Jump to content

Recommended Posts

  Granted, in THIS case there weren't a lot of examples available. I decided to try to make a simple

mod which would add acacia trees to the savana biome. I had successfully edited the worldgen to

spawn swamp trees in, so I assumed it would probably be easy to add a new tree type based off

of that. Apparently not. Note that all of the graphics are placeholder at the moment.

 

yunowork.zip

 

You could post the error.

Dangit, just thought of that too late >_>

 

Anyway.

 

cripts/mods.lua(144,1) Loading mod: acacia (Acacias) (Old API! (mod: 4 game: 5) )

scripts/mods.lua(144,1) Loading mod: workshop-185254384 (Soopa Playable) (Old API! (mod: 4 game: 5) )

scripts/mods.lua(168,1) Mod: acacia (Acacias) Loading modworldgenmain.lua

scripts/mods.lua(176,1) Mod: acacia (Acacias) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(168,1) Mod: acacia (Acacias) Loading modmain.lua

scripts/mods.lua(168,1) Mod: workshop-185254384 (Soopa Playable) Loading modworldgenmain.lua

scripts/mods.lua(176,1) Mod: workshop-185254384 (Soopa Playable) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(168,1) Mod: workshop-185254384 (Soopa Playable) Loading modmain.lua

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 4517

scripts/playerprofile.lua(352,1) loaded profile

scripts/playerprofile.lua(416,1) bloom_enabled false

scripts/saveindex.lua(97,1) loaded saveindex

scripts/gamelogic.lua(1109,1) OnFilesLoaded()

scripts/gamelogic.lua(1098,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(79,1) FE assets already loaded

scripts/mods.lua(258,1) Mod: acacia (Acacias) Registering prefabs

scripts/mods.lua(264,1) Mod: acacia (Acacias) Registering prefab file: prefabs/acacia

scripts/mods.lua(268,1) Mod: acacia (Acacias) acacia

scripts/mods.lua(281,1) Mod: acacia (Acacias) Registering default mod prefab

There's no error there. Is that the very end of the log.txt?

Yup. That's the very end. Nothing below that. My best guess is...nothing.

I don't know. I guess I'll just study some other mods and try to figure it out

for myself.

Here's the error I got:

 

Assert failure 'datasize + mReadHead <= mBufferLength' at c:\jenkins\workspace\jobs\DontStarve_Release_Make_Steam_Package\workspace\source\util/reader.h(28): Trace follows...
Could potentially be a game bug. No idea what could cause that, but it's happening in the C++ code so it's hard for non-developers to debug it. Edited by squeek

Back in the day no-error crashes were usually due to problems with the anim .zip file. Re-do every step. I notice in the prefab .lua that you are using a new animation set. Did you actually create one and rename it, or should you be using an animation set that already exists?

 

Try going without your own anim .zip file. If you use a build and bank from another tree, does the mod work? In that case you've narrowed it down to the anim .zip file.

Edited by Heavenfall

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...