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How do I apply the mod that I made to the game? I replaced some of the lua files in the scripts zip file with the ones that I edited and when I tried running the game it crashed immediately. I didn't delete or replace anything from the original files, only added some lines. The files I edited and replaced were the crafting recipe files, so I think if there was something I messed up, it wouldn't have crashed until I opened a crafting menu or something in game. Please tell me what I did wrong, thank you. 

Hold on a minute, did you replace the original files with your own... without the use of a mod?

I'd say overriding isn't the best option when it comes to modding this game; especially not when you replace the base game files with your own copy. Compatibility issues (and this happening), of course, but what exactly were you trying to change in the recipe file?

8 hours ago, Baguettes said:

Hold on a minute, did you replace the original files with your own... without the use of a mod?

I'd say overriding isn't the best option when it comes to modding this game; especially not when you replace the base game files with your own copy. Compatibility issues (and this happening), of course, but what exactly were you trying to change in the recipe file?

I'm trying to add a new pet so I copy pasted the line of code for one of the existing pets and replaced the names of the required items to the ones I wanted to use, and the name of the original pet that I copied from to the name of the one I created. Also, what mod are you speaking of that would be a better alternative to simply replacing the game files?

10 hours ago, Baguettes said:

I'd say you make a fully fletched mod for it, complete with modmain, modinfo and such. The game has PostInits for you to use to your advantage. Right now I don't really know how you're doing it, though.

I looked around and found the sample character zip and I can see that the modinfo and modmain you suggested are in there, but not the postinit. However, I'm afraid I don't know how to uitilize these files. Could you direct me to a thread or site that explains how these tools are used, and are they applicable to things that aren't custom characters?

 

On 11/15/2024 at 7:53 AM, rozwlek said:

I looked around and found the sample character zip and I can see that the modinfo and modmain you suggested are in there, but not the postinit. However, I'm afraid I don't know how to uitilize these files. Could you direct me to a thread or site that explains how these tools are used, and are they applicable to things that aren't custom characters?

 I’m afraid I’ll be busy until Sunday. In the meantime I cannot use my laptop, so hmm… you could try to look for the keywords:

”AddPrefabPostInit”
”AddComponentPostInit”
”AddPlayerPostInit”

etc. for now, since I cannot access my own modding env. for examples yet.

Good luck tho!

1 hour ago, Baguettes said:

 

 I’m afraid I’ll be busy until Sunday. In the meantime I cannot use my laptop, so hmm… you could try to look for the keywords:

”AddPrefabPostInit”
”AddComponentPostInit”
”AddPlayerPostInit”

etc. for now, since I cannot access my own modding env. for examples yet.

Good luck tho!

Thank you, that's such a great help. I'll do my best to look on my own for now. If I'm absolutely stumped, I'll ask for help again. Feel free to reply whenever is most convenient for you.

On 11/15/2024 at 6:13 PM, Baguettes said:

 

 I’m afraid I’ll be busy until Sunday. In the meantime I cannot use my laptop, so hmm… you could try to look for the keywords:

”AddPrefabPostInit”
”AddComponentPostInit”
”AddPlayerPostInit”

etc. for now, since I cannot access my own modding env. for examples yet.

Good luck tho!

Please help, I tried testing my mod but I got this message saying it crashed before I could even enable it. How can I locate the problem?

Screenshot (139).png

11 minutes ago, rozwlek said:

Please help, I tried testing my mod but I got this message saying it crashed before I could even enable it. How can I locate the problem?

Screenshot (139).png

You can try looking in the server logs. The game does this if it knows and can pinpoint a fault, the server logs are separated into two different saves in one world, being Master (surface) and Caves, so you could try to look into either one for a stack traceback. (Or find LUA ERROR, that’s more simple)

To get your current world’s logs, go from:

Main menu -> Host Game -> click the config button on your test world -> Open World folder

It should bring you to Master and Caves folders for that world. Logs are contained inside.

16 minutes ago, Baguettes said:

You can try looking in the server logs. The game does this if it knows and can pinpoint a fault, the server logs are separated into two different saves in one world, being Master (surface) and Caves, so you could try to look into either one for a stack traceback. (Or find LUA ERROR, that’s more simple)

To get your current world’s logs, go from:

Main menu -> Host Game -> click the config button on your test world -> Open World folder

It should bring you to Master and Caves folders for that world. Logs are contained inside.

I've found the the server log but I'm having trouble deciphering it. Are there any keywords that I should be looking for?

53 minutes ago, rozwlek said:

I've found the the server log but I'm having trouble deciphering it. Are there any keywords that I should be looking for?

Mostly LUA ERROR stack traceback if the world crashed. Also validate where you crashed, caves or surface!

35 minutes ago, Baguettes said:

Mostly LUA ERROR stack traceback if the world crashed. Also validate where you crashed, caves or surface!

Using ctrl f, I couldn't find the word "error" in either of the logs. Also, the mod icon said "crashed" before I even booted up the world. I just turned it on and it was like that from the get go in the mods tab, if that helps pinpoint the issue.

On 11/24/2024 at 3:51 PM, rozwlek said:

Using ctrl f, I couldn't find the word "error" in either of the logs. Also, the mod icon said "crashed" before I even booted up the world. I just turned it on and it was like that from the get go in the mods tab, if that helps pinpoint the issue.

Well I'm not certain at this rate. I'd say the game does know that your mod is at fault though, so it auto-disabled it. Hmm...

4 hours ago, Baguettes said:

Well I'm not certain at this rate. I'd say the game does know that your mod is at fault though, so it auto-disabled it. Hmm...

Might there be somewhere I can post the mod files so more experienced people can help look for the issue firsthand?

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