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https://gist.github.com/HugsLibRecordKeeper/12f6dd448f519e2d3565f7b9b127c078
thank you all the same. I will report this error to other author
I don't currently have time to debug this, but maybe the other author might be of help.
Error in static constructor of StuffedFloors.Controller+Init: System.TypeInitializationException: The type initializer for 'Init' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
here is the log https://gist.github.com/HugsLibRecordKeeper/96a3885bebb9185545a5471bb725f985
Otherwise, I would have to hard-code every conceivable compatibility to every material mod out there, which would never work out.
If you make a local copy, you can edit the def for the metal floor easily, changing the:
<TerrainDef ParentName="FloorBase">
<defName>DRA_SterileTileFine</defName>
to
<TerrainDef ParentName="DragonsStuffedFloorsMetalRoyalBase">
<defName>DRA_SterileTileFine</defName>
What you are seeing are warning, rather than game breaking errors. I vaguely remember that Fluffy's Stuffed Floors does some patching for some of the mods out there.
At the top of my head, there are 2 things I can think of causing the error.
The mod can remove the default Stuffed Floors, but if the defs for the floors get changed due to a patch when say Expanded Woodworking is present, the node my patch looks for might not be present anymore.
The error could alternatively be related to my "SmallFixes" xml file, which just re-adds the vanilla wood flooring "WoodPlankFloor".
In either case, it should not be anything game breaking, just some floor tiles that might not be affected by this mod.
You can try changing some of the settings in this mod and see if the errors disappear.
NB: I've tried to get a log but it's flatly refusing to upload the logs. It Says "Upload Error: Failed to parse response."
The errors in the log are saying something about "Failed to find a node with the given xpath."
But that is just speculation. Try asking Fluffy to fix it.
Furthermore using debug to instant build the floor frames does not yield an error. Similarly using it deconstruct yields normal wood as expected.
The original mod VEA adds it's own 'stuffed' floors that work as intended. I can only imagine it is the way that floor calls for the resource.
Let me know what you think about having a "normal" and "fine" varriant of various floor tile patterns, so that you can still use the general pattern you want, and also have access to a variant you can use in e.g. a throne room and so forth.
Also let me know what you think about the new metal floor patterns, as I eventually want to add more.
And I think I know where the errors are coming from, if they're the same errors I'm getting. If both the "Overwrite defaults" and "Enable stuffed floors removal patch" are activated in the settings, first all default floors are removed, and then the individual settings will replace them with your floors and try to delete the defaults again. But they can't find the nodes since they've already been removed, hence the errors. If you add a PatchOperationConditional before trying to remove that second time, the errors are gone. I tried it out with a few floors and it worked for me.
What I would do, would be to have a tab for each of the 3 categories, probably. Separating by material would create too many tabs, and 3 additional ones, beyond floors, is also quite a lot.
I remember the reason I looked into this too. I was still using a 1920x1080 monitor, and at that resolution, the floors menu takes up half the screen with just a few floor mods xD
You could put your extra floors on another category. Or for more consistency categorize them between "simple" and "complex".
What you should do tho is tab all the same cost wooden floors.
To deal with the bloat, I would probably just keep those extra floor variants disabled by default, and for any custom new floors, only have the "normal" variant enabled by default too.
I would also want to add additional optional patches, that add research requirements according to the 3 floor groups, so if you want fine metal floors, you would need machining, but the "normal" variants are always available.
I might have to look into those XML errors, could be something I missed. If you could throw up a log or something in a discussion thread here, that would be great.
I had to do some clever patching in order to strip down the original mod, so consider that a bonus. Heck, you can technically use this mod, just to remove all the default floors in the original mod, and not have any of this mods floors enabled xD