Soulash

Soulash

Lairs
68 Comments
Sparil  [author] 12 Jun @ 9:45pm 
The two durability mods need an overwrite to change the durability values of the game in order to function as intended otherwise they'd just offer you a mod with duplicate items that won't exist normally in the game. Unfortunately, the mod authors of those mods would need to play with the tilesheets in order to force everything to refer to the traditional tilesets. All my mod does is add, never overwrite. So in theory if they did that it might fix the incohesion between the two mods. On their own the durability mods work, but when they are paired with my mod, they are choosing my tilesheet as a reference point instead. There isn't much I can do about that from my end.
Cranag 12 Jun @ 9:03pm 
I looked around a bit more and it looks like it was a bad interaction with the infinite durability mod. Or any mod that tries to change durability.
Would like both, but I'd rather check out yours.
Thanks for your time and your work!
Sparil  [author] 12 Jun @ 2:07pm 
Hello Cranag,

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.
Cranag 12 Jun @ 5:16am 
On starting a new character, and having followed your workaround procedures, I see some icons in the craft menu but no other item icons.
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.
Commisar Jon Fuklaw 15 Apr, 2024 @ 3:28pm 
Oh, neat. Seems like you figured out a stairs-related idea. I'll need to take a gander after merging everything on my end.
Sparil  [author] 15 Apr, 2024 @ 2:42pm 
This will be my final update, bar some bug fixes if anyone finds anything again. Beyond that, I am done, i've crunched for nearly 10 days on this.
Sparil  [author] 15 Apr, 2024 @ 2:39pm 
I am not pleased that steam decided it was necessary to limit my mod description. Anyways there's a new major update for the mod.
Commisar Jon Fuklaw 6 Apr, 2024 @ 6:43pm 
Fair. I'd have said something much earlier, but it slipped my mind between projects and downtime.
Sparil  [author] 6 Apr, 2024 @ 6:04pm 
I appreciate the gesture, but please, you don't need to do anything. I have been working on it all day and already did this and some more.
Commisar Jon Fuklaw 6 Apr, 2024 @ 5:50pm 
By the way, I implemented the necessary corrections (as discussed) this morning. If you want to save your break/backspace/delete key(s) for more important things, I can just throw you all the "frame" entity definitions.
Commisar Jon Fuklaw 6 Apr, 2024 @ 9:50am 
Probably tried to hook into the params for those tags and came back null, thus the nullref. Regardless, there's an additional workaround in the meantime.
Sparil  [author] 6 Apr, 2024 @ 9:48am 
Specifically the crashes for when you damage the frame entities with less damage than the hit points. I think it was just trying to react with those parameters but could not do so properly.
Sparil  [author] 6 Apr, 2024 @ 9:46am 
The crashes seemed to be caused by the excess tags : FIGHTER and HUMANOID. When I removed these, i was able to damage the placeholder (the frame entities) without any trouble.
Commisar Jon Fuklaw 6 Apr, 2024 @ 9:44am 
Also, more good news. Setting negative resistances for your placeholder entities can bypass the crash issue entirely.
Commisar Jon Fuklaw 6 Apr, 2024 @ 9:34am 
Now that workshop is back up, it's time to play Good News, Bad News™!

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.
Commisar Jon Fuklaw 5 Apr, 2024 @ 8:14pm 
If anyone manages to get to an appropriate testing environment, it should be simple to build a down stair above a floor on a lower Z-level and then confirm the nature of the issue... in most situations. I can think of a few that might still be a problem even if the main issue is just the lack of a corresponding stair tile.
Commisar Jon Fuklaw 5 Apr, 2024 @ 8:14pm 
Just need a command to simultaneously spawn a corresponding object on another z-level. Again, it might require doing some honest-to-god digging to make sure whatever you script actually interacts with the game the way you want it to, so it may not be worth the effort. Getting a dev response would be the best outcome due to how much time it'd save, but that's honestly a luxury

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.
Sparil  [author] 5 Apr, 2024 @ 7:58pm 
I fount out what was causing the crash. I'll look into trying a staircase again, but i am doubtful i could make it function, but players can still utilise the world as is and build laterally. There will be an update soon with balance changes as well. I am crediting you for your assistance. You absolute legend.
Commisar Jon Fuklaw 5 Apr, 2024 @ 7:40pm 
Beat me to it because my internet cut out.
Commisar Jon Fuklaw 5 Apr, 2024 @ 7:40pm 
Sounds like an issue with how the z-levels are handled. I'm betting it's because it expects a corresponding stair tile on whatever z-level the stairs lead to. If so, spawning an additional object on the desired z-level would probably solve the issue.

