tehMugwump Posted June 5, 2013 Share Posted June 5, 2013 I'd like to corral Mod fix discussion here so we can all help each other get our mods working.Here's a quick list that I found last night:InfiniteTools: Crash on startTest Tools: Crash on "LoadPrefabDefs"RPG HUD: Crash on "LoadPrefabDefs"ModLib loads, but doesn't do anythingMaxwellsChest: Crash on "LoadPrefabDefs"Recipe Book: Crash on "LoadPrefabDefs"Wall Gate: Crash on "LoadPrefabDefs"Most of this seems fixable with the new 'table' we're supposed to start using in the modmain.lua.Let's the Mod fix discussion commence... Link to comment Share on other sites More sharing options...
_Q_ Posted June 5, 2013 Share Posted June 5, 2013 (edited) Removing the line with xml file from mod main lets you load mods without crush on start. But game still can't find all prefabs I have packed in one prefab file, I have 6 prefabs there, can craft all items in game but I get errors like this:data/scripts/main.lua(214,1) Can't find prefab mech_haydata/scripts/main.lua(287,1) SpawnSaveRecord [nil, mech_hay] FAILEDNone of custom items is saved and vanish after you load your game again.Also did anyone got the new sample mods: sampleprefab and samplecharacterI don't have them in my mod folder. Edited June 5, 2013 by _Q_ Link to comment Share on other sites More sharing options...
tehMugwump Posted June 5, 2013 Author Share Posted June 5, 2013 Removing the line with xml file from mod main lets you load mods without crush on start. But game still can't find all prefabs I have packed in one prefab file, I have 6 prefabs there, can craft all items in game but I get errors like this:data/scripts/main.lua(214,1) Can't find prefab mech_haydata/scripts/main.lua(287,1) SpawnSaveRecord [nil, mech_hay] FAILEDNone of custom items is saved and vanish after you load your game again.Also did anyone got the new sample mods: sampleprefab and samplecharacterI don't have them in my mod folder.Here's two requests for someone to upload a .zip file with the sample mods please! Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 5, 2013 Developer Share Posted June 5, 2013 Here's a zip with the new samples. They should be showing up in the game as well, I'll have a look into why they're not.https://www.dropbox.com/s/1xee744es2st5bb/newsamples.zip Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 5, 2013 Developer Share Posted June 5, 2013 Removing the line with xml file from mod main lets you load mods without crush on start. But game still can't find all prefabs I have packed in one prefab file, I have 6 prefabs there, can craft all items in game but I get errors like this:data/scripts/main.lua(214,1) Can't find prefab mech_haydata/scripts/main.lua(287,1) SpawnSaveRecord [nil, mech_hay] FAILEDNone of custom items is saved and vanish after you load your game again.Also did anyone got the new sample mods: sampleprefab and samplecharacterI don't have them in my mod folder.Need to include the file with the prefabs in it in modmain.lua (see the exampleprefab that I just posted.) Link to comment Share on other sites More sharing options...
_Q_ Posted June 5, 2013 Share Posted June 5, 2013 Here's a zip with the new samples. They should be showing up in the game as well, I'll have a look into why they're not.https://www.dropbox.com/s/1xee744es2st5bb/newsamples.zipThank You. Editing functions in existing game prefabs stays the same or there are some new ways if doing it? Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 5, 2013 Developer Share Posted June 5, 2013 It remains the same; use a prefabpostinit to override the function. I think this is the most flexible way of doing this without adding weird craziness, but if you can think of an alternative I'm all ears. Link to comment Share on other sites More sharing options...
