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As for when the update for the official mod will happen, we do not know yet.
local damageredirecttarget = self.redirectdamagefn ~= nil and self.redirectdamagefn(self.inst, attacker, damage, weapon_check, stimuli) or nil
local redirect_combat = damageredirecttarget ~= nil and damageredirecttarget.components.combat or nil
if redirect_combat ~= nil and TUNING.DSTU.BEEFALO_NERF and self.inst:HasTag("player") then
if self.inst.components.health ~= nil and not self.inst.components.health:IsDead() then
redirect_combat:GetAttacked(attacker, damage, weapon_check, stimuli)
return _GetAttacked(self, attacker, damage / 2, weapon_check, "beefalo_half_damage", ...) -- added new stimuli to prevent Stackoverflow
else
redirect_combat:GetAttacked(attacker, damage, weapon_check, stimuli)
end
end
Now stop spamming.
Will look into a config that removes them as well, in the beta we're looking into configs to make all of them more intuitive.
如果使用烹饪指南阅读模组食谱,游戏就会崩溃。
Build two pots,put the ingredients into pot A,Click cooking,A pot no cooking was performed,but B pot performed cooking(Failed cuisine). The ingredients are still in A,not disappeared.
https://steamcommunity.com/sharedfiles/filedetails/?id=3511681210
LUA ERROR stack traceback:
local savedata = {}
local tablefunctions = {}
tablefunctions["shard_network_fn"] = function()
return {persistdata={shard_daywalkerspawner={location="cavejail"}}}
end
savedata["shard_network"] = tablefunctions["shard_network_fn"]()
tablefunctions["mods_fn"] = function()
savedata["mods"] = tablefunctions["mods_fn"]()
tablefunctions["meta_fn"] = function()
return {build_version="526348",level_id="ENDLESS",saveversion=5.156,build_date="1447",generated_on_saveversion=5.13,seed=1665340301,session_identifier="1BE95772D7129253",build_time="12:34:16"}
end
savedata["meta"] = tablefunctions["meta_fn"]()
savedata["ents"] = {}
tablefunctions["ents_mole_fn"] = function()
LUA ERROR stack traceback:
local savedata = {}
local tablefunctions = {}
tablefunctions["map_fn"] = function()
return {tiles="VlJTTgABAAAAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQABAAEAAQA
**Mod ID:** 2039181790
**Issue:** `thrower` nil crash in fishing net visualizer
**Error:**
`attempt to index field 'thrower' (a nil value)`
**Location:**
`SGuncompromising_fishingnetvisualizer.lua:68` during `retrieving` state
**Cause:**
`thrower` entity destroyed before net retrieval completes (player death/disconnect)
**Fix Suggestion:**
```lua
-- In SGuncompromising_fishingnetvisualizer.lua retrieving state
onenter = function(inst)
if not (inst.thrower and inst.thrower:IsValid()) then -- Add this check
inst:Remove()
return
end
-- Original logic below
end
```
**Additional Fixes Needed:**
1. Nullify `thrower` reference when player removed
2. Validate `thrower` during visualizer creation
**Reproduce:**
Throw net → Destroy thrower → Trigger retrieval. Crash occurs during animation transition.
*(Full log/reproduction steps available if needed)*