Popples Posted July 11 Share Posted July 11 (edited) So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff. Heres a quick sample 2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown. 2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it 2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown. 2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it 2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown. 2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack' 2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009) 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs' 2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015) Edited July 11 by Popples (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted July 11 Share Posted July 11 20 minutes ago, Popples said: So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff. Heres a quick sample 2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown. 2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it 2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown. 2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it 2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown. 2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack' 2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009) 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs' 2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015) rename the custom block mods to its original name without the Z Link to comment Share on other sites More sharing options...
zztong Posted July 11 Author Share Posted July 11 34 minutes ago, Popples said: So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff. Heres a quick sample 2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown. 2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it 2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown. 2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it 2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown. 2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack' 2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009) 2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs' 2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015) It is failing to find the custom blocks in the 00-Custom-Blocks-Pack modlet. As Stallion noticed, it looks like you renamed the folder for that modlet. I don't know if that matters, or not, but putting the name back is worth a try. I'm curious if that fixes it. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted July 11 Share Posted July 11 You place both "00-Custom-Blocks-Pack" and "ZZTong-Prefabs" into the mods folder correct? Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted July 11 Share Posted July 11 (edited) Idk if it matters. But at Rosilyn Residence the zombies all get stuck in this window and can't move lol Edited July 11 by MrSamuelAdams (see edit history) 1 Link to comment Share on other sites More sharing options...
zztong Posted July 11 Author Share Posted July 11 (edited) 8 hours ago, MrSamuelAdams said: You place both "00-Custom-Blocks-Pack" and "ZZTong-Prefabs" into the mods folder correct? Yes, correct. Mods/00-Custom-Blocks-Pack Mods/ZZTong-Prefabs 3 hours ago, MrSamuelAdams said: Idk if it matters. But at Rosilyn Residence the zombies all get stuck in this window and can't move lol That's a Vanilla POI... house_modern_25,POI,POIName,,x,Rosilyn Residence,,,,,,,,,,,,, ... so you can either report it as a bug or hope a TFP person notices your message here. Edited July 11 by zztong (see edit history) Link to comment Share on other sites More sharing options...
Popples Posted July 11 Share Posted July 11 I started over with all fresh downloads and it seems to be working now. Re-naming mod folders doesn't seem to cause issues, the only thing it does is affect the order in which mods get loaded from what i can tell. Probably important if you have a dependency tree... 1 Link to comment Share on other sites More sharing options...
zztong Posted July 11 Author Share Posted July 11 5 minutes ago, Popples said: I started over with all fresh downloads and it seems to be working now. Re-naming mod folders doesn't seem to cause issues, the only thing it does is affect the order in which mods get loaded from what i can tell. Probably important if you have a dependency tree... Thanks for the update. I'm glad its working for you and also glad you were able to rename the folder to control the load order. I was afraid we might have discovered that A21 required the modlet name to match the folder name and I knew if that were the case we'd be headed for adjustments in lots of modlets. Link to comment Share on other sites More sharing options...
EvilPolygons Posted July 14 Share Posted July 14 @zztong I've noticed that cities generated in A21 with your mod active have large sections of tiles missing. The gaps are where you'd generally expect to see commercial, downtown or maybe industrial tiles spawning, but nothing spawns. Just big empty squares in the middle of all the cities. Any ideas what could be causing this? I have no other mods installed that add or modify tile generation. 1 Link to comment Share on other sites More sharing options...
zztong Posted July 14 Author Share Posted July 14 15 hours ago, EvilPolygons said: @zztong I've noticed that cities generated in A21 with your mod active have large sections of tiles missing. The gaps are where you'd generally expect to see commercial, downtown or maybe industrial tiles spawning, but nothing spawns. Just big empty squares in the middle of all the cities. Any ideas what could be causing this? I have no other mods installed that add or modify tile generation. Yes, this has been reported as a bug in RWG and I see it is now in the "confirmed" category. For reference: And if you want a work-around, remove (or comment out) these lines from the modlet's rwgmixer.xml file: <!-- Adds residential to the list of possible wrappers for a Town for more variety. --> <set xpath="/rwgmixer/township[@name='town']/property[@name='outskirt_district']/@value">rural,residential</set> <!-- Changes the wrapper of a city to residential because there's already a lot of rural. --> <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set> Thanks to @Baradar for his testing on the matter. 2 Link to comment Share on other sites More sharing options...