Of course, I can't be sure of that without spending time testing or just decompiling the game, but it's an educated guess.
Sparil  [author] 5 Apr, 2024 @ 7:32pm 
Likely because i am only affecting the floor the stairs would be on with nothing to connect above or below.
Sparil  [author] 5 Apr, 2024 @ 7:28pm 
I have tried to do this and when i pass through the stairs the game goes crazy thinking theres nothing above or below.
Commisar Jon Fuklaw 5 Apr, 2024 @ 7:26pm 
While I'm here bothering you with underflow vs nullref conundrums, would it be feasible to add in stairs?
Commisar Jon Fuklaw 5 Apr, 2024 @ 6:03pm 
I see. Good old "damned if you do, damned if you don't" situation.
Sparil  [author] 5 Apr, 2024 @ 6:00pm 
If i lower the frame health below 2, anyone who sets the game difficulty below 100% health threshold of enemies will cause the hp to be set at 0 and any damage will crash it. I am not sure if i can even fix whats crashing it but i can try.
Commisar Jon Fuklaw 5 Apr, 2024 @ 5:53pm 
I mean, there're several early game items with a minimum damage bonus of 0 or 1, so it's entirely possible to get damage rolls of 1 in the early game, even with a weapon/tool equipped. End users need to be aware of this, lest issues arise.
Sparil  [author] 5 Apr, 2024 @ 5:52pm 
Thanks for letting me know about this. I'll be working on a small update.
Sparil  [author] 5 Apr, 2024 @ 5:38pm 
Considering one has to go out of their way to do this unless they equip a quarterstaff and have no points in dex str whatsoever then yeah maybe i should lower the max to something like 3.
Commisar Jon Fuklaw 5 Apr, 2024 @ 3:40pm 
Going off of what you've said, I set all placeholder entity HP values to 1 and re-tested from scratch. Issue has not re-occurred, though it might on a theoretical damage roll of 0.
Commisar Jon Fuklaw 5 Apr, 2024 @ 3:31pm 
Just tested with new character. Went through the process of obtaining tools/building materials. Crafted campfire. Unequipped weapon to ensure < 5 damage can roll. Crash when attacking the placeholder entity.
Sparil  [author] 5 Apr, 2024 @ 3:13pm 
I will be back to do a normal mode test run for my mod, while this happens, could you do me a favor and try this again in a new adventure and see if the issue replicates? There have been freak character creations before that just causes the random crashes then suddenly stops. Also ive done a fresh run earlier in an easier difficulty and encountered no issue (difficulty shouldnt be a problem however, i was just trying to see if the problem was hp values).
Commisar Jon Fuklaw 5 Apr, 2024 @ 3:09pm 
No adjustments whatsoever. Normal difficulty, no mods save for this.

Issue reliably occurs with wood walls. I've not had much occasion to meticulously test or debug beyond noticing the details already provided.
Sparil  [author] 5 Apr, 2024 @ 2:00pm 
Hi @Commisar Jon Fuklaw

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.
Commisar Jon Fuklaw 5 Apr, 2024 @ 11:10am 
Update:
The issue seems to be tied to doing less damage than the maxHP of the placeholder entity.
Commisar Jon Fuklaw 5 Apr, 2024 @ 10:35am 
Getting frequent crashes when "bumping" placed objects.

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.
Sparil  [author] 17 Mar, 2024 @ 10:43am 
Which is why I thought your suggestion made sense.
Delfofthebla 16 Mar, 2024 @ 8:54pm 
Yeah fair enough, just figured it was an accident. I think the average person isnt super well versed in basic computer usage heh.
Sparil  [author] 16 Mar, 2024 @ 6:07pm 
@Delfofthebla Search meaning the actual search function, which can scan inside a tree of folders. But whatever, done.
Delfofthebla 16 Mar, 2024 @ 2:40pm 
In regards to your suggestion here:

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.
Sparil  [author] 22 Jan, 2024 @ 10:50am 
@The Hat (6/6)

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.
Sparil  [author] 22 Jan, 2024 @ 10:49am 
@The Hat (5/6)

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.
Sparil  [author] 22 Jan, 2024 @ 10:49am 
@The Hat (4/6)

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?
Sparil  [author] 22 Jan, 2024 @ 10:48am 
@The Hat (3/6)

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.
Sparil  [author] 22 Jan, 2024 @ 10:48am 
@The Hat (2/6)

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.
Sparil  [author] 22 Jan, 2024 @ 10:48am 
@The Hat (1/6)

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.
The Hat 21 Jan, 2024 @ 8:19am 
Ditto the Enhanced Durability mod.
The Hat 21 Jan, 2024 @ 8:08am 
Reporting to both mods: This mod does not work with Infinite Durability, the incompatibility makes many vanilla items get a black icon. This is unrelated to fixing or not fixing the icons from this mod, it happens regardless. - This is what people might be reporting when they say they are having issues.
DickWizard 1 Nov, 2023 @ 6:28pm 
i did the black box fix still having issues any sugesstions
Sparil  [author] 29 Oct, 2023 @ 1:20pm 
Hi Anzuray,

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.
Anzuray 29 Oct, 2023 @ 9:30am 
Lite version of mod would be appreciated. With only essencial items like crafting stations, and mb couple wood-metal walls and floors.
upd. newermind, it was easy to figure out how to modify starting recipies myself. Thank you for this.