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Comunicar un error de traducción
http://imgur.com/a/jXMrp (Is this the crash log?)
http://imgur.com/sqjQQ0m
To find exactly which mod causes it, you can search DST folder: C:/Program Files/Steam/SteamApps/common/Don't Starve Together/data/mods for 'FROMNUM' filename. The modinfo.lua file in the same folder with the mod will contain mod name. I could sew the hole that is causing the crash on my side, but I would require the name of the mod that causes it.
Could you maybe turn mods off, till you figure out which one it is?
If i could recreate the issue, I'd be able to fix it.
[00:00:29]: WARNING! Could not find region 'FROMNUM' from atlas 'FROMNUM'. Is the region specified in the atlas?
[00:00:29]: Looking for default texture '' from atlas 'FROMNUM'.
[00:00:29]: Error Looking for default texture in from atlas 'FROMNUM'.
None of the mods I have in my mods folder contains 'FROMNUM'.
But my game does not crash.
But would be still nice, if you could solve this log entry, because I try to make my game running without any warnings in the log, and it is hard to find out which warning is there because of which mod and also if it is a reason to worry or not :D
The only match i found in the original game files is a comment line:
--DO WE DEAL WITH item_type = FROMNUM???
And it is in the code responsible for redeeming items (aka gifts you get for idleing). Could it be that one of the gifts was actually a food skin/icon?
Simple way to find the mod, is disabling 1/2 of your mods, and seeing if it still crashes or not.
If it does, the other 1/2 is at fault, so you divide it into 2 and repeat, till you find the very mod.
And only that single comment line in game lua scripts.
But I get this FROMNUM Warning also with only your mod enabled.
btw thank you for your help at Klei forum :)
Here is a piece of log master server with the error:
----------------------------------------------------------------------------
[00:02:48]: [string "../mods/workshop-727774324/modmain.lua"]:118: attempt to index a nil value
LUA ERROR stack traceback:
../mods/workshop-727774324/modmain.lua:118 in (method) Open (Lua) <116-119>
scripts/actions.lua:283 in (field) fn (Lua) <269-288>
scripts/bufferedaction.lua:24 in (method) Do (Lua) <20-34>
scripts/entityscript.lua:1243 in (method) PerformBufferedAction (Lua) <1235-1253>
scripts/stategraphs/SGwilson.lua:2804 in (field) fn (Lua) <2803-2805>
scripts/stategraph.lua:568 in (method) UpdateState (Lua) <536-580>
scripts/stategraph.lua:607 in (method) Update (Lua) <599-627>
scripts/stategraph.lua:125 in (method) Update (Lua) <109-148>
scripts/update.lua:209 in () ? (Lua) <150-223>
Hmm, It's client only mod, how did you even manage to get it running on a dedicated server?
Correct me if I'm wrong, by dedicated server you mean that you add mod to the server mod list, then launch the server (it starts alone without you), and you can join it afterwards, right? I mean you don't literally join the moment you start the server?
If so, then the usage is incorrect :) I've yet to make it possible to create the all_clients_require_mod so that every player that joins would have craft pot enabled. And even so, It would probably be uploaded separately as the other type of mod.
The crash is pretty blunt, the first piece of code that is attempting to GetPlayer() fails, because dedicated servers have no active player.
That is, from every atlas and image name, a hashed value is computed that is used internally for determining what atlas and image an object is using. Similarly for other networked string values, such as animations, tags and prefab names.
Thus the message means that something is trying to use unknown atlas/image (for example no image with such name was found in the atlas, or atlas was not loaded).
What happens when a loaded recipe references an item from a mod that was enabled when the recipe was saved but is now disabled?
That explains a lot, Is there a way to safely tell if atlas/tex exists? resolvefilepath maybe?
I only save recipe cooking count data now, decided not to cache any other data, as the mod smart searching system detects all the recipes in a blink of an eye. Once you turn some mod off, the saved cooking count is stored on the side and saved along with existing recipes till a bright day when mod gets activated again.
The problem with this warning is actually caused by unknown tag images, like when somebody adds new tags to ingredients, and I desperately want to show them somehow :) but there's just no image. I guess I could comment that out, but it is not something that's causing crash.
Maybe everyone who crashes as soon as they open crock pot are trying to run mod on a dedicated server? Because seriously, client only mod. It shouldn't even be possible to add the mod to it's list.
http://imgur.com/a/2OH8k (Images)
I don't think the "Too Many Items" mod is causing the crash because it should not add any new items, I could be wrong.
This mod is awesome if it didn't crash for me, thanks for working with us here