Search the Community
Showing results for tags 'caves'.
-
Hey. I have this issue with the Cave Shard with default configurations (master port on cluster.ini is changed) on the same machine with firewall completely disabled on PC and the Cave Shard is not able to connect to the Master (Overworld shard). Master works fine and can be reached from lan/internet. Here is the error that keeps looping on the Cave Server: [00:09:58]: ShardRole: SECONDARY [00:09:58]: MasterHost: 127.0.0.1 [00:09:58]: MasterBind: (null) [00:09:58]: MasterPort: 12999 [00:09:58]: [Shard] Connecting to master... sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 548. sendto failed with code -1 for char 5 and length 548. sendto failed with code -1 for char 5 and length 548. sendto failed with code -1 for char 5 and length 548. sendto failed with code -1 for char 5 and length 548. [00:10:08]: [Shard] Connection to master failed. Waiting to reconnect... [00:10:13]: About to start a shard with these settings: [00:10:13]: ShardName: Caves [00:10:13]: ShardID: 473251842 [00:10:13]: ShardRole: SECONDARY [00:10:13]: MasterHost: 127.0.0.1 [00:10:13]: MasterBind: (null) [00:10:13]: MasterPort: 12999 [00:10:13]: [Shard] Connecting to master... sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 1172. sendto failed with code -1 for char 5 and length 548. sendto failed with code -1 for char 5 and length 548. Here is cluster.ini [GAMEPLAY] game_mode = survival max_players = 6 pvp = false pause_when_empty = true [NETWORK] cluster_description = This server is super duper! cluster_name = Super Server cluster_password = [MISC] console_enabled = true [SHARD] shard_enabled = true bind_ip = 127.0.0.1 master_ip = 127.0.0.1 master_port = 12999 cluster_key = supersecretkey From Master. server.ini: [NETWORK] server_port = 11000 [SHARD] is_master = true [STEAM] master_server_port = 27018 authentication_port = 8768 [ACCOUNT] encode_user_path = true From Cave. server.ini: [NETWORK] server_port = 11001 [SHARD] is_master = false name = Caves id = 473251842 [STEAM] master_server_port = 27019 authentication_port = 8769 [ACCOUNT] encode_user_path = true cave_server_log.txt master_server_log.txt
-
I found that there is no actual way to move a mob from the forest to the cave while keeping information about that mob. For example, a pigman or a custom mob from my mod is my follower, but it cannot follow me through caves. Here is my plan: After the player logs in to the cave shard, it uses SendModRPCToShard to tell the forest shard to send back all the information it needs (remaining HP, e.g.), then the cave shard spawns the mob and initializes the mob with the information. However, copying all variables in all components is a pain, is there a better way to transfer information about prefabs? Especially when the mob has an inventory component and is carrying many items, and these items should also be transferred and rebuilt.
-
Hello there! I recently have composed a character mod that consists of a character and a custom item this character uses. All seemed to work just fine, even to where I uploaded it to the workshop. However, I soon discovered that the mod absolutely does not work with caves and I cannot figure out why. The mod works perfectly fine with no caves, but once they're added, the server immediately disconnects and loses connection right after spawning in. If this matters, my character's perks are: -sanity gain near certain mobs -spawns with a custom weapon -loses additional sanity at night I have attached my character, modinfo and modmain .lua files in case anyone wants to view them. Thank you for your time! modinfo.lua modmain.lua wolyo.lua (EDIT): I singled out the issue and found the specific lines that are causing the crash. It is these lines of code in my modmain.lua that cause the server to disconnect upon launch - AddPrefabPostInit("butterfly", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("bee", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("chester", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("glommer", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) AddPrefabPostInit("hutch", function(inst) if GetPlayer().prefab == "wolyo" then inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_MED end end) If these lines work without caves, what would make them work with caves?
