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They were supposed to at least compare what they were currently wearing and not equip a duplicate thing lol. Guess I forgot that for armor as I never taught them how to make it
General
Despawning the character while the AI is active then re-enabling the AI crashes the game
AI gets stuck trying to craft items at a science machine usually trying to craft a crock pot or alchemy machine
Trying to craft an alchemy engine with a full inventory may make the AI forget about crafting an alchemy engine and leave the items in their inventory
AI idles at campfires even if harvestables are in campfire light range
Usually only gets one stack of items, unless the item overflows into another slot
(such as losing items and regaining them)
Can't use wormholes (“Failed to activate thingy”)
Eats food with no animation from leftmost to right of inventory (Free up space!)
Refuses to eat food with any negative stats (including just sanity), even when starving
Items
Uses body armor but doesn’t make a log suit at science machine
Easily loses backpack when using body armor if running away from a fight
AI picks up eyebone, doesn’t use chester
Does not understand how miner hat works
Does not use lantern
Picks up moon rocks
Combat
AI uses a pickaxe instead of an axe as a weapon if it’s equipped
Has issues fighting crawling horrors
Kites normal spiders
Character Specific
Willow runs away from fires
Willow doesn't use BERNIE! When insane
Willow doesn’t cook on her lighter
Wolfgang eats to mighty when it isn't needed
Wendy does not summon abigail
Abigail is considered an enemy to the AI
Woodie’s were forms are completely broken
Maxwell does not make shadow puppets
Wigfrid picks up and tries to eat food she cannot eat
Webber runs away from spiders
Webber refuses to eat monster foods
Wortox does not eat or heal with souls
Wormwood picks flowers
Wurt picks up meat, an item she has little use for other than eggs and were pigs
Wurt cooks raw meat (Hambat)
Walter wears sanity items if it gives more sanity than the pinetree pioneer hat
Walter doesn't use his slingshot or woby
Walter doesn’t tell a story at a campfire/fire pit to gain sanity
Wes does not use balloonmancy if that even matters
Monster characters do not consider pigmen enemies until hit
Missed
Warly doesn’t know how to use his portable crock pot
Webber and Wortox do not run away from catcoons
Wurt runs away from merms
New
Wurt does not run away from pigman
Wigfrid crashes the game when trying to clean up space in their inventory
Dlc characters do not spawn clones of themselves and instead spawn wilson
Update: Aug 12 @ 2:58am
Fixed eating issue - they will now eat things bad for them when < 15% hunger
such as this update
Update: Aug 17 @ 12:46am
Players should now eat foods that are bad for them if starving
Webber should eat monster meat
or is that something else, because to my knowledge when i was testing it before the Aug 17th update the AI would eat anything that gave hunger including webber eating monster foods (and all characters eating red caps, but that's good for wormwood) before that update when below 15% and starving
I'm also going to post most of the things fixed on that list (that i bothered to check) and rephrase a few things that might be unclear
Crash done by despawning the character while the AI is active then re-enabling the AI is fixed
AI no longer uses body armor in combat
AI is able to activate wormholes
Abigail is no longer considered an enemy to the AI
Other
AI gets stuck trying to craft items at a science machine usually trying to craft a crock pot or alchemy machine
AI will spam
Need (number) (item) but can’t craft them!
(item) is not craftable
Into the console when standing next to a science/alchemy machine if a crockpot/alchemy hasn't been built yet, this may make the AI unable to move for an entire day segment sometimes (or it could be an entirely unrelated problem causing this)
(These were not real bugs but something that annoyed me and shouldn't have been included)
AI does harvest at campfires but it's a small range
AI picking up certain items such as Miner hat, Lantern, Moon rocks, Eye bone
Just in case you need to know, cause you are doing Webber
Wurt (Kelp, Durian)
Wormwood (No health loss, but sanity loss)
Maxwell (Sanity regen, but minions reduce sanity)
Wigfrid (Sanity regen, but unreliable due to poor combat, especially with the crawling horror bug and running away from more than 1 enemy)
I used to use the "CanEat()" function, but that broke wigfred. They even have a note in the code about that
"This used to be CanEat. The reason for two checks is to that special diet characters (wigfrid) can TRY to eat all foods (they get the actions for it) but upon actually put it in their mouth, they bail and "spit it out" so to speak."
which is why I switched to :PrefersToEat().
Guess I'll have to add my own custom check in the ManageHunger code.
Oh, I'm also transitioning to less debug unless you have the tag "AIDebugPrint" on your player. Currently, ALL players logs will happen at the same time, so I wanted to reduce that. I could find the player hosting the game and just apply it to them, but that wont work on dedicated.
Since you know a lot about the game, feel free to add that tag to yourself to continue your awesome hunt for bugs :). I just put that tag in modmain and don't commit it for myself.
Above, I misspelled "monsermeat" - so webber wasn't considering it good
Basically, I'm moving all of that console logging out by default. It's fine if there is only 1 character on the server, but if there are more, every single character running the AI brain will log at the same time.
Logging causes things to slow down, and makes debugging harder when I have to try to figure out which character happened to log what thing at any given time.
If the console logs are useful to you, you can do this in the console:
That will make it so you get more chatty logs. Eventually, all of the console spam will go away unless you have that tag.
(?) = Unsure or seen once
Using a blow dart makes the AI use their fists as a weapon if the enemy isn’t dead
If a weapon breaks the AI will use their fists as a weapon if the enemy isn’t dead
(Does not affect duplicate axes/pickaxes in inventory)
AI will camp at base on a full moon
AI may try to make a structure while doing a task (?)
AI tries to run away from a rook, stands still
AI does not extinguish smoldering items
AI considers a burnt science machine a “base” and will camp there (?)
AI gets stuck trying to traverse through small patches/gaps of water (?)
When trying an ignored object, AI may get stuck trying to get past water with no fallback (?)
(Except for night)
In certain conditions AI will make monster lasagna at the crockpot (?)
Pickup/equip/item move sound may play every 2 seconds for an unknown reason (?)
(Happened with Wortox, fixed when an item was moved to the backpack)
AI head armor priority is
CC Cap>Football>Thulcite>Shelmet>Battle helm
(It should be Thulcite>Shelmet>Battle helm>Football>CC Cap)
AI body armor priority is
Scale>Thulcite>Bramble>Wood>Snurtle>Bone>Marble>Grass>Night
Sanity items take priority over head and body armor
(maybe use sanity hats when out of combat)
Wurt runs away from Bunnymen
Webber may not run away or fight spiders if they are attacking him (?)
Wortox does nothing to stop overloading on souls
Wigfrid doesn't make battle helms
Suggestions (these are just my opinions and shouldn't be taken seriously)
Uncooked berries should be in 15% or starving category due to cooked berries hunger bonus
Pretty Parasol should be made for sanity (after garland) spring and summer
AI should craft a hammer at science machine (backpack space and single player DS) for pigskin (Pig Heads)
Add a configure option to have Wendy put Abigail in riled up mode
Walter should use pebbles for butterflies, and gold rounds for birds/rabbits