cammel Posted July 22 Share Posted July 22 On 7/14/2023 at 1:40 PM, zztong said: Yes, this has been reported as a bug in RWG and I see it is now in the "confirmed" category. For reference: And if you want a work-around, remove (or comment out) these lines from the modlet's rwgmixer.xml file: <!-- Adds residential to the list of possible wrappers for a Town for more variety. --> <set xpath="/rwgmixer/township[@name='town']/property[@name='outskirt_district']/@value">rural,residential</set> <!-- Changes the wrapper of a city to residential because there's already a lot of rural. --> <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set> Thanks to @Baradar for his testing on the matter. You can also change this <district name="countryresidential"> <property name="district_spawn_weight" value="1"/> to this <district name="countryresidential"> <property name="district_spawn_weight" value="0"/> No more holes 1 Link to comment Share on other sites More sharing options...
zztong Posted July 22 Author Share Posted July 22 (edited) 3 hours ago, cammel said: You can also change this... to this... No more holes Thanks for the info. I'll give that try soon. Setting it to zero makes it the same as the default for rural, which kind of makes sense. I don't want to change the others, but maybe it points out that RWG needs to treat all outskirt_districts as if they had a district_spawn_weight of 0. It might break the bug report loose on that issue. Update: Oh whoops, I was thinking of the wrong district. How odd. I'm building a world now and wondering how changing a countrytown value helps the cities and towns. Update 2: The change did not seem to have any effect on Cities and Towns, though it may have helped Country Towns. Edited July 22 by zztong (see edit history) Link to comment Share on other sites More sharing options...
cammel Posted July 23 Share Posted July 23 (edited) The only place I have seen the holes is on my country towns. But I had added countryresidential as the outskirt Edited July 23 by cammel (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted July 23 Author Share Posted July 23 11 hours ago, cammel said: The only place I have seen the holes is on my country towns. But I had added countryresidential as the outskirt Ah, thank you. That was the critical bit of info. When I set residential's district_spawn_weight to 0 my dead spots go away. It certainly looks like whatever district is used to wrap around a settlement has to have a district_spawn_weight of 0 to avoid the Tile gaps. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted August 9 Share Posted August 9 (edited) 2023-08-08T23:05:08 97.228 ERR XML loader: Loading and parsing 'loot.xml' failed 2023-08-08T23:05:08 97.230 EXC Duplicate lootlist entry with name beehive 2023-08-08T23:04:15 43.788 ERR Block beeHiveEmpty is found multiple times, overriding with latest definition! 2023-08-08T23:04:15 43.788 ERR Block beeHiveFull is found multiple times, overriding with latest definition! Any idea what is causing this? Seems to be from your "Beehive" prefab? If it's not from your beehive I apologize. Trying to just figure out the error. Edited August 9 by MrSamuelAdams (see edit history) Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted August 9 Share Posted August 9 17 minutes ago, MrSamuelAdams said: 2023-08-08T23:05:08 97.228 ERR XML loader: Loading and parsing 'loot.xml' failed 2023-08-08T23:05:08 97.230 EXC Duplicate lootlist entry with name beehive 2023-08-08T23:04:15 43.788 ERR Block beeHiveEmpty is found multiple times, overriding with latest definition! 2023-08-08T23:04:15 43.788 ERR Block beeHiveFull is found multiple times, overriding with latest definition! Any idea what is causing this? Seems to be from your "Beehive" prefab? If it's not from your beehive I apologize. Trying to just figure out the error. SORRY. Don't think it's your beehive. My apologies. 17 minutes ago, MrSamuelAdams said: Link to comment Share on other sites More sharing options...
stallionsden Posted August 9 Share Posted August 9 9 minutes ago, MrSamuelAdams said: SORRY. Don't think it's your beehive. My apologies. You have more then 1 mod that calls on the beehive lootist i would say 1 Link to comment Share on other sites More sharing options...
