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if inst:HasTag("burnt") or inst:HasTag("stump") or inst.components.container==nil then return end.
I haven't tried the new version yet so im not sure, maybe is already solved
[02:54:54]: [Yearly Seasonal Events] Starting event hallowed_nights
[02:54:54]: [string "../mods/workshop-2934824468/scripts/utils/eve..."]:315: attempt to index field 'container' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-2934824468/scripts/utils/event_utils.lua:32 in (global) _iterLivtrees (Lua) <27-37>
fn = function - ../mods/workshop-2934824468/scripts/utils/event_utils.lua:311
arg = nil
_iterlist = table: 0xba33d8a0
GUID = 116577
inst = 116577 - livingtree_halloween (valid:true)
../mods/workshop-2934824468/scripts/utils/event_utils.lua:311 in (global) _startHa
Like disabling, I've also thought of setting for how long things remain active. I'm just a little tired of working on this at the moment, possibly when there's a new Year Of event and I need to make changes anyway :)
Sorry to keep updating this, I promise I'll leave it be soon!
Anyway, some minor fixes. Also, I uploaded the previous version with all the game scripts in a .gitignored folder for easy reference, so it was a huge mod for no reason. Sorry about that.
Although, I'm not 100% certain how to detect that... Just give it a big delay after they connect?
Like, 10 or 20 seconds.
Anyway, the lunacy overlay bug at startup is still happening (sometimes)... But it's nothing serious, seems to be just UI. If it happens, just disconnect and join again. I'm probably messing with the UI if I add the bat overlay at the wrong time at startup, but since the bug isn't easily reproducible I can't tell when it's fixed or not :((
Glad to see you got it sorted, and that there are no longer any worries about playing with friends or caves.
Caves and multiplayer are (finally) working!! Also, added the missing Year Of events (sorry about that, I was very frustrated that I couldn't get it to work and abandoned it.
Also, it won't explode again next time they launch new Year Of events, tho if two or more are added before I patch it, results might be unpredictable (code has no way of knowing which order they go in, unless I tell it, just that they go after what I already listed).
It would have saved me a TON of disappointment and frustration if I had found this a year ago:
https://forums.kleientertainment.com/forums/topic/70025-help-with-net_events/?do=findComment&comment=811802
If it's as simple as setting a value on a player, you can iterate through them with the global 'AllPlayers' table.
I wonder if the tech level problem could be solved by having a special crafting station (like an event board), that enables the correct stuff when you check it, so that if you were off-world when the event started, you could update manually? (Or maybe giving that function to an existing object would work? I don't know what, though. The Moondial seems thematically appropriate, perhaps?) Or maybe you could just enable the tech levels all the time -- having too much craftables isn't as big a problem anymore with the crafting menu rework.
Best of luck working on this mod!
What will happen now is, events will trigger properly, but I haven't figured yet how to change tech levels on remote players (and, on a game with caves enabled, even with a single player you're still "remote"), so you won't be able to build special structures.
@Muffintiem: No, I haven't set up one. This is my first mod and I didn't even consider that; you think there's demand for one? I could set one, I'm just really relapse and wouldn't be online much anyway
As for my idea, that's really all I meant lol. Playing with friends or like me, with my gf, we could mark our first won boss fight, day some funny thing happened, etc. Just really personal things lol. Thanks for entertaining the idea and good luck with the bug!
A custom holiday could definitely be done, but apart from a message to all I don't know what I'd do with it :) (I didn't program any new mechanics, I just made it so the game enables pre-existing ones based on in-game calendar, rather than enabling, say, Winter's Feast when it's Christmas season in real life)
If they're potentially disruptive (positively or negatively!) in any way, maybe it could be good to have the option to pick every year, every other year, etc.
Also, just to throw out a random idea (because this is actually what I thought when I read the name), what about a mod to mark a day of the year as some special event? Imagine if we could set up custom anniversaries the server could put out an AllChat message for!
stack:
carnivalevent is nil in modmain.lua:49 (TheWorld.components.carnivalevent:OnPostInit())
Another TODO: if the player has disabled winter, find the next best season to trigger new year's.
This goes for every server mod always, but I put a couple values on worldstate, so this might break heavily modded saves if someone uses the same variable name as me (TODO! put a namespace on these variables)