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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.
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.
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.
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.
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.
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).
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.
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.