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Would like both, but I'd rather check out yours.
Thanks for your time and your work!
I have been trying to troubleshoot how you are getting these screenshots. For the top half of the crafting menu to be missing and equipment to show no graphics, as it is shown in your screenshots. Your mod list must be missing "Core" while still having "Core gfx" and "Lairs" ticked on.
In order for your recipe list to be missing though, i cannot reproduce it. Perhaps your character was created before Lairs was activated (thereby preventing your world gen to add the recipes to your character) or you have a conflict with another mod.
Please activate Core, Core GFX and Lairs all together before creating a character.
If you are using other mods with your set up, please let me know.
Invisible handaxe- https://gyazo.com/b5ebd907c36c862f540073f34c3d0b2e
Craft menu a bit off- https://gyazo.com/4d4681b368b8103a3bd2f767db6c149c
If the mod is no longer working, that's a shame, but I get it.
Good news:
There're two entity attributes which ought to allow for spawning entities on other Z-levels.
Bad news:
Unless there are unused and undocumented categories within those attributes, I do not see a way to consistently spawn an entity at a specific destination on the current Z-level, let alone a different one.
Good news:
Attacking an entity with 0 HP no longer crashes the game. Additionally, entity HP can be set to 2 and not be reduced to 0 in easy mode.
Bad news:
Entities with 0 HP cannot be damaged by any means and thus cannot be used as proxies to spawn objects.
Other news:
I noticed that resistances were not added to any of the objects within the mod. Yes, I'm aware this is (probably) to make manual removal easier.
Plus, all of that assumes that the issue is, in fact, the lack of a corresponding tile on the + or - Z-level. I give it 80-20 odds for, but the easiest place to confirm or disprove that (that I can think of (any cavern with stairs and multiple Z-levels in an open area)) requires either luck when spawning (the gnome village cave is the only such spawn I know of) or a fair bit of time to get to and then use as a test environment.
Of course, I can't be sure of that without spending time testing or just decompiling the game, but it's an educated guess.
Issue reliably occurs with wood walls. I've not had much occasion to meticulously test or debug beyond noticing the details already provided.
Have you adjusted hp values for your adventure? Previously I did have to change the value of each object so that the hp wouldn't be "0" and therefor cause a crash. This COULD be what is happening.
And i'd like to know which exact block you are trying to bump into.
The issue seems to be tied to doing less damage than the maxHP of the placeholder entity.
Log reads as [critical] Unable to save 'X' on map X,Y,Z, current position X,Y,Z, entity doesn't exist.|
Looks like a nullref to me.
2. Find the drive that you installed steam on and then navigate to Steam -> Steamapps -> Workshop -> Content -> then search for "3014410750".
You should change it to say this:
2. Find the drive that you installed steam on and then navigate to Steam -> Steamapps -> Workshop -> Content -> 1623210 -> then search for "3014410750".
Your current suggestion forgets the part about going to the soul ash game id before looking for your workshop id.
Please excuse the segmented reply, my word count was nearing 4000 and steam decided i deserve to be lashed for typing more than 1000 characters.
My suggestions are either:
A. Adjust the load order so that this mod is (directly following core "mods") either the last or first of any other mod you are using. In trying to limit overwrite conflicts this COULD be why its doing this now. Example : "Core mods, LAIRS, Other mods" OR "Core mods, Other mods, LAIRS." I have my doubt that this is it so:
B. Don't use ID and/or ED with LAIRS. Instead, at the start of your adventure : Amp up the durability to the max percentage and use grindwheels from this mod to repair (or just find grindwheels around the world). You should have more than enough dura to complete a decent portion of the west side of the mountains before needing to replace your item. If you run an intell build (especially djinn intell) youll likely come to find an identical replacement, find a better item or craft a better item.
C. Use ID and/or ED without LAIRS.
Weirdly, as I said; i couldn't see this without Oragepoilu communicating that to me. I don't know why this game does this weird thing where I have to have some random playtester come in to point out something that I am practically "forbidden" to see (even if that good will isn't strictly intended, it still helped, a lot). I should have been able to see it, directly.
Now....ID and ED conflict with the mod because they likely overwrite the game files in order to modify durability. Meaning they also probably don't come with their own tilesheets or a carbon copy of core's tilesheets. Since my mod is intended as non-overwrite, I would think (logically) that this shouldn't even be affected by the overwrite of another mod. But here we are, with a mod that changes durability and not world assets. What else could make the black boxes?
In a case prior, concerning black boxes still appearing, despite my above precautions. A player discovered that black boxes would appear EVEN THOUGH, from my point of view, "everything literally looking and working fine for me". The difference being everything else in the game was fine while the mod entities displayed black boxes, still. Had i not provided a modded glyph32 (tilesheet for world tiles) they would all remain as black boxes because they refused to reference core's glyph32 even if i pointed ALL OF THEM (one by one) back to core. I had to modify every single one of them to point back to the modded glyhp32 instead.
In LAIRS' isolated case (as in: by itself, with no other mod paired to it), the overwrite will cause every single item, in the game, to reference the custom icon tilesheet and the gameworld would change to the minute differences i've made to glyph32. This creates a buggy mess where every core game item is now the modded icons, I also didn't want players to look at a huge library of crates for icons, which would cause a headache for most players trying to find exactly what they want: so i can't and won't remove that either. The mod stays without an overwrite, otherwise it will cease to function from what is intended. Thus as a non-overwrite mod i also had to patch other holes that this created.
Subscribing to this mod, places the files in a location where the game somehow can't reference to the included custom tilesheets or back to the local install. During my initial publishing of this mod, i had actually tried to force it to point back to the subscription's directory and it just wouldn't work. Therefor I suggest that players manually relocate the mod to the local install in order to mitigate the initial problem with these "black boxes". These instructions are already laid out above.
Additional, overwriting or not overwriting the game files for this mod produces a number of problems that also cause these black boxes to also appear if i am not careful, either way. This is because the overall issue repeats itself but in a slightly different context.
Yes. I had spent a considerable amount of time organizing each custom entities into their own respective id range categories for such an occasion, where one would either want to remove or add to existing categories. I am going to assume this made your modification a breeze to do?
Here's the basic jist of the entire entity list.
999000 - 999099 : Crafting Stations and target dummies.
999100 - 999199 : Light sources, Tents and other misclaeneous entities.
999200 - 999299 : Wood entities
999300 - 999399 : Stone entities
999400 - 999499 : Metallic entities
999500 - 999599 : Sandstone entities
999600 - 999699 : Marble entities
999700 - 999799 : Graveyard entities (tombstones, graves, bone parts)
999800 - 999899 : Landscaping entities (flowers, grass, dirt, clay)
I am glad you are enjoying the mod.
upd. newermind, it was easy to figure out how to modify starting recipies myself. Thank you for this.