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Anyone is free to not subscribe or to come up with something better.
The disrespect is real around DST community.
if your aren't updating a mod what doesn't let you go to previous versions of it, for the love of god take it off.
try to disable OverworldNightmarePhase" in modsettings, I think this is the reason for the crash.
scripts/components/areaaware.lua:16 attempt to call method 'StopUpdating' (a nil value)
16,1 in function 'OnRemoveFromEntity'
modmain.lua(71,1) in function 'fn'
Always mention and add a link to the original author/modpage. And if the author contacts you and ask you to take it down or something, do it or alter the mod that way, that it is not mostly a copy. Or make it private for personal use only, if it is private you can copy as many mods as you want.
And if you want some specific changes, first ask the author if he could implement them (if author is still active)
Honourable author, can you adjust the settings into Chinese, some English I use translation software translation will be translated into strange words.
local Layouts = require("map/layouts").Layouts
local StaticLayout = require("map/static_layout")
Layouts["Grotto"] = StaticLayout.Get("map/static_layouts/grotto") -- add the grotto back to layouts
I added this fix into my own private version and made it visible. My version does not include infusion! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=756647525
Indeed the "grotto" was removed from the layouts file. It is a one-liner to add it back to the layouts, but I don't consider this worth to upload a "fixed" version of this mod. Simply change the modsetting of the grotto to 0.
A "grotto" is simply "Some tress, a stone and a pond close at one location."
Pastebin link for error log: https://pastebin.com/A4vXCqKd
[00:05:00]: No layout available for Grotto
[00:05:00]: DoLuaFile Error: #[string "scripts/map/object_layout.lua"]:185: No layout was provided!
#LUA ERROR stack traceback:
@=[C]:-1 in (global) assert (C) <-1--1>
@scripts/map/object_layout.lua:185 in (upvalue) ConvertLayoutToEntitylist (Lua) <184-281>
layout = nil
@scripts/map/object_layout.lua:445 in (field) Convert (Lua) <442-447>
node_id = Badlands:BG_108:BGBadlands
item = Grotto
addEntity = table: 0x32885630
layout = nil
Are you able to find out the exact cause? I have a privat copy of this mod, without the "infused" feature, so only for setpieces, which does not crash. Can you confirm that without infuse and such stuff, the game is not crashing? This would also help DejaVu to fix it (in case he reads this)
(I've been looking for it for a long time, but I haven't found it yet. I've been searching for Colourful eggs.)
Respect.
To fix this see the Bug Reports Section for how to fix
Disabling nightmare phase before or after seems to have no effect.
@Deja Vu, what does "enable Nightmare Phase in Overworld" do? and why is it ON by default if I may ask?
I see now. Yes, unfortunately the selfie-stick is hidden.
A bunch of the screenshots show WX standing next to various structures and creatures from the ruins/caves. (It was a joke because it looked like he was taking selfies)
I'm not sure what you mean by that, but I took the screenshots of my own game which are displayed above.