zztong Posted August 9 Author Share Posted August 9 8 hours ago, MrSamuelAdams said: ERR Block beeHiveEmpty is found multiple times, overriding with latest definition! ERR Block beeHiveFull is found multiple times, overriding with latest definition! Those don't follow my naming conventions, so I don't think it is the ZZTong-Prefabs modlet. All of my beehives are Parts (part_zztong_beehive_01) so they couldn't have a loot list. They don't follow the BCP naming conventions either. I grep'd the entirety of both projects and did not find "beehive", "bee", or "hive", (other than references to my part) so I'm not sure where else to look. 8 hours ago, MrSamuelAdams said: SORRY. Don't think it's your beehive. Any idea what it was? It sounds like there are other modlets involved? Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted August 9 Share Posted August 9 41 minutes ago, zztong said: Those don't follow my naming conventions, so I don't think it is the ZZTong-Prefabs modlet. All of my beehives are Parts (part_zztong_beehive_01) so they couldn't have a loot list. They don't follow the BCP naming conventions either. I grep'd the entirety of both projects and did not find "beehive", "bee", or "hive", (other than references to my part) so I'm not sure where else to look. Any idea what it was? It sounds like there are other modlets involved? Yeah, it was from "Food Expansion" mod. I couldn't see a duplicate. So I just removed the mod for the time being. 1 Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted August 10 Share Posted August 10 ZZ Wasn't sure where else to ask. If there is a discord let me know. I was just wondering since 21.0 into 21.1 seems TFP changes something with trader protection and if you turn off protection using " <property name="TraderAreaProtect" value="-100,0,-100" />" It makes traders unprotected. But now in 21.1 when you have them unprotected using that config traders only give Buried Supply quests. Do you know of a way to make traders unprotected with out them just giving buried supplies? thanks!!! Link to comment Share on other sites More sharing options...
zztong Posted August 11 Author Share Posted August 11 (edited) 54 minutes ago, MrSamuelAdams said: Do you know of a way to make traders unprotected with out them just giving buried supplies? I regret I do not. Last week I got the same result and assumed I just messed up something. The Trader POIs coming in my next release (for A21.1) includes Traders that have been overrun with zombies and don't include any trader blocks or functionality. They're not rigged for RWG, so the only way to get them into play is to edit a world's prefabs.xml file. I do that in my solo games so that there's only one trader of each type in the world. 54 minutes ago, MrSamuelAdams said: If there is a discord let me know. I rent a channel on GuppyCur's server, #zztong-prefabs. I've not made my own server as my list is overflowing with servers already. Folks tend just just DirectMessage me, which is fine too. Edited August 11 by zztong (see edit history) 1 Link to comment Share on other sites More sharing options...
zztong Posted August 12 Author Share Posted August 12 (edited) Changes: 4 New Gateway Tiles zztong_restaurant_02 zztong_tfp_apartments_adobe_01 zztong_tfp_prison_01 zztong_tfp_school_k6_01 zztong_tfp_settlement_01 Optional "Dead" Traders Bug fixes Edited August 12 by zztong (see edit history) 2 Link to comment Share on other sites More sharing options...
zztong Posted August 27 Author Share Posted August 27 A21.1-ZZ017 has been released. This is a maintenance release that includes bug fixes and compatibility updates. If you're working with Teragon or an overhaul mod then this update is probably important to your goals. Otherwise, the bug fixes are block changes based on feedback from players, covering up missing paint textures, or other little things I may have found along the way. Note that the Custom-Blocks-Pack modlet has been renamed. It no longer tries to load first thing by having a folder name that starts with "00". This is important for compatibility with overhaul mods. Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted August 28 Share Posted August 28 So this release will work okay with say, Darkness Falls now? Cool that you released it Link to comment Share on other sites More sharing options...
zztong Posted August 28 Author Share Posted August 28 8 hours ago, MrSamuelAdams said: So this release will work okay with say, Darkness Falls now? As far as I know. I think DF is still in a testing phase so it might be a moving target. There's also a change to improve performance for the Intersection POIs/Tile that was reported by the Rebirth folks. That change should make things a bit better for everyone. 1 Link to comment Share on other sites More sharing options...
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