [00:00:02]: WindowManager::Initialize [00:00:02]: CreateWindow: Requesting 1366,768 - 5/6/5 - -1/-1/-1 - 0 [00:00:02]: Failed to communicate with routing cluster 'iad'. [00:00:02]: CreateEGLContext: 12 configs found [00:00:02]: 0: 8/8/8 - 0/ 0/ 0 - 0 [00:00:02]: 1: 8/8/8 - 0/16/ 0 - 0 [00:00:02]: 2: 8/8/8 - 0/24/ 0 - 0 [00:00:02]: 3: 8/8/8 - 0/24/ 8 - 0 [00:00:02]: 4: 5/5/5 - 0/ 0/ 0 - 0 [00:00:02]: 5: 5/5/5 - 0/16/ 0 - 0 [00:00:02]: 6: 5/5/5 - 0/24/ 0 - 0 [00:00:02]: 7: 5/5/5 - 0/24/ 8 - 0 [00:00:02]: 8: 8/8/8 - 8/ 0/ 0 - 0 [00:00:02]: 9: 8/8/8 - 8/16/ 0 - 0 [00:00:02]: 10: 8/8/8 - 8/24/ 0 - 0 [00:00:02]: 11: 8/8/8 - 8/24/ 8 - 0 [00:00:02]: WindowManager::SetFullscreen(0, 1366, 768, 60) [00:00:02]: GLInfo [00:00:02]: ~~~~~~ [00:00:02]: GL_VENDOR: Google Inc. [00:00:02]: GL_RENDERER: ANGLE (NVIDIA GeForce GT 640M) [00:00:02]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249) [00:00:02]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249) [00:00:02]: THREAD - started 'WindowsInputManager' (6700) [00:00:02]: OpenGL extensions (19, 19): [00:00:02]: GL_ANGLE_depth_texture [00:00:02]: GL_ANGLE_framebuffer_blit [00:00:02]: GL_ANGLE_framebuffer_multisample [00:00:02]: GL_ANGLE_instanced_arrays [00:00:02]: GL_ANGLE_pack_reverse_row_order [00:00:02]: GL_ANGLE_texture_compression_dxt3 [00:00:02]: GL_ANGLE_texture_compression_dxt5 [00:00:02]: GL_ANGLE_texture_usage [00:00:02]: GL_ANGLE_translated_shader_source [00:00:02]: GL_EXT_read_format_bgra [00:00:02]: GL_EXT_robustness [00:00:02]: GL_EXT_texture_compression_dxt1 [00:00:02]: GL_EXT_texture_format_BGRA8888 [00:00:02]: GL_EXT_texture_storage [00:00:02]: GL_OES_get_program_binary [00:00:02]: GL_OES_packed_depth_stencil [00:00:02]: GL_OES_rgb8_rgba8 [00:00:02]: GL_OES_standard_derivatives [00:00:02]: GL_OES_texture_npot [00:00:02]: GL_MAX_TEXTURE_SIZE = 16384 [00:00:02]: GL_MAX_TEXTURE_IMAGE_UNITS = 16 [00:00:02]: GL_MAX_RENDERBUFFER_SIZE = 16384 [00:00:02]: GL_MAX_VIEWPORT_DIMS = 16384, 16384 [00:00:02]: GL_MAX_VARYING_VECTORS = 10 [00:00:02]: GL_MAX_VERTEX_ATTRIBS = 16 [00:00:02]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254 [00:00:02]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4 [00:00:02]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221 [00:00:02]: 4 compressed texture formats [00:00:02]: texture format 0x83f0 [00:00:02]: texture format 0x83f1 [00:00:02]: texture format 0x83f2 [00:00:02]: texture format 0x83f3 [00:00:03]: Communications with routing cluster 'iad' established. [00:00:04]: Ping measurement completed [00:00:04]: Ping location: gru=46+4,scl=171+17/98+4,lim=189+18/128+4,iad=138+13,atl=149+14,ord=159+15/152+13,okc=166+16,lax=204+20/193+14,sea=207+20/201+13,lhr=242+24/210+13,fra=233+23/228+13,sgp=373+37/376+28 [00:00:04]: Renderer initialize: Okay [00:00:05]: AnimManager initialize: Okay [00:00:05]: Buffers initialize: Okay [00:00:05]: cDontStarveGame::DoGameSpecificInitialize() [00:00:05]: GameSpecific initialize: Okay [00:00:05]: cGame::StartPlaying [00:00:05]: LOADING LUA [00:00:05]: DoLuaFile scripts/main.lua [00:00:05]: DoLuaFile loading buffer scripts/main.lua [00:00:05]: taskgrouplist: default Together [00:00:05]: taskgrouplist: classic Classic [00:00:05]: taskgrouplist: cave_default Underground [00:00:05]: taskgrouplist: lavaarena_taskset The Forge [00:00:05]: taskgrouplist: quagmire_taskset The Gorge [00:00:05]: running main.lua [00:00:05]: loaded modindex [00:00:05]: ModIndex: Beginning normal load sequence. [00:00:06]: Event data unavailable: lavaarena_event_server/lavaarena_achievement_quest_defs [00:00:08]: LOADING LUA SUCCESS [00:00:08]: PlayerDeaths loaded morgue 6252 [00:00:08]: PlayerHistory loaded player_history (v2) len:6628 [00:00:08]: ServerPreferences loaded server_preferences 2 [00:00:08]: bloom_enabled true [00:00:08]: loaded saveindex [00:00:08]: