Don't Starve Together

Don't Starve Together

Advanced World Generation
Deja Vu  [developer] Aug 20, 2015 @ 6:46am
Bug Reports
Please report any bugs You find under this section.

Before you do that, you can try these steps:
(Recommended is to host a private testing server on your machine which you can wipe any time and has no other players. You can either use dedicated server or host the server from inside the game)
1) Disable all other mods except this mod and try to use the mods mechanics this way.
2) Disable all other mods except this mod, generate a fresh new map and try the mods mechanics this way.

If you post Error Logs, then DO NOT copy paste them all over into your post but use "PasteBin" and copy the link here only with the content of your error log. Otherwise the forum gets cluttered and extremely hard to follow. The Logs that are copied here without following this rule will not get answered.
Last edited by Deja Vu; Aug 23, 2015 @ 10:59pm
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Showing 16-30 of 96 comments
lilandrafahr Sep 2, 2015 @ 8:35pm 
I believe it has a conflict with the mod "Come Into My Pocket" as well. It crashed on world generation for me every time until I narrowed it down to this mod and disabled it.
Deja Vu  [developer] Sep 2, 2015 @ 9:44pm 
@lilandrafahr
I haven't looked into the mods code, but i read that it's incompatible with a lot of other mods as well, which is weird as the mod should be quite simple so i assume there has been some inefficient coding done... or I'm wrong and the mod is actually very complex... either way i can't see a reason why the mod should interfere with world generation, that's just silly.
lilandrafahr Sep 3, 2015 @ 3:34pm 
I agree that it there's probably something not quite right with the coding on that one, since they've never figured out how to make it work for everyone and not just the server host. It was a convenience item when I was hosting, and I've just left it disabled for now. Hopefully someone will make a better version of it at some point. :)
dAklej! Sep 10, 2015 @ 12:21am 
Hi!

I reported a bug yesterday but my message was deleted because of my inactivity and the fact it wasn't posted on the bug report thread. Sorry about that!
Anyways I disabled all my mods except Advanced Map Generation and I end up with the same error. Seeing the logs it seems I have version conflicts and can't create nightmarelight object?

Here is my log file [www.dropbox.com]

Thanks for your help! :)
Deja Vu  [developer] Sep 10, 2015 @ 12:34am 
@dAklejhz
That is weird, i remember someone else having a problem with this, but they ended up finding out they had a mod compatibility issue with another mod, disabling that mod (can't remember the name) helped to fix the problem. I went over the code again and to be honest i can't see why it behaves like it behaves, it should be normal.
dAklej! Sep 10, 2015 @ 1:30am 
Yeah I thought about that and went over the code of the mods I used. I'm only using DST Path Lights (never used) and Global Position (doesn't work for the moment) in addition, disabled them one by one, tried to generate new maps and everything seems fine.
I think the problem is definitely because of update versions, I think something went wrong somewhere because :

1) I connected to my serv, everything was working. I noticed a warning message for old version of AMGACC (dat acrocym!) so I decided to update my serv and mods.
2) Launched steamCMD to update the serv. Nothing changed, my server was visible.

-- I saw after step 3) that I had a tokken error and the server didn't update. I could update it later --

3) Restarted my serv to update mods -> I couldn't see the server anymore and I had this error.

I can generate new worlds with all the mods working but I want to keep my actual world so I'm trying to fix the issue before doing that ^^

EDIT! : My server isn't visible but I made some progress. Here is the new log file[www.dropbox.com]
EDIT2 : Bad call, I was just dumb here :<
EDIT3 : IT'S WORKING! Some of my files and script were overwrited. The update messed up my files I guess.
Sorry for the bad alert! ^^

Have a nice day and thank you for your time!
Last edited by dAklej!; Sep 10, 2015 @ 3:58am
Deja Vu  [developer] Sep 10, 2015 @ 4:24am 
@dAklejhz
Glad you got it resolved! These weird issues happen sometimes, been there myself.
Faye Scarlet Sep 13, 2015 @ 3:47am 
I do not mean to be a major pain in the butt again, but it is STILL happening to me it seems. :v For a rare and random bug it really likes to drop in and say hi like every time I want to do a new world. "OTL I don't know what it is I'm doing wrong. It can't be because I turn off too many biomes, or turn almost every set piece, is it?

Here is the log, from a crash where ONLY this mod was enabled, again I even disabled client-only mods.

