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Put this above "Prefab("meatrack", ..."
local function meatrack_onbuilt(inst)
inst.AnimState:PlayAnimation("place")
inst.AnimState:PushAnimation("idle_empty", false)
inst.SoundEmitter:PlaySound("dontstarve/common/meat_rack_craft")
end
Put this after a line that says "inst.OnLoad = meatrack_onload" and just before "end, true)":
inst:ListenForEvent("onbuilt", meatrack_onbuilt)
I don't know if this fix is sensitive to being on all clients/server/whatever; in my case I had tested it with everybody, server and all clients having my patched version of this mod.
1. Game is trying to play animation "idle" from bank "meat_rack". It doesn't exist.
2. I modified modmain.lua in this mod to add an event handler that triggers on "onbuilt" event (followed meatrack.lua and meatrack2.lua from DST's own scripts).
3. I added "local function meatrack_onbuilt" that is identical to the one in meatrack.lua, and it has "idle_empty" as animation instead of "idle".
4. This did the trick. (Even though I think the game still tries to also run the broken code every time you build a drying rack).
Maybe this helps, if you are savvy and know how to edit mods. Or helps the mod author to save time with some knowledge why it's happening :)
Nightmare creatures were cheapened because of animation cancelling. In DST, it's possible to hit them twice each cyle, effectively reducing the number of cycles to defeat them by half.
Animation cancelling involves the network conncetion somehow, as I've heard that player DPS is varied based on ping. It could be very difficult or impossible to take it out of DST. I would be very impressed if you did.
There are a lot of comments. If you could make a topic of suggestions in the discussions part of this Workshop item, that would help organize.