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Mods I Used are:
No More Lag https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=367593872
Health Info https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=375859599
Smarter Crock Pot https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=365119238
DST Where's My Beefalo? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=347360448
Gesture Wheel https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=352373173
Geometric Placement https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=351325790
Aerial View https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694531911
At a quick glance of the No More Lag mod, I'm unable to determine what kind of conflict there is. Especially bizarre if the waypoint mod was able to work in one of the servers you tried out with the other mod.
I'll see what I can do and hopefully get it fixed in the next update. I'll let you know here when I find something.
Thanks for pointing it out!
The fix will be added in the next update, and I will need to find a way to prompt users if they have movement prediction disabled. As for when the next update will come, I am a little busy and also in the midst of another feature for this mod so I hope you don't mind the wait! I will get it out as soon as possible.
Thanks for all the help!
Just came by to post a very similar bug report as Animmike. It's a great shame that having Movepredict disabled will nullify the 'move to' function. Perhaps adding an additional in-game key/option to toggle movepredict on the fly, thus full mod functionality could be viable regardless of using movepredict or not? Such a thing would likely conflict with the "No more lag" mod - but aforementioned mod is AFAIK just entering one line in the console anyway.
Good to see such fast bug squashing from a modder, hope you keep up the good work!
As for the suggestion you mentioned, I'm still thinking about that, as this is very particular for the people such as yourselves, who are using the No More Lag mod. And I don't particularly want to add in a key/option for something that other people will most likely not understand or be aware of. I want to keep this mod as simple as possible (i.e. not have people question what and why is there a key/option to disable movement prediction?).
What I had in mind initially was just prompting users that they're using a mod that disables movement prediction, and have the options to either re-enable or ignore and that'll be that, with no ability to disable it again if they chose to re-enable. However this is not quite ideal for people who really want to use No More Lag.. (Guess my only complaint is that the No More Lag mod does not feature the ability to toggle itself :/)
I just thought of this right now as I'm writing, I could have that button (to toggle movement prediction) appear at the bottom left corner if it appears that you have movement prediction disabled. I think that'll be the best solution, although really, I'm quite much integrating what No More Lag mod does into mine with the ability to toggle.
Anyways, thanks for the suggestion, I am still in the progress of another feature before I also added everything I've just mentioned as well. I've unfortunately been quite busy for the past few days and will especially be quite busy today, but hopefully afterwards I can put some time to finish off what I started with this mod. Hope you can wait until then, thanks!
I'm Australian so most international servers I play on are always 300+ ping, Movepredict(false) literally makes the game and combat playable for myself and many others. I think the main reason why said mod does not have a toggle option is excluding your mod feature, there is no reason you'd need it back on (once you get accustomed to the constant marginal input delay for all actions).
I think the second potential solution sounds amicable, as far as mod 'integration' goes "No more lag" is literally just "ThePlayer:EnableMovementPrediction(false)" A UI button only needs to toggle that between ThePlayer:EnableMovementPrediction(true) so should be simplistic enough to implement - and hardly 'copying/stealing another mod authors assets'
There's no hurry, can't rush perfection after all~ I eagerly look forward to what you do with your mod, all the best!
At some maps, if there is water between me and my waypoint, the move_to command does not work, because he is trying to use bee line and is running against the ocean again and again.
This is not true for all water. When I to a specific area the traveling works without problem and he circumnavigate the water correctly.
I have no other mods active (at least I deactivated them and tested it again, I never had the "no more laggin" mod).
Here a screenshot of my map:
http://www2.pic-upload.de/img/31254183/20160720131453_1.jpg
When I'm in the marked area, Wilson tries to go over water, to reach the startpoint. As soon as I'm out of this area, the pathfinding works well and he circumnavigates the water.
PS:
please delete and report all this kiddy comments from your modpage...=/ it is hard to find helpful comments there...
With the pathfinding, I'm actually using the in-games move_to function to move to a certain location given a set of coordinates, however there are limitations of it as you are experiencing that I suppose it thinks there's no way to get from point A to point B and so it travels straight disregarding terrain obstacles.
At the moment, I have no plans for improving the move_to function. The best I think you could do to solve this, is add a waypoint at the arch between point A and B before traveling to B. Hope that help!
I will start deleting those posts.
Finally got around to updating the mod to show a toggle movement prediction button among-st other things I've updated with the mod. The toggle button doesn't appear until you attempt to travel to a waypoint through the mod. However you can set the button to always appear in the mod configurations. Hope that's helps! :)
With regards to your comment, I suppose it makes sense if you put it that way. I myself am also Australian but don't really play on international servers at all. Thanks for the insight! With regards to the 'integration' I wasn't concerned about the copyrighting as it is just one line :P, but pointing out on the idea that my mod basically having the ability to toggle movement prediction which I find quite funny.
Anyways thanks waiting and all the help :). This game has given me a bit of trouble trying to figure out how to make a custom slider (For the ability to set a flag colour), before I decided to just make a colour palette :X.
Here is the error I've been getting since the recent-most update.
[00:04:53]: [string "scripts/widgets/widget.lua"]:239: attempt to index local 'child' (a nil value)
LUA ERROR stack traceback:
scripts/widgets/widget.lua:239 in (method) AddChild (Lua) <238-247>
../mods/workshop-714735102/modmain.lua:107 in (field) fn (Lua) <104-194>
scripts/scheduler.lua:177 in (method) OnTick (Lua) <155-207>
scripts/scheduler.lua:371 in (global) RunScheduler (Lua) <369-377>
scripts/update.lua:166 in () ? (Lua) <150-223>
I discovered with my mods off however it works, so there is a conflict somewhere. I'll see what it is and mention it once i find it.
EDIT: The newest version of the mod conflicts with the Occult Runes mod.
Reading the stack track you just posted, I am unable to identify the problem as the error seems to point to a core file from dst through my mod, which is quite strange as I'm not sure how it is related to the changes I've made to my mod. I will try and see what kind of conflicts it is making with Occult Runes mod however.