Don't Starve Together

Don't Starve Together

Ratchet and Clank: Rift Together
 This topic has been pinned, so it's probably important
FeyThing  [developer] 24 Dec, 2023 @ 1:39pm
Bug Reports
If you run into any bugs or crashes, you can post it here! The crash logs are found in this directory C:\Users\username\Documents\Klei\DoNotStarveTogether
< >
Showing 1-15 of 15 comments
Эмзик 31 Dec, 2023 @ 2:53am 
I found a small bug, but it has almost no effect on the gameplay. When a character makes an "dodge" jump, the character's mind stops falling, this can be used in the evening or at night so that the mind does not fall at an ultra-fast speed. (Sorry for my poor English) :demoneye:
FeyThing  [developer] 31 Dec, 2023 @ 3:14am 
Thanks for letting me know. I'll take note of this and look into the sanity drain issue. :dstools:
Ashtyn 5 Jan, 2024 @ 2:40am 
Theres a bug where if theres alien grass close enough together, all of them will be harvested and you only get 1 grass tuft.

I wonder if you could turn this bug into a feature where you can harvest the grass in a small radius? Would make it feel more unique than a grass reskin.
FeyThing  [developer] 5 Jan, 2024 @ 4:30am 
Originally posted by Ashtyn:
Theres a bug where if theres alien grass close enough together, all of them will be harvested and you only get 1 grass tuft.

I wonder if you could turn this bug into a feature where you can harvest the grass in a small radius? Would make it feel more unique than a grass reskin.

That's not a bug xD
That's on purpose to make the environment look prettier and more lush, haha!
Ellas 8 Jan, 2024 @ 6:04pm 
Crash after craft brightshade armor
here crash log relate to this mod
[04:00:46]: error calling PrefabPostInit: armor_lunarplant in mod workshop-3121596445 (Ratchet and Clank: Rift Together):
[string "../mods/workshop-3121596445/scripts/patches..."]:3: variable 'GLOBAL' is not declared
LUA ERROR stack traceback:
=[C] in function 'error'
scripts/strict.lua(23,1)
../mods/workshop-3121596445/scripts/patches/prefabs/armor_lunarplant.lua(3,1) in function 'fn'
../mods/workshop-3121596445/scripts/main/patches.lua(129,1)
=(tail call) ?
=[C] in function 'xpcall'
scripts/mods.lua(185,1) in function 'mod'
scripts/mainfunctions.lua(345,1)
=[C] in function 'SpawnPrefab'
scripts/mainfunctions.lua(389,1) in function '_SpawnPrefab'
../mods/workshop-2812783478/scripts/ms_postinits.lua(59,1) in function 'SpawnPrefab'
scripts/components/builder.lua(626,1)
=(tail call) ?
=(tail call) ?
scripts/bufferedaction.lua(25,1) in function 'Do'
scripts/entityscript.lua(1494,1) in function 'PerformBufferedAction'
scripts/stategraphs/SGwilson.lua(6191,1) in function 'ontimeout'
scripts/stategraph.lua(635,1) in function 'UpdateState'
scripts/stategraph.lua(691,1) in function 'Update'
scripts/stategraph.lua(128,1) in function 'Update'
scripts/update.lua(288,1)
[04:00:46]: Disabling workshop-3121596445 (Ratchet and Clank: Rift Together) because it had an error.
[04:00:46]: [string "../mods/workshop-3121596445/scripts/patches..."]:3: variable 'GLOBAL' is not declared
LUA ERROR stack traceback:
=[C] in function 'error'
scripts/strict.lua(23,1)
../mods/workshop-3121596445/scripts/patches/prefabs/armor_lunarplant.lua(3,1) in function 'fn'
../mods/workshop-3121596445/scripts/main/patches.lua(129,1)
=(tail call) ?
=[C] in function 'xpcall'
scripts/mods.lua(185,1) in function 'mod'
scripts/mainfunctions.lua(345,1)
=[C] in function 'SpawnPrefab'
scripts/mainfunctions.lua(389,1) in function '_SpawnPrefab'
../mods/workshop-2812783478/scripts/ms_postinits.lua(59,1) in function 'SpawnPrefab'
scripts/components/builder.lua(626,1)
=(tail call) ?
=(tail call) ?
scripts/bufferedaction.lua(25,1) in function 'Do'
scripts/entityscript.lua(1494,1) in function 'PerformBufferedAction'
scripts/stategraphs/SGwilson.lua(6191,1) in function 'ontimeout'
scripts/stategraph.lua(635,1) in function 'UpdateState'
scripts/stategraph.lua(691,1) in function 'Update'
scripts/stategraph.lua(128,1) in function 'Update'
scripts/update.lua(288,1)
[04:00:46]: [string "../mods/workshop-3121596445/scripts/patches..."]:3: variable 'GLOBAL' is not declared
LUA ERROR stack traceback:
=[C] in function 'error'
scripts/strict.lua(23,1)
../mods/workshop-3121596445/scripts/patches/prefabs/armor_lunarplant.lua(3,1) in function 'fn'
../mods/workshop-3121596445/scripts/main/patches.lua(129,1)
=(tail call) ?
=[C] in function 'xpcall'
scripts/mods.lua(185,1) in function 'mod'
scripts/mainfunctions.lua(345,1)
=[C] in function 'SpawnPrefab'
scripts/mainfunctions.lua(389,1) in function '_SpawnPrefab'
../mods/workshop-2812783478/scripts/ms_postinits.lua(59,1) in function 'SpawnPrefab'
scripts/components/builder.lua(626,1)
=(tail call) ?
=(tail call) ?
scripts/bufferedaction.lua(25,1) in function 'Do'
scripts/entityscript.lua(1494,1) in function 'PerformBufferedAction'
scripts/stategraphs/SGwilson.lua(6191,1) in function 'ontimeout'
scripts/stategraph.lua(635,1) in function 'UpdateState'
scripts/stategraph.lua(691,1) in function 'Update'
scripts/stategraph.lua(128,1) in function 'Update'
scripts/update.lua(288,1)
FeyThing  [developer] 9 Jan, 2024 @ 8:12am 
Should be fixed now :steamthumbsup:
Ellas 9 Jan, 2024 @ 10:25am 
Originally posted by FeyThing.TTV:
Should be fixed now :steamthumbsup:
Thank i'll try
Wooby6 28 Feb, 2024 @ 5:29pm 
Bug, No Hunger icon, Radiation Icon Covering it

