Don't Starve Together

Don't Starve Together

Waypoint
 This topic has been pinned, so it's probably important
Nc5xb3  [developer] 6 Jul, 2016 @ 10:41am
Bug Reports
READ HERE BEFORE YOU MAKE A BUG REPORT!

If you found any bugs, please post them here and I will see what I can do for you.

Please provide the log files after the crash, which is most likely located at
C:\Users\USERNAME\Documents\Klei\DoNotStarveTogether\client_log.txt
If you are currently using the A New Reign beta branch, the log file should be located at
C:\Users\USERNAME\Documents\Klei\DoNotStarveTogetherANewReignBeta\client_log.txt
And a description on how you produced the bug if possible.


If there is something wrong with the mod and is not crashing, please provide a list of mods used.
As well as a description on how you produced the bug if possible.

Thanks!

Confirmed Conflicts
NA

Resolved
Conflict resolved in v0.9.5 for
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=367593872
Custom map icons not showing with
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=378160973
Last edited by Nc5xb3; 9 Feb, 2021 @ 8:24am
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Showing 1-15 of 43 comments
SR 7 Jul, 2016 @ 4:32pm 
This isn't a crash for me, but whenever I join certain lobbies, the mod won't make a waypoint, I can see the list and all its options, but when i click the flag, nothing happens and I tested this, I joined 4 different lobbies with different settings and 3/4 didn't work for me. please fix, this mod would be perfect, just needs some more test and modifications.
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
Nc5xb3  [developer] 7 Jul, 2016 @ 6:17pm 
Hi AnimMike, upon further inspection I was able to reproduce the error, I believe there's a conflict with the No More Lag mod. After disabling it, it works perfectly fine after joining the same server.

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!
SR 7 Jul, 2016 @ 6:46pm 
Great thanks.
SR 7 Jul, 2016 @ 6:51pm 
Also, you are indeed correct, the only problem is No More Lag, I hope that you can somehow fix it to allow this mod to be active with No More Lag, it'll be helpful.
Nc5xb3  [developer] 7 Jul, 2016 @ 8:22pm 
Hi AnimMike, I am able to understand how No More Lag works and have found the reason for the issue, I will be able to fix up my mod such that you are able to add waypoints again. However you will not be able to click travel to automatically walk to the location, as No More Lag is designed to disable a MovementPrediction function which the waypoint mod relies on.

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!
Tea_26 9 Jul, 2016 @ 5:19am 
Originally posted by Nc5xb3:
Hi AnimMike, I am able to understand how No More Lag works and have found the reason for the issue...

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!
Nc5xb3  [developer] 9 Jul, 2016 @ 10:56am 
Hi Retribution26, indeed it's a shame but it makes sense why disabling movement prediction exists to remove rubberbanding. Was quite surprised about this, didn't know it was a thing.

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!
Tea_26 9 Jul, 2016 @ 5:33pm 
Originally posted by Nc5xb3:
Hi Retribution26, indeed it's a shame but it makes sense why disabling movement prediction exists to remove rubberbanding. Was quite surprised about this, didn't know it was a thing...

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!
Serp 20 Jul, 2016 @ 4:36am 
Hi,

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...
Nc5xb3  [developer] 20 Jul, 2016 @ 7:40pm 
Hi Serpens66,

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.
Nc5xb3  [developer] 21 Jul, 2016 @ 5:52am 
Hi Retribution26,

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.
Tea_26 21 Jul, 2016 @ 6:15am 
That sounds like the perfect solution - and you rolled out those changes much faster than I anticipated! Can't want to test it out in earnest along with the other new/improved aspects. I can imagine your pain, I had a semi-brief look at making DST mods, but I can't find the free time (or originality ;p) to commit to it sadly. Thanks for listening and taking on feedback so well, I'll be keeping a sharp eye out for any possible DST mods you may make in future! =)
elfacool 17 Aug, 2016 @ 3:03am 
I'm not sure if it's a bug. Why were the mini-map and map Icon's removed? Before the update waypoints were shown as icons on the Map but after the update they don't show up no matter how much I toggle them.
Stychis 6 Sep, 2016 @ 8:36am 
Originally posted by Nc5xb3:
.

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.
Last edited by Stychis; 6 Sep, 2016 @ 8:44am
Nc5xb3  [developer] 7 Sep, 2016 @ 4:01am 
Hi lihcap, thanks for the report. I've unfortunately been quite busy recently so I may not be able to commit so much time, but I'll try my best to see if I can fix this problem asap.

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.
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