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I guess this happens as soon as you start a new game? Is there an error report?
//UPDATE I guess I fixed your error ^^
I tried to store my MoreOptions config and here is the error log. I did not enable any other mod.
I guess you named your preset with just a number as name, didn't you? ^^
Because the JsonParser thinks he has a Long value and tha ObjectMapper wants to put this into a String and says he can't, because I didn't write an if else for this case. I will implement something, which will transform this into a string when required.
The games JSON format makes it kinda impossible to know whether what you read is a number or a text value =D
I pushed a version with a fix for your problem =)
Ahhhhh that might be a reason, I did use a preset names as "1", so it is a problem of data type. I will try to use another name instead, thanks for your reply~
Hmmm... there's no error in the log. Just the usual debug dump.
Did you pick the right file? ^^
There's no other logs aside from the debug dump, I don't think it produces the logs nor shows me any info when the game crashes. Aside from the save is null/corrupted Java message when I try to load the save.
Perhaps you can show me the right direction on how to debug it further?
* Goto the game installation folder
* Open a console via SHIFT + RIGHTCLICK -> Open in Terminal
* Paste ".\jre\bin\java.exe -jar SongsofSyx.jar"
* And hit enter
This will run the game in the console and you will see all the logs there.
Reproduce the error and copy the whole console output =D
This is a huge bummer as I spent a lot of time on this file, I replicated the instructions above to launch the game in a terminal and here's the log output:
https://pastebin.com/88beJRp0
Is there any chance that I will be able to load these saves with a bit of file manipulation?
I guess you did enable the mod in Scripts too when starting a new game? I'm currently not able to reproduce what ever happened on your side. I can only reproduce the problem when not checking the mod when starting a new game.
I talked with the dev about the enable / disable scripts issue and he is aware of it and will serve a fix for the next major game version. But I guess he's still unsure how he would fix it.
Maybe I can solve the problem on my site by replacing some game code, but I have to understand what's going on exactly to come up with a solution.
Can you confirm or not that you've checked the mod when starting a new game?
Can you give me some kind of step by step description by starting a new game and how to force the error? I have to eliminate each variable in the process chain to find the place where things start to go wrong =D
Oh I see, I had not enabled it for the actual random games I tried it out on. If I enable the script properly when starting a random game, then saving and loading seem to work as they should.
However, the problem is that in my case, I was more so working in the editor, the one where you can make a whole world scenario and send it out to friends to play. There's no option to enable scripts that I know of when you're just making a world to play on later, and yet that save is now "corrupt" just because the mod was included into the save.
Here's a video reproducing the issue I'm experiencing in full
https://www.youtube.com/watch?v=0omJKe4zteg