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It may be something that just happens for a specific set of configuration options, so that would be interesting to know.
I don't think another mod would cause this but you never know :D
I will publish soon an update where I add this failsafe.
Thanks that would be nice!
Oh that's a strange one, I never encountered something like this...
Did you by chance modify something in the code?
Did you disable some attributes?
I can add a failsafe that this does not happen but I would like to understand why that happens :D
https://pastebin.com/DgAN9xfQ
it must be then one of the other tons of mods im playing with as i noticed its not the hardhat but all items that arent being reforged, but when i enabled the free crafting it got unstuck, and now works correctly
thanks a bunch, your mod is a banger
Try reforging it, when it does not work send me the last few lines in the server log, this should give me a hint.
Oh good idea, I will add them (in the meantime: "recycled_7", "recycled_8", "recycled_9")
You can also do "c_freecrafting()" to just reforge as often as you want if you want to try things out, the reforging is just a recipe that is crafted.
i tried to reforge the tungsten hardhat from the tungsten mod and the resources were consumed but the item wasnt reforged
could you please add to the "cheating and stuff" post the console ids of the bars so i can spawn them via console commands?
Ah ok the problem with the elding spear should already have existed beforehand, I found a fix, in the meantime you can disable the reticules in the settings to use it properly.
As for the commands, did you take a look here ? These should work properly, if not send me the exact command that is not working.
I can no longer use the charge on Wigfrid's Elden Spear.
The commands to change modifiers on items doesn't seem to be working for me.
No crashes or server startup problems so it's playable now, thanks for your hard work getting it fixed.
Well, the problem is both mods make some changes to the way containers work, compability between both mods is something that I could probably implement, but to be honest I don't see the value of doing that, as it will probably be a lot of work for a small edge case.
I will add the config option to disable the space attribute for backpacks, this way, backpacks can still have some attributes, but visual bugs should appear in that case.
Ran into 3 issues, one is the visual bug. This only happens when the backpack is separated not integrated and not upgraded.
The 2nd is that the upgrading function of UC doesn't seem to always work if there is a space modifier on the backpack.
The 3rd is that the number of spaces in an upgraded backpack with a space modifier on it are completely wrong. Easiest to see if you upgrade a krampus sack and add a space modifier, but at least also messes up with the piggy pack as well.
So default settings just with backpack upgrades turned on.
I didn't check if it made a difference but I have my backpack not integrated.
Look here if you don't know where to find the logs.
I will need the server logs.
I've tried different combinations of mods and starting new games to track down the incompatibility but I think I've got bad results because I haven't been restarting the game after the "server can't start" message and so sometimes I think it will work and then I get a ctd, crash to desktop.
So other than the visual bug from the one time I got both of those mods running at the same time, upgradeable chests and this one, I'm not sure what the problem is. I just can't start my game with this mod turned on.
@Bungzi Could you please describe what kind of incompability? Crashes, visual bugs, something else?
If yes, please describe them so that I can imitate them.
I do know especially with quest system that the boss fighting can on occasion bug out, to a point that you have the option to fight but it won't teleport you and in other cases the boss doesn't spawn leaving you stranded.
This happened later on when we were playing with multiplayer in mind. But that was the main one I recall from memory but it's nice to see this mod getting love again!
What kind of visual bugs? I tried it quickly with the upgradeable chests mod, but did not notice anything.
The crashes you encounter are related to the treasure hunts?
If not, please let me know where you encounter those and the corresponding logs.
@Jackpot Thanks for fixing some bugs, I will get around to fix them for both mods.
If you had any more errors let me know those.
Fixed version; with fix for Quest System sometimes messing up boss fight feature.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3273039542
Do you still have the weapons which caused this? Could you try to replicate if the bug also happens on the new world with these attributes and modifiers?
If yes, can you give me the exact attributes and modifiers of these weapons, then I will try to replicate it.
If it isn't an interaction between modifiers or something, I'm not sure what causes it
Also seems to extend to crit and negative crit even on non brightshade, so I assume it's affecting all weapons somehow
Perhaps you could try to replicate that yourself with only this mod active and see if it works properly, if it does, then it's a mod conflict and if you find out which mod causes it, I can see if I can fix that :)
Because I just tested it with a brightshade sword with a damage attribute and a brightshade smasher with a durability attribute and they had the damage they should have.
@Shorky Ah I see, I missed the /s :D
You can retrieve the server log from Documents\Klei\DoNotStarveTogether\master_server_log.txt after you started the server.
Then paste the content into pastebin and send the link :)
@Shorky I mean, the initial version of this mod was quite heavily influenced by Terraria, but over time it evolved into its own thing, but nethertheless it was inspired from Terraria
@Lucifer_Angels Haha thanks :)
@DLJB You can paste the crash report on a site such as pastebin and send the link in the bug reports discussion. I couldn't reproduce it, so it's probably a mod incompability, if I get the log, I will check if I can fix it :)
Non-players holding weapons with the efficiency mod seem to crash the server.
Can a conditional be added so it only affects players?
Like this I think?
if owner ~= nil and owner.components.combat ~= nil and owner.sg and owner:HasTag("player") then
I had gotten a crash for a pig guard from teh Tropical Adventures mod, presumably holding a halberd with efficiency, and it crashed calling the nil _onexit, so I figured just restricting this function to players would be an easy fix.
The Architect Pack
Heap of Foods
Increased Stack Size
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2519429353
Chomping Chester
Enhanced Chester
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2665615206&searchtext=chester
Large capacity high-quality icebox
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2818119272&searchtext=ice+box
I don't know which one of them conflicts with this mod, but the culprit is in there for sure.
Thanks for letting me know, unfortunaly I was not able to find out if one these causes the issue or not, I couldn't replicate it...
If you happen to find out which mod is causing it, don't hesitate to let me know :)
Extra Equip Slots Clean [Doom] 1.8.5 https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3026138806
Repairable and Combinable Equipment https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2968712975