enabled Mods:
Client Mods
Combined Status - workshop-376333686
Wirlywings - Cherry Forest Client - workshop-1584218205

Server Mods
[API] Modded Skins - workshop-2812783478
Cherry Forest - workshop-1289779251
Don't Starve: Dehydrated - workshop-3004639365
Ratchet and Clank: Rift Together - workshop-3121596445
Shoetime - workshop-3150203711

Could we also add the option to disable Radiation & anything related
e.g. Luminous Fruit,Nano boost Curing it, Respirator, RIFTS
FeyThing  [developer] 28 Feb, 2024 @ 5:50pm 
@Wooby6 This is a dehydrated thing. They most likely updated their icon position and pushed the hunger icon underneath the radiation icon instead of putting their icon in a more suitable spot when making compatibility with combined status. On the next update I'll reposition my badge to accommodate for what dehydrated is doing, but it's by no means a bug on my end :'D

Thanks for letting me know though and I'll see to add a option to turn off all radiation effects in the next few updates. But for now you just have to turn off combined status and pray they didn't put their water icon over the rad badge on dafault.

---
Actually I'm going to contact the dehydrated guys and tell them to reposition their icon so it also doesn't cause future issues.
Last edited by FeyThing; 28 Feb, 2024 @ 6:03pm
[00:26:12]: Run_Start: false
[00:26:14]: Could not find anim [death] in bank [ghost]
[00:26:14]: Serializing user: session/604A757076D20F77/A7NA7VNFPHEF/0000000006
[00:26:14]: Start world reset countdown... 120 seconds...
[00:26:16]: [(KU_wZ_k_CNF) YPJW] ReceiveRemoteExecute(local player = UserToPlayer('KU_wZ_k_CNF') if player == nil then ThePlayer.components.talker:Say("该玩家与你不在同一世界!命令无法生效。") return end player:PushEvent("respawnfromghost") player.rezsource = ("TMIR 控制台")) @(-295.89, -3.35)
[00:26:16]: Could not find anim [idle_loop] in bank [ghost]
[00:26:16]: Stop world reset countdown
[00:26:19]: Could not find anim [transform] in bank [wilson]
[00:26:21]: Serializing user: session/604A757076D20F77/A7NA7VNFPHEF/0000000006
[00:26:22]: Run_Start: false
[00:26:24]: Run_Start: false
[00:26:25]: Run_Start: false
[00:26:28]: Run_Start: false
[00:26:28]: Run_Start: false
[00:26:29]: Run_Start: false
[00:26:29]: Run_Start: false
[00:26:31]: Run_Start: false
[00:26:38]: Run_Start: false
[00:26:40]: Run_Start: false
[00:26:42]: Run_Start: false
[00:26:42]: Run_Start: false
[00:26:52]: Run_Start: false
[00:26:56]: [(KU_wZ_k_CNF) YPJW] ReceiveRemoteExecute(local player = UserToPlayer('KU_wZ_k_CNF') if player == nil then UserToPlayer("KU_wZ_k_CNF").components.talker:Say("该玩家与你不在同一世界!命令无法生效。") end local function onturnon(inst) if inst._stage == 3 then if inst.AnimState:IsCurrentAnimation("proximity_pre") or inst.AnimState:IsCurrentAnimation("proximity_loop") or inst.AnimState:IsCurrentAnimation("place3") then inst.AnimState:PushAnimation("proximity_pre") else inst.AnimState:PlayAnimation("proximity_pre") end inst.AnimState:PushAnimation("proximity_loop", true) end end local function onturnoff(inst) if inst._stage == 3 then inst.AnimState:PlayAnimation("proximity_pst") inst.AnimState:PushAnimation("idle3", false) end end if player ~= nil and