-
Hello. Can someone tell me what I'm doing wrong, here? I'm working on a character who has a different build and features for day/dusk/night. I'd like for him to behave as if it is night while he is in the cave, but I can't for the life of me get anything I try to work. Here's my current iteration of failure. What am I missing? Wort TESTER.rar
-
So I am having trouble with a character on a caves world. He crashes when he spawns from the Florid Portal in a caves world. The crash report is attached, pardon the poor picture it kept crashing if I did anything more. The report comes up if I move at all when I spawn and then the game usually crashes. I am able to play normal if my character slides into the darkness, dies, then I relaunch the server. I found the code that breaks the game: It was my OnEnterDark function. This is what the function did --local function OnEnterDark(inst) --if inst.LightWatcher:GetLightValue() <= 1 then --inst.components.sanity.current = 0 --inst.components.hunger.current = inst.components.hunger.current / 2 --end --end And in the master_postinit --inst:ListenForEvent("enterdark", OnEnterDark) All this code is in my character file. Again, this crash happens on spawned character that move, that haven't died, in a caves world.
-
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!
-
Hey guys, I have a problem, my character can causa a meteor shower if his sanity gets too low, and he resets this meteor shower as his sanity drops, this is the code under the: local master_postinit = function(inst) inst:AddComponent("meteorshower") if inst.components.meteorshower.task then --it automatically scheduled a shower inst.components.meteorshower:StopShower() --remove the automatically-scheduled shower end --override the StartCooldown on this particular component instance so it does not schedule more showers after completing one inst.components.meteorshower.StartCooldown = inst.components.meteorshower.StopShower --Watch sanity to know when to trigger the showers inst:ListenForEvent("sanitydelta", function(inst, data) --data provides the oldpercent and newpercent for sanity, so it is easier to do thresholds in percents --... but you could convert like this local oldsanity = data.oldpercent * inst.components.sanity.max local newsanity = data.newpercent * inst.components.sanity.max local level = nil if newsanity <= 0 and oldsanity > 0 or newsanity <= 10 and oldsanity > 10 then level = 3 elseif newsanity <= 20 and oldsanity > 20 then level = 3 elseif newsanity <= 30 and oldsanity > 30 then level = 3 elseif newsanity <= 40 and oldsanity > 40 then level = 3 end if level then --we passed a threshold and need to spawn a shower inst.components.meteorshower:StartShower(level) end end) with this code if his sanity drops from 41 to 40, a meteor shower will happen, but if the sanity rises from 39 to 40, nothing happens. okay, but the biggest problem here is that this works inside caves, it makes no sense at all. I wanted to do something like this: if the character is in the surface, he will cause a meteor shower if his sanity gets too low. But, if the character is inside a cave/ruins, he will cause an earthquake inside the cave/ruins in the same level that he would cause the meteor shower if he were in the surface, of course if his sanity gets too low. it's possible to do something like that?
- 2 replies
-
- meteors
- earthquakes
- (and 4 more)
-
Is it possible to modify the original file stalker.lua to have the Skeleton become Ancient Fuel Weaver on the surface, so you don't have to be in caves/atrium to fight the Ancient Fuel Weaver. Even better if we can use a spawned in Ancient Gateway on the surface to become a faux-atrium but it isn't a priority. Any suggestions, tips or ideas on how to confront this? Like maybe a custom stand-alone Ancient Fuel Weaver instead? I personally don't have much coding experience, and was talking to Hekkaryk regarding this and he said he'll be giving it a shot.
