Don't Starve Together

Don't Starve Together

Limit Prefab
cs8425  [developer] 22 Feb, 2016 @ 9:52am
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It's better to have some error log and the way to reproduce.
Last edited by cs8425; 22 Feb, 2016 @ 9:52am
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Showing 1-7 of 7 comments
墨仝 22 Feb, 2016 @ 7:44pm 
there's a crash log,please take a look, ver 167083

[00:00:53]: [string "../mods/workshop-609675532/modmain.lua"]:200: attempt to call method 'HasTag' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-609675532/modmain.lua:200 in (field) fn (Lua) <197-213>
scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225>
scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412>
scripts/update.lua:166 in () ? (Lua) <150-223>
cs8425  [developer] 22 Feb, 2016 @ 10:01pm 
Originally posted by 江户川新之助:
there's a crash log,please take a look, ver 167083

[00:00:53]: [string "../mods/workshop-609675532/modmain.lua"]:200: attempt to call method 'HasTag' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-609675532/modmain.lua:200 in (field) fn (Lua) <197-213>
scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225>
scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412>
scripts/update.lua:166 in () ? (Lua) <150-223>

Which "despawn mode" and "counting mode" did you used?
And what "limit_table" did you configure?

If you "despawn mode" set to "remove newest",
I think I figure out the problem.
It should be fix now.
墨仝 22 Feb, 2016 @ 10:14pm 
Originally posted by cs8425:
Originally posted by 江户川新之助:
there's a crash log,please take a look, ver 167083

[00:00:53]: [string "../mods/workshop-609675532/modmain.lua"]:200: attempt to call method 'HasTag' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-609675532/modmain.lua:200 in (field) fn (Lua) <197-213>
scripts/scheduler.lua:194 in (method) OnTick (Lua) <168-225>
scripts/scheduler.lua:406 in (global) RunScheduler (Lua) <404-412>
scripts/update.lua:166 in () ? (Lua) <150-223>

Which "despawn mode" and "counting mode" did you used?
And what "limit_table" did you configure?

If you "despawn mode" set to "remove newest",
I think I figure out the problem.
It should be fix now.

here's my settings

configuration_options =
{
despawn_delay = 0.1,
despawn_mode = "NEW",
limit_table = {
frog = 40,
worm = 40,
spider_dropper = 40,
......ect
},
cloudnaeris 1 Mar, 2016 @ 8:07am 
Hey, me again. Been using the mod to great effect lately. Got it set up now with dedicated server and it's working great! I basically set it up on the client, copy everything over to dedicated, then configure modmain instead of overrides. The only bug I think that is left is virtually the same as the blue hound pets. If you limit walrus = x then it crashes on winter. I just took the limit off as it wasn't really causing lag for me. I have a mod that introduces large mactusk cities and one was in a very dangerous location we needed to get by but I don't really like disabling things to make it easier anyway. I more like this mod to prevent excess prefabs offscreen than the ones in my immediate area. Low priority for me for sure, but thought since it was on the subject I would let you know. As always, great mod!
cs8425  [developer] 3 Mar, 2016 @ 1:08am 
Originally posted by cloudnaeris:
Hey, me again. Been using the mod to great effect lately. Got it set up now with dedicated server and it's working great! I basically set it up on the client, copy everything over to dedicated, then configure modmain instead of overrides. The only bug I think that is left is virtually the same as the blue hound pets. If you limit walrus = x then it crashes on winter. I just took the limit off as it wasn't really causing lag for me. I have a mod that introduces large mactusk cities and one was in a very dangerous location we needed to get by but I don't really like disabling things to make it easier anyway. I more like this mod to prevent excess prefabs offscreen than the ones in my immediate area. Low priority for me for sure, but thought since it was on the subject I would let you know. As always, great mod!
OK, I will try to fix it as soon as I could. Thanks for your report.

EDIT:
I fix it now.
Leader & follower chain: "walrus" -> "little_walrus" -> "icehound"
If despawn the leader will also despawn it's follower.
Last edited by cs8425; 3 Mar, 2016 @ 6:18am
PokerFace🎭 2 Nov, 2016 @ 7:15pm 
In this mod, the items which was skip to remove will be never remove or despawn by this mod, I suggest that u can add a detector to musure when the items drop on the ground by the player, the items will be add to the list wihich use to remove items.




E.g. When I have a axe, and when I set the table like axe=0, then when I create a axe in my inventory, then this item will be skip because it's no on the ground, but after I put this axe on the ground, it will not be removed, because it already remove from the detect list, And it will never remove by this mod again.


So what should do is to add a detector, when the player put the items which already skip by the mod on the ground, the detector can add this items to the remove or despawn list.


I hole that I explain it clearly:bbtcat:
Last edited by PokerFace🎭; 2 Nov, 2016 @ 7:36pm
cs8425  [developer] 25 Jul, 2017 @ 10:12am 
@PokerFace🎭
Got it.
Need to bind event on player drop/move items, and count it again.
I'm sorry that currently I do not have time to develop, test, update the MOD.
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