player.Transform then if "punchingbag" == "klaus" then local pos = player:GetPosition() local minplayers = math.huge local spawnx, spawnz FindWalkableOffset(pos, math.random() * 2 * PI, 33, 16, true, true, function(pt) local count = #FindPlayersInRangeSq(pt.x, pt.y, pt.z, 625) if count < minplayers then minplayers = count spawnx, spawnz = pt.x, pt.z return count <= 0 end return false end) if spawnx == nil then local offset = FindWalkableOffset(pos, math.random() * 2 * PI, 3, 8, false, true) if offset ~= nil then spawnx, spawnz = pos.x + offset.x, pos.z + offset.z end end local klaus = SpawnPrefab("klaus") klaus.Transform:SetPosition(spawnx or pos.x, 0, spawnz or pos.z) klaus:SpawnDeer() klaus.components.knownlocations:RememberLocation("spawnpoint", pos, false) klaus.components.spawnfader:FadeIn() else local x,y,z = player.Transform:GetWorldPosition() for i = 1, 1 or 1 do local inst = SpawnPrefab("punchingbag", "punchingbag", nil, "KU_wZ_k_CNF") if inst ~= nil and inst.components then if inst.components.skinner ~= nil and IsRestrictedCharacter(inst.prefab) then inst.components.skinner:SetSkinMode("normal_skin") end if inst.components.inventoryitem ~= nil then if player.components and player.components.inventory then player.components.inventory:GiveItem(inst) end else inst.Transform:SetPosition(x,y,z) if "punchingbag" == "deciduoustree" then inst:StartMonster(true) end end if not inst.components.health then if inst.components.perishable then inst.components.perishable:SetPercent(1) end if inst.components.finiteuses then inst.components.finiteuses:SetPercent(1) end if inst.components.fueled then inst.components.fueled:SetPercent(1) end if inst.components.temperature then inst.components.temperature:SetTemperature(25) end if 1 ~= 1 and inst.components.follower then inst.components.follower:SetLeader(player) end if "punchingbag" == "moon_altar" then inst._stage =3 inst.AnimState:PlayAnimation("idle3") inst:AddComponent("prototyper") inst.components.prototyper.trees = TUNING.PROTOTYPER_TREES.MOON_ALTAR_FULL inst.components.prototyper.onturnon = onturnon inst.components.prototyper.onturnoff = onturnoff inst.components.lootdropper:SetLoot({ "moon_altar_idol", "moon_altar_glass", "moon_altar_seed" }) end end end end end end) @(-311.99, -10.72)
[00:26:57]: Run_Start: false
[00:27:00]: Run_Start: false
[00:27:00]: Run_Start: false
[00:27:10]: Run_Start: false
[00:27:12]: [(KU_wZ_k_CNF) YPJW] ReceiveRemoteExecute(local player = UserToPlayer('KU_wZ_k_CNF') if player == nil then UserToPlayer("KU_wZ_k_CNF").components.talker:Say("该玩家与你不在同一世界!命令无法生效。") end local function onturnon(inst) if inst._stage == 3 then if inst.AnimState:IsCurrentAnimation("proximity_pre") or inst.AnimState:IsCurrentAnimation("proximity_loop") or inst.AnimState:IsCurrentAnimation("place3") then inst.AnimState:PushAnimation("proximity_pre") else inst.AnimState:PlayAnimation("proximity_pre") end inst.AnimState:PushAnimation("proximity_loop", true) end end local function onturnoff(inst) if inst._stage == 3 then inst.AnimState:PlayAnimation("proximity_pst") inst.AnimState:PushAnimation("idle3", false) end end if player ~= nil and player.Transform then if "pigman" == "klaus" then