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Thank you! Now I can eat crab dishes.
/spawnmonster dwarfcavecrabcritter
As for the technically details on it, it requires no input from you, aside from you needing to be present in the general area (which is a hard requirement for any spawner to function). Once placed in the world, every crab habitat will spawn a new crab critter at random intervals somewhere between 10-20 real-world minutes.
While I didn't get as much modding work done as I wanted since my last post, I did manage to amass a pretty sizable asset library (i.e. pixel art spritesheets, tilesets & icons, audio/music files, etc.) from a wide variety of free to use sources around the internet. So that should allow me to add some really cool new stuff with relatively little effort once True Dwarf is complete!
Thus in it's current version, the only way to populate an area with dwarves is if the player does so manually in one of the following three ways:
/spawnnpc dwarf villager
/spawnnpc dwarf dwarfminer
/spawnnpc dwarf dwarftechnician
/spawnnpc dwarf dwarfchefmerchant
/spawnnpc dwarf guard 10
2. Via placing colony deeds, then satisfying the requirements to spawn dwarf tenants by decorating the area with dwarf furniture (virtually all dwarf furniture can be purchased via the "Consortium Emporium" placeable, which can in turn be purchased from Infinity Express in the Outpost for 1000 pixels).
3. By placing NPC spawners, which can also be bought from Infinity Express for 5000 pixels. Note that these are limited to only spawning dwarf guards & basic villagers. Also, like all NPC spawners these are reusable, but require the chunk to reload. So you place them down then leave the immediate area; beam to ship then back, walk 2-3 screen lengths then back, etc. At that point, the spawner will have dropped as an item that can be picked up, & will have spawned 1 of it's designated NPC.
Anyway, see the change notes for a more in-depth description. I'm also about to post an update in the development roadmap for the "True Dwarf Race Mod" (Yes, I AM still working on that, I swear!
[01:00:56.334] [Error] Application: exception thrown, shutting down: (AssetException) Error loading asset /species/truedwarf.species
So what you're looking for is specifically the wording " shutting down ", because that is indicating why the crash happened. Once you find that, continuing working your way further up the log until you find other lines that reference the same error. Using my same example, we'd be looking for other errors related to " /species/truedwarf.species ", and so we would be able to pick out these lines:
[01:00:52.556] [Error] Exception caught loading asset: /species/truedwarf.species, (AssetException) Could not read JSON asset /species/truedwarf.species
Caused by: (JsonParsingException) Cannot parse json file: /species/truedwarf.species
Caused by: (JsonParsingException) Error parsing json: bad array, should be ',' or ']' at 31:5
The log will keep track of pretty much any error/discrepancy it notices, but in my experience, most of those are minor and won't cause crashes. For ones that do result in crashes, it's usually going to be the very last error in the log chronologically (i.e. because the problem is big enough to force the game to quit, hence it stops registering any thing else after that point).
[13:12:58.115] [Error] Could not load recipe /recipes/tiles/feroziumblock.recipe: (ItemException) No such item 'feroziumcompound' seems like a thing that used to be in a mod i used to have so i will have to figure out where that came from & hopefully can save my ship world from whatever is givin it a deathgrip
@SpaceCatsFTW: Racial description has been updated from the default Skittle's race template placeholder!
All that to say, I'll still try to figure out a solution, but I honestly wouldn't worry about it, cuz it's not going to crash your game or corrupt your universe or anything. Worst case scenario, you just won't be able to craft those audio CDs until I fix it.
[09:05:19.796] [Error] Could not instantiate item '[clubbeats2-recipe, 1, {}]'. (ItemException) No such item 'clubbeats2-recipe'
[09:05:20.409] [Error] Could not instantiate item '[poptoptune-recipe, 1, {}]'. (ItemException) No such item 'poptoptune-recipe'
[09:05:20.825] [Error] Could not instantiate item '[ignoblebanditsong-recipe, 1, {}]'. (ItemException) No such item 'ignoblebanditsong-recipe'
[09:05:21.049] [Error] Could not instantiate item '[bigapehits-recipe, 1, {}]'. (ItemException) No such item 'bigapehits-recipe'
[09:05:21.498] [Error] Could not instantiate item '[jonafrosong-recipe, 1, {}]'. (ItemException) No such item 'jonafrosong-recipe'
[09:05:21.593] [Error] Could not instantiate item '[sonatatothesea-recipe, 1, {}]'. (ItemException) No such item 'sonatatothesea-recipe'
[09:05:21.846] [Error] Could not load recipe /recepies/anvil2/weapons/tacticalknife.recipe: (ItemException) No such item 'thungsten'
[09:05:21.926] [Error] Could not load recipe /recipes/tiles/feroziumblock.recipe: (ItemException) No such item 'feroziumcompound'
[09:05:22.210] [Error] Could not instantiate item '[letheiajingle-recipe, 1, {}]'. (ItemException) No such item 'letheiajingle-recipe'
[09:05:22.240] [Error] Could not instantiate item '[clubbeats3-recipe, 1, {}]'. (ItemException) No such item 'clubbeats3-recipe'
[09:05:22.597] [Error] Could not instantiate item '[musicboxmelody-recipe, 1, {}]'. (ItemException) No such item 'musicboxmelody-recipe'
[09:05:22.598] [Error] Could not create blueprint item from recipe: (ItemException) No such item 'musicboxmelody-recipe'
[09:05:24.031] [Error] Could not instantiate item '[clubbeats2-recipe, 1, {}]'. (ItemException) No such item 'clubbeats2-recipe'
[09:05:24.032] [Error] Could not create blueprint item from recipe: (ItemException) No such item 'clubbeats2-recipe
Unfortunately before I can really get into the meat n' taters of fiddling with the hitbox and body animations, there's a bunch of (admittedly repetitive and boring) tweaking of my existing code on this mod I have to do first. Basically renaming a large number of the assets to function with the True Dwarf race, to allow me to carry over pretty much all of the other content from this mod.
While it is a tedious process, it's still a hell of a lot better than having to redo the whole thing from scratch. My hope from doing it this way, is that it will allow both of my mods to be compatible alongside each other. Anyway, I think I'm mostly done with that phase at this point, and then I can start working on the fun parts!
Stay tuned!
@zarby$ Right?! I think damn near every game can be improved upon by adding dwarves
@KitsukiKit Lol thank you, glad you are enjoying it!
Also I'll be keeping detailed records of the change log for each patch I put out, which can be found under the "Change Notes" at the top of this page.
I also included a list of all current dwarf furniture items and their spawn commands under discussions, and will work on making one for weapons/armor and all other items added by this mod as well.
Beyond that, I will be focusing my efforts on figuring out how to tweak player hit boxes, to create the oft-requested off shoot mod for a properly sized dwarf race. I think I've managed to figure out the basic principles and how to make it happen, it's just a matter of applying it and fiddling with the numbers.