GlassArrow

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About GlassArrow

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  1. The HealthBadge widget has an undeclared variable on line 21 when using custom art for it. The HealthBadge inherits from Badge and creates self.circleframe if anim is nil. When anim is not nil, circleframe is never declared (line 26 of Badge). Note that in HealthBadge anim is named art. This is seen when playing the forged forge mod since that uses the art variable. A simple fix would be to check whether or not circleframe exists or to check if art exists, either seems to work (see below). I also put the circleframe2 inside that check as well since it seemed unneeded when supplying custom art. HealthBadge Line 21: self.circleframe:GetAnimState():Hide("frame") self.circleframe2 = self.underNumber:AddChild(UIAnim()) self.circleframe2:GetAnimState():SetBank("status_meter") self.circleframe2:GetAnimState():SetBuild("status_meter") self.circleframe2:GetAnimState():PlayAnimation("frame") Badge Line 26: if anim ~= nil then self.anim = self:AddChild(UIAnim()) self.anim:GetAnimState():SetBank(anim) self.anim:GetAnimState():SetBuild(anim) self.anim:GetAnimState():PlayAnimation("anim") else --self.bg clashes with existing mods self.backing = self:AddChild(UIAnim()) self.backing:GetAnimState():SetBank("status_meter") self.backing:GetAnimState():SetBuild("status_meter") self.backing:GetAnimState():PlayAnimation("bg") self.anim = self:AddChild(UIAnim()) self.anim:GetAnimState():SetBank("status_meter") self.anim:GetAnimState():SetBuild("status_meter") self.anim:GetAnimState():PlayAnimation("anim") if tint ~= nil then self.anim:GetAnimState():SetMultColour(unpack(tint)) end --self.frame clashes with existing mods self.circleframe = self:AddChild(UIAnim()) self.circleframe:GetAnimState():SetBank("status_meter") self.circleframe:GetAnimState():SetBuild("status_meter") self.circleframe:GetAnimState():PlayAnimation("frame") if iconbuild ~= nil then self.circleframe:GetAnimState():OverrideSymbol("icon", iconbuild, "icon") end end Possible Fix: if self.circleframe or art then -- Can use either of these parameters for the check self.circleframe:GetAnimState():Hide("frame") self.circleframe2 = self.underNumber:AddChild(UIAnim()) self.circleframe2:GetAnimState():SetBank("status_meter") self.circleframe2:GetAnimState():SetBuild("status_meter") self.circleframe2:GetAnimState():PlayAnimation("frame") end
  2. When spawning the prefabs for fossilizing_fx the game crashes due to arithmetic on a boolean. This occurs on line 69 of fossilized_fx.lua. The line reads local s = (parent ~= nil and parent:GetPhysicsRadius(.5)) + 1 I'm not sure when this line was changed but the "or 0.5" was removed and put into the GetPhysicsRadius method. I assumed this was to shorten it and force 0.5 to be returned if the radius did not exist (not sure if that's what the parameter does), but the "or 0.5" was there just in case parent was nil and that is why this crash is occurring. The line should be this: local s = (parent ~= nil and parent:GetPhysicsRadius(.5) or 0.5) + 1 Let me know if you need any more information regarding this bug or similar bugs. Notes: The Client Log provided has the beta branch for Forged Forge installed. The Forged Forge mod does not cause this as it simply calls the original code.
  3. Recipe Book Crash (No Mods)

    @ScottHansenThis was caused by a previous version of my mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1421994079 I accidentally saved a boolean over the matchedcraving and the game saved it to the recipebook which caused these invalid tags. My mod currently fixes this as long as they have the latest version and have it enabled on load. Sorry about this.