[00:00:43]: Creating story... [00:00:43]: LinkNodesByKeys [00:00:43]: DoLuaFile Error: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:43]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:43]: Error loading worldgen_main.lua [00:00:43]: WorldSim::SimThread::Main() ERROR [00:00:43]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:43]: [string "scripts/map/network.lua"]:520: bad argument #1 to 'random' (interval is empty) LUA ERROR stack traceback: =[C] in function 'random' scripts/map/network.lua(520,1) in function 'GetRandomNode' scripts/map/storygen.lua(357,1) in function 'LinkNodesByKeys' scripts/map/storygen.lua(447,1) in function 'GenerateNodesFromTasks' scripts/map/storygen.lua(70,1) in function 'GenerationPipeline' scripts/map/storygen.lua(797,1) in function 'TEST_STORY' scripts/map/forest_map.lua(268,1) in function 'Generate' scripts/worldgen_main.lua(539,1) =(tail call) ? =(tail call) ? [00:00:43]: SCRIPT ERROR! Showing error screen [00:00:43]: WorldSim::SimThread::Main() complete [00:00:46]: Force aborting...
Deja Vu  [developer] Sep 13, 2015 @ 4:12am 
@Dipper Pines
You seem to be the only one reporting this problem so I'm starting to think you have something wrong in your end. I personally have generated a ton of worlds (since when i change code etc i have to generate a new world every time) and have not encountered the error at all. Unfortunately i don't know what could be wrong in your end, perhaps the way you generate the world etc.
Faye Scarlet Sep 13, 2015 @ 12:31pm 
This mod was the only one I had enabled. It must be turning off too many biomes then or something. :v That is the only reason I can think of. I had, like, 8 or 9 biomes turned off. I'll see if that helps or not, otherwise I'll have to look deeper for a solution.
Deja Vu  [developer] Sep 13, 2015 @ 12:52pm 
@Dipper Pines
That is really weird. Can you give me the list of biomes that you had enabled and the ones you had disabled? I'll see, if i get time, to perhaps try and duplicate the issue. It's very weird, because i have even tried combinations of leaving only cave biomes enabled etc, different variety of these and had no problems. Anyway Caves are about to be released during this week so I have to re-work this mod a bit anyway, but I'll still leave the options in to generate Cave biomes above ground, perhaps just change the loot a bit etc.
Faye Scarlet Sep 13, 2015 @ 2:44pm 
All right, here's the config settings I did on the server with ONLY this mod enabled, with even Client-only mods turned off.

Global Biome Size -> 1

Disabled These Biomes
Make A Pick
Great Plains
Squeltch
Beeeees!
Cave Spider Area
Tentacle Cave
Mush Area
Fungus Area
Lush Wilds
Pond Wilds
Slurper Wilds
Light Wilds
Befriend The Pigs
For A Nice Walk
Magic Meadow
Frogs and Bugs

Ancient Guardian Spawn -> 2
Deerclops, Moose, Dragonfly Spawn -> 0
Mandrake Spawn Amount -> 8
Cave Wormholes -> Disabled

Set Pieces
Living Tree -> 10
Village Square -> 2
Pig Town -> 2
Chess Spot 1, 2, 3 -> 5
Maxwell 1, 2, 3, 4, 5, 6, 7 -> 5
Altar Room -> 2
Chessy 1, 2, 3, 4, 5, 6 -> 5

*The rest of the Set Pieces were all turned off.

Prefab Distributions were all set to Very Tight.

And I didn't touch any of the Biome Percentage Adjustment thingies, since you said they weren't ready yet, so I let them be.
Last edited by Faye Scarlet; Sep 13, 2015 @ 2:44pm
Deja Vu  [developer] Sep 13, 2015 @ 3:05pm 
@Dipper Pines
Ok, I'll try to use these settings a bit later, since I'm going to work in the morning which is... in 5 hours, i need sleep. Btw the Cave biomes size modification works, normal biomes one is not yet functioning, meaning that you can set them, but they wont affect anything yet.
Anyway when i get a bit more time I'll test it with the settings and report back here.
Faye Scarlet Sep 13, 2015 @ 8:21pm 
All right. If it works for you, I would be at a 100% loss. Perhaps I need to clean mods again, or just reinstall all together? Because I rack my brains, and I know for sure I didn't mess with any of the games files, or mods files. Thank you for being so patient with this.
Cryingsin21 Sep 18, 2015 @ 4:01pm 
do deathworm respawn on the world
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