OnFilesLoaded() [00:00:08]: OnUpdatePurchaseStateComplete [00:00:08]: Klump load on boot started. [00:00:08]: Klump files loaded: 0 [00:00:10]: Load FE [00:00:10]: Load FE: done [00:00:10]: THREAD - started 'FilesExistAsyncThread' (12040) [00:00:10]: FilesExistAsyncThread started (20447 files)... [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/blocklist.txt (Failure) [00:00:10]: OnLoadPermissionList: APP:Klei//DoNotStarveTogether/client_save/adminlist.txt (Failure) [00:00:10]: OnLoadUserIdList: APP:Klei//DoNotStarveTogether/client_save/whitelist.txt (Failure) [00:00:10]: [MOTD] Downloading info [00:00:10]: SimLuaProxy::QueryServer() [00:00:10]: ModIndex: Load sequence finished successfully. [00:00:10]: Reset() returning [00:00:13]: [MOTD] Downloading image for box1 [00:00:15]: [Steam] Auth Session Ticket requested... [00:00:16]: [Steam] Got Auth Session Ticket [00:00:16]: [MOTD] Done Loading. [00:00:17]: [200] Account Communication Success (3) [00:00:17]: Logging in as KU_qaTCHkft [00:00:18]: There is no active event to get the status of. [00:00:18]: loaded inventory_cache_prod [00:00:18]: loaded inventory_cache_prod [00:00:20]: Getting top mod details... [00:00:21]: unexpected end of data If someone knows how to fix this please help me!
  12. 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.
  13. Hi everyone! I'm hoping that someone can help me with this very saddening issue I'm experiencing. I'm currently trying to start a new world with the Tropical Experience mod, but I keep getting a game crash back to desktop before even loading into the map. The only mods I have enabled are the ones required to run Tropical Experience. Any help would be much appreciated!
  14. My mod adds the component moisture to mobs, allowing them to get wet from water balloons. No problems occur with mobs that only have one prefab listed under in their lua. For example, frog.lua is simply frog. This is what I would add in the local function fn(). inst:AddComponent("moisture") The issue arises with mobs that have multiple prefabs listed under a single lua. For example, koalefant.lua has both "koalefant_summer" and "koalefant_winter" as well as common function for the basis of their creation. What I've done is implemented that code above into the common function, but in the modmain.lua, refer to both prefabs of the mobs. This results in a crash, and I only have this issue with mobs with multiple prefabs. I'm new to modding in general and not the best coder. Any help is appreciated. Attached are the modmain.lua, modinfo.lua, as well as the crash logs and the mod itself. The only difference between the one attached here and the one I've published on steam is the addition of the koalefant.lua and addition of the prefabs "koalefant_summer", and "kalefant_winter" in the modmain.lua. Thank you. To put in workshop.zip client_log.txt
  15. My game crashed after i enabled a mod i made. New to modding, please help. Links for modmain.lua, client_log.txt, and crash screenshot: SCREENSHOT: https://steamcommunity.com/sharedfiles/filedetails/?id=1427040582 CLIENT_LOG: https://docs.google.com/document/d/1Ww5NX0NwyY3alvSi5wf-Ky5KUAgGWFPewReRUBdlz9I/edit?usp=sharing MODMAIN: https://docs.google.com/document/d/1YlY7bS4SIH94asPdYlp6VWSwqsNUiRN5QLaAC2HNcaM/edit?usp=sharing
