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Ezrah Karotan

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Posts posted by Ezrah Karotan

  1. Ahhh, I meant with the true survival a16.2, I think I may be using the version where nothing drops, only breaks down. [i remember the dolly, but that isn't in there, and I also remember when the wrench let you relocate crafting stations, but I don't think that works either, and the vanilla crowbar doesn't exist either, I tried the reinforced concrete bar, but no go.] I think I remember you (spider) mentioning that workstation drops were disabled for the time being to prevent a multiplayer exploit. [people breaking into a base and just stealing all the crafting stations]

  2. Hello, I'm working on a modification of a16.2, which is itself a modification of the unofficial bugfixes variant. The particular issue I'm having is that the game goes into an error output loop any time it tries to spawn a zombie chicken horde. I've checked the entityclasses and entitygroups xml files and the script for the zombie chicken horde and zombie chicken entity are unaltered except a probability for the entities within the horde being added [prob="30.0".]

     

    The specifics of the error are a type casting error.

     

    INF Spawning screamer horde zombie from ZombieChickenGroup

    InvalidCastException: Cannot cast from source type to destination type.

    at AIWanderingHordeSpawner.KU (.World , Single ) [0x00000] in <filename unknown>:0

    at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0

    at AIDirectorWanderingHordeComponent.OT (Single ) [0x00000] in <filename unknown>:0

    at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0

    at AIDirector.FU (Double ) [0x00000] in <filename unknown>:0

    at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0

    at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0

    at GameManager.DA () [0x00000] in <filename unknown>:0

    at GameManager.Update () [0x00000] in <filename unknown>:0

     

    I can't figure out what's going on with it or causing it, any ideas?

  3. can't cook meat pies on the food prep station; I put all the ingredients in via the smelter interface, the number for 'meat' and 'grain' are green, but the recipe is greyed out and when I click craft it says 'you don't have the resources for this'.

  4. Also a minor cosmetic issue, it doesn't effect gameplay, but is anyone else getting the thing where the javelin model stays on your hand when you have anything else equiped when you've loaded a spear with one? [only on the other tools, it feels like the model is synced to be 'inside' the spear, while you're weilding it, but because of the difference in hand position and angle at which the arm is held, and the lack of the spear, it shows up in your hands while holding other items.

     

    Another potential issue, this one more serious. I tried to use herbal cream on a burn, because I had no aloe on me, and it was a long way home [i took it, hoping to give myself more hp, so I could get to proper medicine] and it removed the 'blistering skin' debuff, and gave me an infected wound... don't know if that is intentional or not.

  5. @skolano-

     

    -Hitting things already makes noise that attracts zombies in the vanilla game

    -Opening doors and containers also make noise that attracts zombies in the vanilla game(Tip:quick searching also makes more noise than normal searching)

    -Going into your inventory/map also already makes a noise that attracts zombies in the vanilla game(Tip: -Crouching makes all noises your create less)

    -Scratches and Broken legs do not attract zombies but if you don't tend to your scratches in a timely manner they can get infected and attract zombies.

    -All in all I like the way you think though.

     

    Some of these things do not work in A16 because the smell system has been turned off by TFP. Hopefully it will be back in A17 its a very important game mechanic.

     

    @Ezrah Karotan & naxter60-

     

    I haven't looked at the Mod code in ages and I'm too drunk atm but I think TS brought back the stone arrow/bolt and dropped the carbon arrow. I think.... or maybe you just cant craft the carbon arrow...hmmm.... don't remember........ there's my beer mmmmmm .(thank god for spell check)

     

    Thanks, yeah, I found out about the steel arrows; still having problems with the null reference exception problem near traders though, not entirely certain why, and the output_log is of no help [it's referencing 'file unknown' as the source of the error, so I've no way of tracking it down, makes me feel like it might be a mistake TFP themselves made.]

     

    Specific Error Below

     

    NullReferenceException: Object reference not set to an instance of an object

    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0

    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0

    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0

    at GameManager.DA () [0x00000] in <filename unknown>:0

    at GameManager.Update () [0x00000] in <filename unknown>:0

     

    (Filename: Line: -1)

     

    Made some headway.

    I think what it was, was a problem with the approach an attack routine in the traders

     

    <property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityAlive" />

    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityAlive" />

     

    This wasn't used anywhere else within the entityclasses.xml at all, so I looked for an example of how to write a setastargetifhurt property, and pulled this [from a jzmod entity I believe]

     

    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />

    <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />

    <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityAnimalBear" />

    <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit" />

    <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityNPC" />

     

    Which I used to replace the entityAlive one since that seemed invalid.

    I tried to replace

     

    The approach an attack one with

    <property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityEnemy" />

     

    and the zombies didn't seem to make the trader freak out anymore, however bandits still do... do bandits not show up as 'enemies' I don't know exactly what param1 is, it appears to be the target of the routine/what condition to execute under, but I don't know what the allowable values are, or what a 'bandit' would be considered under that system.

     

    Anyone have any insight, I think I'm pretty close to solving this particular problem.

  6. This happens to me too, mostly around traders, if I even enter the same chunk that a trader is on or I'll be console spammed every 3 seconds with errors.

     

    Got the same bug going on as well, happens close to a trader chunk as well, so likely related to them. Just pointing it out for debugging purposes. If there's currently a solution in editing the xml that'd be helpful as well. thank you in advance.

     

    little update, happened again when a fat zombie exploded on the trader chunk; blowing a hole in the ground. might be related to the corpses being deleted and referenced, probably a problem with the base game, since trader protection is in that.

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