local pos = player:GetPosition() local minplayers = math.huge local spawnx, spawnz FindWalkableOffset(pos, math.random() * 2 * PI, 33, 16, true, true, function(pt) local count = #FindPlayersInRangeSq(pt.x, pt.y, pt.z, 625) if count < minplayers then minplayers = count spawnx, spawnz = pt.x, pt.z return count <= 0 end return false end) if spawnx == nil then local offset = FindWalkableOffset(pos, math.random() * 2 * PI, 3, 8, false, true) if offset ~= nil then spawnx, spawnz = pos.x + offset.x, pos.z + offset.z end end local klaus = SpawnPrefab("klaus") klaus.Transform:SetPosition(spawnx or pos.x, 0, spawnz or pos.z) klaus:SpawnDeer() klaus.components.knownlocations:RememberLocation("spawnpoint", pos, false) klaus.components.spawnfader:FadeIn() else local x,y,z = player.Transform:GetWorldPosition() for i = 1, 1 or 1 do local inst = SpawnPrefab("pigman", "pigman", nil, "KU_wZ_k_CNF") if inst ~= nil and inst.components then if inst.components.skinner ~= nil and IsRestrictedCharacter(inst.prefab) then inst.components.skinner:SetSkinMode("normal_skin") end if inst.components.inventoryitem ~= nil then if player.components and player.components.inventory then player.components.inventory:GiveItem(inst) end else inst.Transform:SetPosition(x,y,z) if "pigman" == "deciduoustree" then inst:StartMonster(true) end end if not inst.components.health then if inst.components.perishable then inst.components.perishable:SetPercent(1) end if inst.components.finiteuses then inst.components.finiteuses:SetPercent(1) end if inst.components.fueled then inst.components.fueled:SetPercent(1) end if inst.components.temperature then inst.components.temperature:SetTemperature(25) end if 1 ~= 1 and inst.components.follower then inst.components.follower:SetLeader(player) end if "pigman" == "moon_altar" then inst._stage =3 inst.AnimState:PlayAnimation("idle3") inst:AddComponent("prototyper") inst.components.prototyper.trees = TUNING.PROTOTYPER_TREES.MOON_ALTAR_FULL inst.components.prototyper.onturnon = onturnon inst.components.prototyper.onturnoff = onturnoff inst.components.lootdropper:SetLoot({ "moon_altar_idol", "moon_altar_glass", "moon_altar_seed" }) end end end end end end) @(-318.39, -16.50)
[00:27:13]: Run_Start: false
[00:27:15]: Run_Start: false
[00:27:16]: Run_Start: false
[00:27:16]: [string "../mods/workshop-3121596445/scripts/compone..."]:239: attempt to index field 'health' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-3121596445/scripts/components/radiation.lua:239 in (method) OnUpdate (Lua) <227-259>
self =
radiation_penalties = table: 000000004FF52850
rate_modifier = 1
_oldpercent = 0.13804999843799
rate = -0.15
_oldisdying = true
externalmodifiers = table: 000000004FF51CC0
inst = 124399 - punchingbag (valid:true)
health_state = 0
resistance = 0.15
lastpos = (-318.00, 0.00, -18.00)
_ = table: 000000004FF51400
maxDamageDeltaPerTick = -1
dt = 0.033333335071802
map = Map (0000000036080060)
x = -317.81869506836
y = 0
z = -18.327983856201
pos = (-318.00, 0.00, -18.00)
radiation = 0
scripts/update.lua:262 in () ? (Lua) <224-298>
dt = 0.033333335071802
tick = 41601
k = 124399
v = 124399 - punchingbag (valid:true)
cmp = table: 000000004FF50DC0