  16. Loading Dump File [C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam_248955_crash_2018_1_6T2_57_47C0.mdmp] Comment: 'JSONv1:{"branch":"release","commandline":"","host":"","is_dedicated":"false","is_server":"true","log":["[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES ","[01:55:16]: MOD ERROR: unknown mod: Game mode '' not found in GAME_MODES "],"mode":"","mods":{"client":"workshop-375850593:Extra Equip Slots version: 1.8.0 api_version: 10 workshop-786556008:45 Inventory Slots version: 1.4.1 api_version: 10 workshop-920475566:Wes Revamped! version: 3 api_version: 10 workshop-743545902:SANS the skeleton version: 1.1 api_version: 10 workshop-1176499010:Nightmare version: 1.0.1 api_version: 10 workshop-395420686:Charlie version: 1.4 api_version: 10 workshop-569043634:Campfire Respawn version: v1.3 api_version: 10 workshop-622471256:Playable Pets version: 2.4.s api_version: 10 workshop-678656172:Playable Pets -Cute version: 1.4.b api_version: 10 workshop-756552403:Playable Pets -NR version: 1.6.p api_version: 10 ", "server":"none"},"offline":"false","session":"","system_info":{"OS":{"name":"Microsoft Windows 10 Pro","version":"10.0.16299","architecture":"64-bit","platformSpecific":"SP 0.0"},"CPU":{"name":"Intel(R) Core(TM) i5-2520M CPU @ 2.50GHz","manufacturer":"GenuineIntel","features":"SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX","numCores":2,"clockSpeed":2501},"RAM":{"megsOfRam":8192},"GPU":{"name":"Intel(R) HD Graphics 3000","megsOfRam":2076,"driverVersion":"9.17.10.4459","driverDate":"20160519000000.000000-000","videoModeDescription":"1366 x 768 x 4294967296 colors","refreshRate":60}},"user":"KU_QyKzdfte","version":"248955"}' User Mini Dump File: Only registers, stack and portions of memory are available Symbol search path is: srv* Executable search path is: Windows 8 Version 9200 MP (4 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS Machine Name: Debug session time: Fri Jan 5 21:57:50.000 2018 (UTC - 5:00) System Uptime: not available Process Uptime: 0 days 1:55:25.000 ................................................................ ......................................... This dump file has an exception of interest stored in it. The stored exception information can be accessed via .ecxr. (128c.fcc): Access violation - code c0000005 (first/second chance not available) *** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll - eax=00000000 ebx=00000000 ecx=00000000 edx=0000002d esi=000008f4 edi=097ccdd1 eip=771df62c esp=010fc2b0 ebp=010fc2bc iopl=0 nv up ei pl nz ac po nc cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000212 ntdll!NtGetContextThread+0xc: 771df62c c20800 ret 8 I am unsure of what this is or how to fix it.
  17. I've added changes to almost all existing craftables in the game via AddRecipe. I just copied the stuff from the crafting recipe file and that's it, then changed parameters and moved some of the ordering around. For some reason, when there's a few crafting recipes changed, like 1 - 10, it's fine, but then the moment I change even the slightest thing in terms of recipes and launch the server again, it makes snow appear in Autumn, messes with the day segments and then crashes, saying that there's "incorrect number of day segments" in a certain file. But how can that be if I've never even touched day segments in my mod?! And if I enable ALL of my changes at the beginning of launching a server it will NEVER load at all. And I checked; nothing is written incorrectly for any of the recipes. Some of the stuff have enables the Ancient stuff mechanic where you can't craft something unless you're near the machine but that shouldn't break it, considering I haven't enabled this for any of the structures that require a placer. And then I removed this mechanic for anything that wasn't ancient craftables, and it STILL showed this issue. The only client mod I have enabled is the 50 save slot one. I just have modmain.lua and modinfo.lua files. For modmain.lua I just have the recipes, and above them this section of the code: local STRINGS = GLOBAL.STRINGS local RECIPETABS = GLOBAL.RECIPETABS local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH local CHARACTER_INGREDIENT = GLOBAL.CHARACTER_INGREDIENT Am I doing something wrong? Or is the game just giving me a big "**** you" because of some issue in the game's code itself possibly?