- 5 replies
-
- mod
- fuel weaver
-
(and 2 more)
Tagged with:
-
Greetings. I recently helped make a character, and everything works fine, but the game crashes after selecting the character if the caves are generated. It's a problem I have been trying to fix for a while now, but can't seem to work out why it's happening. any help would be appreciated. Here is the client log:
-
There is this strange anomaly in dst that confuses me quite a bit and it comes from double servers (cave server and surface server). I've noticed it quite a bit from my mod as one thing works perfectly fine if its just a surface server but bugs out when caves are implemented. One of the first ones is that backpack items work fine in surface servers but crash in cave servers as if the game doesn't access the game files while its running. Another instance is that my ai I programmed to speak when working or fighting, their text appears in surface only servers but never appears in double servers. Another thing that happens is that my weapons that generate sound on target hit work fine on surface only servers but are dead silent on double servers. There's also some other sound bugs while I was experimenting with items like making sound on drop, equip, on approach(one of my structures), and some other functions in my code that don't play on double servers. Also had a custom lantern not work for other players besides the host but its fixed just wanted to add it to the list, and I'm sure there's other things to this anomaly. All I want to know is just why is this happening? I would like to know how to fix it but chances are its out of my programming skill set. 20161021181017_1 is the picture for the custom backpack on a surface only server 2016102118407_1 is the same backpack but on a double server 20161021181128_1 is my ai talking while cutting down a tree on a surface only server 20161021181349_1 is my ai text missing while cutting down a tree on a double server
-
Hello everyone! Dannyrulx here, and I'll be bringing back one of my older RP's because I can. Seriously. I had appendicitis, my appendix burst, I had to stay in hospital, the RP died. It was sad, yes, but now it returns! Summons to: @Shonex @MenaAthena @KidneyBeanBoy @Derpime Those were all the oldies! You don't have to use your original characters; Lord knows I 'ain't. For all the rules and a bit of backstory, check out the original RP here: So! Onto character creation! Of course I didn't use Unending and Wave after Wave's one! Who would do that?! Name: Race: History (if you want to keep a secret, that's fine.): Personality: Appearance: Strengths: Weaknesses: Etc:
-
Greetings, I am currently in the middle of trying to figure out how to fix my slave server as it's not letting anyone enter the caves. It may be the batch file, settings, something else that may be affecting it and I just cannot figure it out. settings.ini log.txt Startup code for server Slave Server Batch file code.txt
-
My idea was that on world generation, it generates the normal overworld island, which is generally all connected up, and a second, maybe third (ruins) island, that has only caves biomes, effectively making the cave and overworld right by each other, but just out of sight. The sinkhole functions as a wormhole to these islands, with the correct textures, and prefabs of course. (Something like, OnUse CaveEntrance goto CaveRope. I know approximately no lua and no prefabs.) But enemies there could not pass back through, except batilisks. At dusk the batilisks from the cave empty out to the overworld, instead of more spawning (I figured this is easier to do, but also easier to manage, which is BAD). There would be two types of each cave turf, but when dug default to the light one in overworld, and the darkness one in caves (Stupid, but works) The light one follows the day cycle, and would be used to simulate daylight cracks. Earthquakes could be replaced by meteors (See Minable Gems mod), and in Winter, drop Icicles/Different Glaciers. The abyss is probably impossible in this way, but what do I know? The non-light turf has a tag in the prefab.lua such as Inst:AddTag("dark"), which makes it so it is always dark above this, and does not follow the rules of the clock. Going through this "wormhole" could also disable your clock, and separate chat to the island you're currently on, and vice versa. Extended Map Generation, for example, spawns the biomes on the overworld "island", but the simple fix would surely be to move them away, make the turf dark above, and connect with new cave entrances. The inventory items of the dug up turfs would switch on leaving the cave, but when dug Prefab 1 (daylight affected ground) it switches to Prefab 2 (dark ground) in caves, but when you leave the cave, Prefab 2 in your inventory, switches to Prefab 1, to be placed in overworld. It therefore switches back when you go back in. However, for the multiplayer aspect, a boss in the caves could be a new con, to prevent multiple players going in and tanking spiders so it can only hit one of them at a time, making their lethalness, absolutely irrelevant, as 6 players could take 1 hit each, rather than one player taking six. Horrible idea most likely but just a suggestion! EDIT: Ancient Altars should be unbreakable, as they can not be replaced, and thulecite should be craftable to make up for multiple players using it. (1 moonrock + 2 gold = 1 thulecite for example)
-
It was the mid 60s. This was during the Cold War, only something went horribly, horribly wrong. The Nuclear bombs detonated all over the Earth, driving some to madness. Others survived on ancient magic and witchcraft. Finally, some lived in bunkers, deep below the Earth. Though one man was all three. His name? Maxwell, A.K.A William Carter. Very few survived on the island above his isolation. Some were mutations, such as Beefalo, Koalephants, and Jackelopes. Others just thrived, and became larger predators, such as the Spiders and Tallbirds, which gained monocular vision. Meanwhile, the hounds were pets who went feral. Many ships wrecked, leaving few survivors. Some other vehicles crashed. Some were part of an ancient tribe long since gone. Meanwhile, some arrived do to... otherworldly means. Whatever the case, there were some surviving humans. And they needed to go underground, and then, survive. Character Sheet: Name: Gender: Bio: (Optional) Physical Description: ---------------- Health: 100/100 Sanity: 100/100 Hunger: 100/100 (Note: If specified in abilities, these can change.) ---------------- Abilities Positive: Negative: ---------------------------------------- With the abilities, make sure to give a description of the ability. Try to make a balanced character.
