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Thanks for the reply!
unfortunately I have no clue =/ maybe test it, but if it does not work, I'm unable to change it, unless someone else writes the code for it.
you mean the teleportato parts? Yes this is important for servers with multiple players. They are dropped when leaving the game, so other players on the server are still able to complete the teleportato. This eg. also happens with the chester-eyebone.
But here you can download it too:
https://github.com/Serpens66/DST-Teleportato-Mod
because steam itself does not install for some reason most mods just make them inactive
In case there are other crashes when loading the new world with the same character again and I don't fix it in time, you can always try to disable the modsetting "Save Everything else" and try again.
Worldjump when Walter's Woby is in a larger state will cause the game to crash. I hope it can be repaired
If you are using the variate world-settings to generate even more islands, I don't think it is a good idea to not have them spawn on these islands, otherwise you would have all parts on your possibly small start island ?!
The only other text are the announcements eg. when the teleportato is activated. They are currently directly in modmain.lua (search for "TheNet:Announce" and translate the string of it).
After I got the translation, I still don't know how to add it... Maybe you find a tutorial or so somewhere how to add translations to DST mods?
Tell me and I can add your translation to the mod.
TheWorld.components.worldjump:DoJump()
Also try my new mod "More Worldsettings" to have even more variation:
https://steamproxy.net/sharedfiles/filedetails/?id=2838382897
But adding a priority to the starter base mods modinfo.lua file, eg "priority = 9999", solves it it seems.
yes, setting "variate islands" to "all" often fails to generate the world (endless trying), because the world generation code can not handle it very well if everything is an island. So better set it to the secnd highest value, this should work.
(Makes me feel a little bad about not maintaining my one tiny mod--guess I'd better dust off my modding environment and fix that!)
I tested it, but still there might be bugs left, causing crash on worldjumping. If this happens please provide a crashlog and which character you played/chose next.
[00:05:26]: [string "../mods/workshop-756229217/scripts/componen..."]:156: attempt to compare number with nil
More info here https://dontfight.club/test/reportlogs/2022_04_28__20_34_24.txt (500 kB)
A logfile of the server would be helpful. Maybe the new worldgeneration was stuck in an endlessloop. Or maybe it somehow crashed.
I just noticed in my own test with only teleportato mod enabled, that Island and variate world may cause such an endless worldgeneration loop.
I was hoping to put all my stuff in the caves so I can regenerate a new forest to start mega basing XD
does this line mean only the forest will regenerate and the caves along with all the structures and items in it will stay the same?
If you tell me how to reproduce the bug and what exactly happens that should not happen, I can investigate and try to fix it.
(for testing the console command TheWorld.components.worldjump:DoJump() is very helpful)