Don't Starve Together

Don't Starve Together

Advanced World Generation
Deja Vu  [developer] 20 Aug, 2015 @ 6:46am
Bug Reports
Please report any bugs You find under this section.

Before you do that, you can try these steps:
(Recommended is to host a private testing server on your machine which you can wipe any time and has no other players. You can either use dedicated server or host the server from inside the game)
1) Disable all other mods except this mod and try to use the mods mechanics this way.
2) Disable all other mods except this mod, generate a fresh new map and try the mods mechanics this way.

If you post Error Logs, then DO NOT copy paste them all over into your post but use "PasteBin" and copy the link here only with the content of your error log. Otherwise the forum gets cluttered and extremely hard to follow. The Logs that are copied here without following this rule will not get answered.
Last edited by Deja Vu; 23 Aug, 2015 @ 10:59pm
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Showing 1-15 of 96 comments
Faye Scarlet 20 Aug, 2015 @ 11:42pm 
Unfortunately ran into a crash. This is an error log from a server I tried with ONLY this mod enabled, even disabling my client-side-only mods for good measure. Here is the log:

[00:00:44]: Creating story... [00:00:44]: LinkNodesByKeys [00:00:44]: DoLuaFile Error: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:44]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:44]: Error loading worldgen_main.lua [00:00:44]: WorldSim::SimThread::Main() ERROR [00:00:44]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:44]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:44]: SCRIPT ERROR! Showing error screen [00:00:44]: WorldSim::SimThread::Main() complete [00:00:48]: Force aborting...
Last edited by Faye Scarlet; 20 Aug, 2015 @ 11:44pm
Deja Vu  [developer] 20 Aug, 2015 @ 11:48pm 
@Cooper
Yes, this happens sometimes during World Generation. It's some sort of weird issue on how the biome task locks and keys behave with one another. It's hard to track down because it happens randomly. Anyway you can simply generate the world again until it does not throw the error anymore.
Faye Scarlet 21 Aug, 2015 @ 12:38am 
Oh, it is a random bug? I will keep it in mind then. Thank you!
Deja Vu  [developer] 21 Aug, 2015 @ 4:00am 
@Cooper
I believe i found the source of the problem what caused the random crash sometimes. I updated the mod and hopefully fixed it. I tested myself by generating a world over 30 times, didn't get the crash nor any world generation hangs.
The ancient gaurdian and the almost broken gaurdian seem to lock up after a while and dont do anything until I reload the wold. Could you look into that m8?
Deja Vu  [developer] 23 Aug, 2015 @ 10:28pm 
Unfortunately i have no idea what you are talking about. What is "almost broken guardian"? About Ancient Guardian, what do you mean "lock up" ?
Kikillia 27 Aug, 2015 @ 3:48pm 
"Question removed as it pertained to a mod no longer in development and from a different author." ~ My apologies, I really must pay more attention to how many tabs I have up.

Wonderful work btw love the mod and effort being applied to it. Just getting into tinkering on DST and DDST so I couldn't help but peek. Looking forward to learning alot from it and seriously glad to see projects that aim to implement the unimplemented and expand upon the experience that Klei gave foundation to.

Also on a sidenote I don't understand the broken Guardian part, but I do know the Ancient Guardian goes into a sit there and look pretty mode if taken out of his Biome. I can say I have seen this happen more than once.
Last edited by Kikillia; 27 Aug, 2015 @ 7:24pm
Deja Vu  [developer] 27 Aug, 2015 @ 5:49pm 
@Kikillia
I am not sure where the code you linked is from. I don't remember having it in my code.

The Caves should be implemented in few months according to Klei so this mod will change a bit, but still preserves the ability to add desired likings of Cave biomes above ground. I will also add different biomes which are smaller, have Cave biome textures, but have certaint type of resources on them, say mushrooms and reeds and Slurtles for example, then nightmare biome with Nightmare monsters and things like that.

I modified a bit of the Ancient Guardian Brain code so it is now quite aggressive and attacks pretty much anything that moves, should fix the locking up problems if i understood it correctly.
Just thought I'd comment on the invisible walls. I too have the issue but with over 60 mods it is most likley a conflict. I also have seen the guardian sit still when he went into the forest biome. If I find the conflict with the wall visibility I'll post again.
Deja Vu  [developer] 29 Aug, 2015 @ 9:48am 
@Famsworth
Can you give me more details on this issue? Does it mean when you place a wall, like stone wall, it turns invisible? Or does it turn invisible after, say, server restart? Or do these invisible walls exist in the world naturally? Can your character move through them or not? Does Ancient Guardian or other monsters move through these or not? I need loads of more details, give as many as you can, start by answering the questions and also add any additional information.
MassContent 30 Aug, 2015 @ 4:55pm 
The invisible walls is due to the Tungsten mod, its not this mods fault. Also cave spiders are aggresive to Webber, all mods were disabled for this. About the Ancient guardian, he seems to freeze up only if you attack him and he charges you, if you dont attack him and he charges you he wont freeze. Something with the charge attack seems to be causing him to lock up. By freezing i mean he just sits there and does nothing until attacked or until the server is reset.
Faye Scarlet 30 Aug, 2015 @ 5:48pm 
The crash has happened again, I'm afraid. Does any of this make sense? D:

EDIT: Pasted the wrong code before, edited with the correct log report. This was a log crash from a server with ONLY this mod enabled (all client and server mods were disabled).

[00:00:37]: Creating story... [00:00:37]: LinkNodesByKeys [00:00:37]: DoLuaFile Error: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:37]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:37]: Error loading worldgen_main.lua [00:00:37]: WorldSim::SimThread::Main() ERROR [00:00:37]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:37]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:37]: SCRIPT ERROR! Showing error screen [00:00:37]: WorldSim::SimThread::Main() complete [00:00:40]: Force aborting...
Last edited by Faye Scarlet; 30 Aug, 2015 @ 5:51pm
Deja Vu  [developer] 30 Aug, 2015 @ 9:51pm 
@Spud
Cave Spiders are aggressive to Webber UNTIL you feed them monster meat. I coded it this way as Cave Spiders are stronger than normal ones and at least there should be some drawbacks on taming the cave spiders.
When i get some free days from work, I'll try to see if i can re-code the Ancient Guardian brain a bit more. (Although Cave Content is coming up soon so I'll see if there is any big point to even do it)

@Dipper Pines
This is the same thing again with map gen Locks and Keys. This shouldn't happen or it should be extremely rare. Are you sure no other mods are interfering with this mod? I'll see what i can do about it, also I will do some preparations for Cave Content release, since the Cave biomes get added officially, I'll make optional and configurable custom biomes using cave biomes textures but with limited resources, for example mushroom only biomes with reeds and grass and then some monsters. Also had an idea to have sort of empty'ish biome, but at night, massive amount of nightmares spawn from ground cracks so nightmare fuel farming is easier etc.
Faye Scarlet 31 Aug, 2015 @ 11:12am 
I promise, I tested this 3 times, with ONLY the Cave Content mod on. I even disabled the "client only" mods. Is it because I have too many biomes turned off? I had like 5 set to disabled.
Deja Vu  [developer] 1 Sep, 2015 @ 6:31am 
@Dipper Pines
Alright, i pushed an update that should finally fix this bug, test it and let me know if you can.

@Spud
I made Ancient Guardian Brain a bit better now. It should no longer stand still and return to its spawning place instead.
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