  18. I am trying to add more actions for the werebeaver such as shaving, being able to dig turfs and being able to carry suspicious marbles but after I implement this and mimick the games' codes I get the error of the TITLE. After this crash report I kept on adding endings at line 149 until it stopped and then redirected me to line 160 and expected a then near ( , I did that but it now keeps on asking me for <eof> at the previous line 159. local function RightClickPicker(inst, target) 144 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 149 end end 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("groundtile")) and 160 target:HasTag("molebait") and inst.components.playeractionpicker:SortActionList({ ACTIONS.TERRAFORM }, target, nil)) or (target:HasTag("bearded") and inst.components.playeractionpicker:SortActionList({ SHAVE }, target, nil)) or (target:HasTag("irreplaceable") and target:HasTag("nonpotatable") and target:HasTag("heavy") and inst.components.playeractionpicker:SortActionList({ PICKUP }, target, nil)) or nil end end The vanilla woodie code is this one 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 nil end The crash report: [00:02:00]: [string "scripts/mainfunctions.lua"]:147: Error loading file prefabs/woodie [string "../mods/test/scripts/prefabs/woodie.lua"]:158: 'end' expected (to close 'if' at line 144) near ')' LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/mainfunctions.lua:147 in (global) LoadPrefabFile (Lua) <135-166> scripts/gamelogic.lua:261 in (upvalue) LoadAssets (Lua) <159-295> scripts/gamelogic.lua:851 in (upvalue) cb (Lua) <846-853> scripts/saveindex.lua:285 in () ? (Lua) <267-286> =[C]:-1 in (method) GetPersistentString (C) <-1--1> scripts/saveindex.lua:267 in (method) GetSaveDataFile (Lua) <266-287> scripts/saveindex.lua:293 in (method) GetSaveData (Lua) <289-297> scripts/gamelogic.lua:854 in (upvalue) DoLoadWorld (Lua) <845-855> scripts/gamelogic.lua:897 in (upvalue) LoadSlot (Lua) <891-903> scripts/gamelogic.lua:963 in (upvalue) DoResetAction (Lua) <914-1003> scripts/gamelogic.lua:1013 in (local) complete_callback (Lua) <1005-1014> Sorry for the mess but I don't know how to add spoilers. woodie.lua woodievanilla.lua
  19. I'm completely clueless as to where exactly the crashing is coming from and I'd like to salvage the world I've been playing without ripping out mods. I'll provide the logs and errors if anyone wants to take a look and identify a problem. It's definitely custom item related as removing the item allows the world to play again. I still need to know why though. client_log.txt
  20. This lipstick mod ran successfully last week, but it didn't work today. I got a glance of the in-game view but my WX-78 was not in the screen. Then I had a crash. The server log says something went wrong with the finiteuses component but I couldn't understand. Someone please help me out of this bug, many thanks!!! Prefab -> dior.lua modmain.lua server_log.txt
  21. Helloooo, I once had a post asking help to change the sewing kit uses for my character mod and it did work! Although I noticed that if I choose my character mod and enable caves for my server, the game instantly crashes and gives me the following error; The character is totally playable when a server does not enable caves, and the programmed abilities also do work. As it seems to point out the modmain lua as the source of the problem, here's the coding he currently has in it; -- Sewing skills -- AddPrefabPostInit("sewing_kit", function(inst) inst.components.finiteuses:SetMaxUses( 2 * TUNING.SEWINGKIT_USES) inst.components.finiteuses:SetUses( 2 * TUNING.SEWINGKIT_USES) inst.components.sewing.repair_value = 2 * TUNING.SEWINGKIT_REPAIR_VALUE end) I do not understand why it crashes because of the caves, so I have no idea how to fix this ;_; Please any help would be amazing, thanks!
  22. Gosh dangit , i struggled a lot makin him eat nightmare fuel now he is crashing on me when i launch it after i tried adding the level up thing. Ive checked the crashlogs and i have no idea whats happening. Pls help hiroki.lua client_log.txt
  23. Hey guys, I'm not entirely sure what is crashing my DST. I'm attempting to code my mod. I've had a bunch of errors that I was fixing. The furthest I've been to fixing my mod was at the character select screen. I was greeted by another error, which I assume I fixed. After attempting to fix it, my game crashes and I get the dontstarvetogether exe. has stopped working window (don't exactly remember the exe name but it was something along the lines). I've validated my files and I'm not sure what else to do. I'm pretty sure it's something in my code that I've done or written but I can't tell where the problem is coming from client_log.txt
  24. unsure why the crash happens, just that no errors show up in log. client_log.txt
  25. So I've been hard at work on a mod of my own character, and I just finished all the sprites. I put everything together, made sure it looked good in Spriter, and then updated the mod and ran the game. Everything runs smoothly, until I select the mod character and press start. When I do that, the game freezes, stops responding and then has to close. I checked the game log, and at the bottom it just repeated "Could not find anim build rox " over and over. I then went into the anim folder in the mod, deleted the corresponding .zip file, and re-created it to see if that fixed it, but to no avail. What am I doing wrong, and how can I fix it? EDIT: I realized I should add that the log didn't display any errors. EDIT 2: Added the log in the hopes that it helps. EDIT 3: I think I know what I need to do, but I don't know how to do it. After doing some digging in the template's anim .zip files, I found files titled atlas-0 and atlas-1, along with .bin files titled anim and build. I opened the TEX files in TEXTools and saw that they had all the textures for the character. I think I'm supposed to make those with my textures, but I'm hesitant to compile a whole bunch in one file. Is that what I'm supposed to do? As for the .bin files, will those update automatically?
×
×
  • Create New...