Goat Simulator

Goat Simulator

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Do you want a flying goat? Do you want a completely new map? The Steam Workshop gives you the ability to create anything you want using the same tools the developers used!
Can't Cook Map?
I've taken to making my own maps, so I thought I'd just take GoatVille to learn the basics a bit quicker and add a few explosives in the "gasstationroof" (you might know where that came from...), or garage. I saved the file under a different name, closed the editor, and pressed start on the Unreal Frontend.
It does start, but nothing seems to happen. I could leave it all day and nothing would happen.
And ideas on what I'm doing wrong?
P.S. I am still new to this, so a little explaining might be needed.
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Showing 1-4 of 4 comments
botman 7 Jan, 2016 @ 11:29am 
You're going to have to cook the map and you will have to set it up as a mod to get the game to load it. See this guide...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=232365177

See the "Creating a Map" section and follow that including creating a folder: ..\GoatSimulator\GoatGame\Mods\MyMods\%modname%\ (replace "%modname%" with the name of your mod).

And then see the "Adding the Map or Mutator to the game" section at the bottom of that guide.

You don't need to actually publish it to the Workshop until you are ready to release it to the public (or to friends for play testing).
Pressing start still doesn't work, but cooking the game does.
I wish the mod name text box looked a bit more visually appealing so I noticed it a bit sooner, however...

However, the error I get now is:
[COMMANDLET 'GoatGame.exe CookPackages -platform=PC GoatVille_2.0.goat MyMod -dlcname=GoatVille_2.0 -multilanguagecook=INT' STARTED IN ''] Jan 7, 9:17 PM
Log: Executing Class UnrealEd.CookPackagesCommandlet
Cooking with COMBINED Lighting TextureFileCache...
Cooking with COMBINED Character TextureFileCache...
Ignoring multithreaded flag because shaders are out of date...
PCD didn't exist or was out of date '..\..\GoatGame\Mods\MyMods\GoatVille_2.0\GlobalPersistentCookerData.upk'.

GeneratePersistentMapList> Clearing existing lists
Failed to find package MYMOD
There are 1 levels to process
Loading base level ..\..\GoatGame\Content\Maps\GoatVille_2.0.goat
Error, Failed to load base level MyMod
Warning/Error Summary

---------------------
Error, Failed to load base level MyMod
Commandlet->Main return this error code: 1
With 1 error(s), 0 warning(s)
Execution of commandlet took: 24.27 seconds
[Jan 7, 9:18 PM] COMMANDLET 'GoatGame.exe CookPackages -platform=PC GoatVille_2.0.goat MyMod -dlcname=GoatVille_2.0 -multilanguagecook=INT' FAILED

From what I can make out, this has something to do with the base level MyMod. What and where is that exactly?
Last edited by 🐉 Ðŗąçø 🐉; 7 Jan, 2016 @ 1:21pm
botman 7 Jan, 2016 @ 1:43pm 
"Failed to find package MYMOD"

Is your map named MYMOD?

Show me a screenshot of what you have typed into the cooker before you click "Start".

Also, the "Scripts to Compile" section should be EMPTY if you are making a map mod.
Last edited by botman; 7 Jan, 2016 @ 1:45pm
The good news...
Game is cooked and finished.

The báááád news (excuse the pun):
Can't seem to play it in-game on play tab.
Tried uploading to workshop, but game will not appear in workshop.
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