Jump to content

Need help fixing mod after recent patch


Recommended Posts

This mod was working fine before the most recent patch, now I'm getting a weird callback error trying to load the mod.

[00:00:21]: error calling LoadPrefabFile in mod 2-6-15 clusterplant v0.9.3 (Cluster Plant): [string "../mods/2-6-15 clusterplant v0.9.3/scripts/..."]:37: variable 'prefabs' is not declaredLUA ERROR stack traceback:        =[C] in function 'error'        scripts/strict.lua(23,1)        ../mods/2-6-15 clusterplant v0.9.3/scripts/prefabs/sapling_cluster.lua(37,1) in function 'fn'        scripts/mainfunctions.lua(94,1)        =(tail call) ?        =[C] in function 'xpcall'        scripts/mods.lua(165,1)        scripts/mods.lua(456,1) in function 'RegisterPrefabs'        scripts/gamelogic.lua(166,1) in function 'LoadAssets'        scripts/gamelogic.lua(972,1) in function 'DoResetAction'        scripts/gamelogic.lua(990,1) in function 'complete_callback'	...        =[C] in function 'GetPersistentString'        scripts/saveindex.lua(90,1) in function 'Load'        scripts/gamelogic.lua(1011,1) in function 'callback'        scripts/playerprofile.lua(671,1) in function 'Set'        scripts/playerprofile.lua(553,1)        =[C] in function 'GetPersistentString'        scripts/playerprofile.lua(551,1) in function 'Load'        scripts/gamelogic.lua(1010,1) in main chunk        =[C] in function 'require'        scripts/mainfunctions.lua(685,1)	[00:00:21]: Disabling 2-6-15 clusterplant v0.9.3 (Cluster Plant) because it had an error.	

I have no idea what's causing this. Was there something else that changed besides the Recipe builder thing?

 

I appreciate the help, attached are the log file and modmain.

 

Edit: Uploaded sapling_cluster

modmain.lua

log.txt

sapling_cluster.lua

Edited by GhostRequiem
Link to comment
Share on other sites

Thanks for the clarification, but did they change the format of things in the last patch? As I mentioned in my original post, everything was working fine until the most recent patch. What changed?

 

As an update, fixed the crash on launch issue.

 

Removed prefabs from this line:

return Prefab("common/"..name.."_cluster", fn, assets, prefabs),	

Question still remains, why was this working in the first place prior to patch?

Edited by GhostRequiem
Link to comment
Share on other sites

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
 Share

×
  • Create New...