[00:27:16]: [string "../mods/workshop-3121596445/scripts/compone..."]:239: attempt to index field 'health' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-3121596445/scripts/components/radiation.lua:239 in (method) OnUpdate (Lua) <227-259>
scripts/update.lua:262 in () ? (Lua) <224-298>

[00:27:16]: [workshop-2189004162 (Insight)]: A crash has occured (THIS DOES NOT MEAN IT WAS INSIGHT, THIS IS JUST HERE FOR DEBUGGING PURPOSES)
[00:27:16]: [workshop-2189004162 (Insight)]: Title: 警告!
[00:27:16]: [workshop-2189004162 (Insight)]: Text: [string "../mods/workshop-3121596445/scripts/compone..."]:239: attempt to index field 'health' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-3121596445/scripts/components/radiation.lua:239 in (method) OnUpdate (Lua) <227-259>
scripts/update.lua:262 in () ? (Lua) <224-298>

[00:27:16]: [workshop-2189004162 (Insight)]: Additionaltext: 此错误可能是由于你启用的某个模组所致!
客户端日志路径:我的文档\Klei\DoNotStarveTogether\client_log.txt
你启用了下列模组:
"史诗血量条" "防卡两招_新" "超级堆叠上限" "Ratchet and Clank: Rift Together" "四五六格装备栏(自用超强版)" "Insight" "Chinese++ Pro" "表情全解锁"
[00:27:16]: [workshop-2189004162 (Insight)]: SERVER_OWNER_HAS_OPTED_IN: false
[00:27:16]: [workshop-2189004162 (Insight)]: Status: [Insight]: Crash reporter not enabled [Server].
[00:27:16]: [workshop-2189004162 (Insight)]: State: 0
FeyThing  [developer] 28 Feb @ 7:30pm 
I'll try to see what's wrong but the mod is on a massive hiatus at the moment. I'm not surprised it's broken after all of the recent updates. I don't know when I'll get back to it but thanks for reporting this, I'll still look into it.
So I found a big bug with your mod, for some reason when fighting clockwork type enemies (maybe some other entities have this effect too but normal hounds showed no signs of this) your tools all take damage regardless of you using them for combat and the spear has 4 durability taken at a time, this happens when the clockwork either takes or deals damage. I play as wendy and even when abigail is hurting the clockwork or being hurt my tools and spear all lose durability at an alarming rate, even if I put them in a backpack and drop the backpack they still lose durability. I would have loved to use this mod with Uncompromising Mode and some other mods I tend to use but this is causing too much issue, I hope you can find a fix for this whenever you do work on this mod again.
Sora 24 Apr @ 4:38am 
Originally posted by jammster10:
So I found a big bug with your mod, for some reason when fighting clockwork type enemies (maybe some other entities have this effect too but normal hounds showed no signs of this) your tools all take damage regardless of you using them for combat and the spear has 4 durability taken at a time, this happens when the clockwork either takes or deals damage. I play as wendy and even when abigail is hurting the clockwork or being hurt my tools and spear all lose durability at an alarming rate, even if I put them in a backpack and drop the backpack they still lose durability. I would have loved to use this mod with Uncompromising Mode and some other mods I tend to use but this is causing too much issue, I hope you can find a fix for this whenever you do work on this mod again.
Any fixes on this yet? this make the mod pretty much unplayable
FeyThing  [developer] 24 Apr @ 5:09am 
@Sora It's going to be a moment until I update this mod with fixes because it needs to be completely remade from the ground up again.
And I unfortunately won't be coming back to this mod until the next winterlands update is live. But I have not abandoned this mod, so I'll let everyone know when it is fixed.
Originally posted by Sora:
Originally posted by jammster10:
So I found a big bug with your mod, for some reason when fighting clockwork type enemies (maybe some other entities have this effect too but normal hounds showed no signs of this) your tools all take damage regardless of you using them for combat and the spear has 4 durability taken at a time, this happens when the clockwork either takes or deals damage. I play as wendy and even when abigail is hurting the clockwork or being hurt my tools and spear all lose durability at an alarming rate, even if I put them in a backpack and drop the backpack they still lose durability. I would have loved to use this mod with Uncompromising Mode and some other mods I tend to use but this is causing too much issue, I hope you can find a fix for this whenever you do work on this mod again.
Any fixes on this yet? this make the mod pretty much unplayable

Still happening to me
< >
Showing 1-15 of 15 comments
Per page: 1530 50