- 10 replies
-
- Nuclear
- Dont Starve
-
(and 4 more)
Tagged with:
-
Hey there guys, I've started a lets play on the game, and I'd really love it if you'd check it out, maybe drop down a like or something,that'd really help me out.The entire lets play is on Original/1080p QualityStart of the series - http://youtu.be/K_o8XWjj438Please tell me whatçha thing about the video in the comments section! Thanks :)Giveaway - 1x copy of the game!How to enter - Watch the video, like it, and comment on it! If I see that there are lots of people active and watching, I'll choose one random comment from the most recentepisode, and will contact them on claiming their prize! Good luck!Second giveaway - another copy!Once we reach our goal, we'll give out the first copy, then after 100' more likes, we'll give out another one! Double your chances of wining!For more giveaways and such from our channel, visit SmiteMedia*Want to increase your chances of winning? Comment & like on every single video of the series! The playlist - Part 2 http://youtu.be/j9C--vSKtGoPart 3 http://youtu.be/CSVaMvuXz1sPart 4 http://youtu.be/Vh7D3V0fGngPart 5 http://youtu.be/JVzOL08u-8oPart 6 http://youtu.be/5WmZJuvZHbQ
-
Just because the beta is over doesn't mean we're done. We've put together a very special trailer for our introduction of caves. Enjoy NOTE: The Caves are still extremely early, and we are showing pre-Alpha content. As we continue to update the game, the Caves will fill out into a lively world for all to enjoy http-~~-//www.youtube.com/watch?v=_t71h_0DUBA
-
In this video I briefly explore the underground cave because I'm scared.
- 1 reply
-
- caves
- underground
-
(and 1 more)
Tagged with:
-
Hello everybody! I'm going to be starting a new world with the updated client, attempting to survive in the caves for as long as possible. I'll be playing until I master this new and dangerous environment as my favorite character, Wickerbottom. Come stop by and say hello! Any advice or commentary on my progress would be most welcome, you could even join me on skype if you want to really join me for the ride.http://www.twitch.tv/wickedtribetvHere's the link for my twitch page, so check it out - I'll be starting the stream soon!
-
- caves
- livestream
-
(and 2 more)
Tagged with:
-
Bug Submission Please choose a category [Graphics] Platform ChromeVersion Number - Issue title Codes In-Screen? Steps to reproduce I was playing and they appeared without known provocation. Describe your issue http://awesomescreenshot.com/0e3rnvdd4 ^picture. (It will be taken down after 3 days due to temporary upload)
-
if you get near any of these caves 5hounds will come then 3 then 0 (they will respawn over time like the pigs) every 20 seconds they come out of the cave if your close enough the only way to destroy a cave is by using a pickaxe when destroyed yields 8rocks 8flint 3hound teeth (can only be found in rocky terrain)
-
Hi guys. You all know there's a new trailer. There are some puzzles. I know it by this... http://forums.kleientertainment.com/showthread.php?18951-Update-Trailer-Underground/page4 Look at my post. There is bold, yeah? But i didn't use a bold to type this. And I didn't edited my post. I'm thinking of a Winter's Tale Puzzle. It's similar. http-~~-//www.youtube.com/watch?feature=player_embedded&v=_t71h_0DUBA I found a strange noise on 0.46. I can't find anything else. A new Cat and Mouse game started. PS Sry for my eng. (Hey, it's me, Snob. Sorry for the edit, and the quote repost spam, hope you don't mind!) IN A NUTSHELL