_Q_ Posted June 5, 2013 Share Posted June 5, 2013 It's good for me, but if someone finds a better way then it will be changed for sure.Also I see in log file that registering of edited prefab appears there few times:Registering prefabs for Birdcage Rotten EggsIt should be done only once or it just prints registered prefabs every now and then?Starting upDon't Starve: 78863Build Date: 2013-06-04_12-29-58THREAD - started 'GAClient' (5636)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeWindowManager::SetFullscreen(0, 1280, 720, 60)GLInfo~~~~~~GL_VENDOR: Google Inc.GL_RENDERER: ANGLE (NVIDIA GeForce 9200M GS )GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.1557)GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.1557)GL_MAX_TEXTURE_SIZE = 8192GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 8192GL_MAX_VIEWPORT_DIMS = 8192, 8192GL_MAX_VARYING_VECTORS = 10GL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS = 254GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile data/scripts/main.luaDoLuaFile loading buffer data/scripts/main.luadata/scripts/main.lua(127,1) running main.luaE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(207,1) Registering prefabs for Birdcage Rotten EggsE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(230,1) Registering default mod prefab for Birdcage Rotten EggsLOADING LUA SUCCESSE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(232,1) loaded profile_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(65,1) loaded saveindex_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(61,1) LOAD FEE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(65,1) doneReset() returningCollecting garbage...lua_gc took 0.01 secondslua_close took 0.01 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile data/scripts/main.luaDoLuaFile loading buffer data/scripts/main.luadata/scripts/main.lua(127,1) running main.luaE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(207,1) Registering prefabs for Birdcage Rotten EggsE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(230,1) Registering default mod prefab for Birdcage Rotten EggsLOADING LUA SUCCESSE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(232,1) loaded profile_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(65,1) loaded saveindex_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(67,1) LOAD BEE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(71,1) doneE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(321,1) Loading Nav GridReset() returningSendProfileStats::{"stats":{"build_item_pickaxe":1,"collect_twigs":3,"build_pickaxe":1,"collect_seeds":2,"collect_cutgrass":7,"collect_robin":1,"nights_survived_iar":1,"collect_pickaxe":1,"collect_berries":2,"collect_birdtrap":1},"day":1,"user":"66811534@steam_staging","level":"survival:UNKNOWN","season":"summer"}Could not preload undefined prefab monster_meatdata/scripts/main.lua(214,1) Can't find prefab monster_meatdata/scripts/main.lua(664,1) Saved survival_4_staging nilSendProfileStats::{"stats":{"time_played":534300,"build_structure_campfire":1,"collect_cookedmonstermeat":19,"cooked_monstermeat":19,"build_campfire":1,"collect_monstermeat":19,"collect_berries":3,"collect_seeds":2},"day":1,"user":"66811534@steam_staging","level":"survival:UNKNOWN","season":"summer"}data/scripts/main.lua(664,1) Saved survival_4_staging nilCollecting garbage...lua_gc took 0.26 secondslua_close took 0.30 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile data/scripts/main.luaDoLuaFile loading buffer data/scripts/main.luadata/scripts/main.lua(127,1) running main.luaE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(207,1) Registering prefabs for Birdcage Rotten EggsE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/mods.lua(230,1) Registering default mod prefab for Birdcage Rotten EggsLOADING LUA SUCCESSE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(232,1) loaded profile_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(65,1) loaded saveindex_stagingE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(61,1) LOAD FEE:/Gry/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(65,1) doneReset() returningCollecting garbage...lua_gc took 0.01 secondslua_close took 0.02 secondsORPHANED UNKNOWN RESOURCES:data/fonts/belisaplumilla100.zip - 2data/fonts/belisaplumilla50.zip - 2data/fonts/talkingfont.zip - 2data/fonts/stint-ucr20.zip - 2data/fonts/buttonfont.zip - 2data/fonts/stint-ucr50.zip - 2data/fonts/opensans50.zip - 2ORPHANED UNKNOWN RESOURCES:data/fonts/belisaplumilla100.zip - 1data/fonts/belisaplumilla50.zip - 1data/fonts/talkingfont.zip - 1data/fonts/stint-ucr20.zip - 1data/fonts/buttonfont.zip - 1data/fonts/stint-ucr50.zip - 1data/images/square.tex - 2data/fonts/opensans50.zip - 1HttpClient::ClientThread::Main() completeShutting down Link to comment Share on other sites More sharing options...
tehMugwump Posted June 5, 2013 Author Share Posted June 5, 2013 Thanks [MENTION=55]Ipsquiggle[/MENTION]. I'll start diggin'...Here's a zip with the new samples. They should be showing up in the game as well, I'll have a look into why they're not.https://www.dropbox.com/s/1xee744es2st5bb/newsamples.zip Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 5, 2013 Developer Share Posted June 5, 2013 It's good for me, but if someone finds a better way then it will be changed for sure.Also I see in log file that registering of edited prefab appears there few times:Registering prefabs for Birdcage Rotten EggsIt should be done only once or it just prints registered prefabs every now and then?Yeah, that's normal. It has to re-register everything every time the simulation restarts; that means every time the main menu appears or a new map loads. I put those in so that if a mod breaks it should be easier to tell what the last thing to be loaded was (to help track down the problem when an error message isn't available). Link to comment Share on other sites More sharing options...
tehMugwump Posted June 5, 2013 Author Share Posted June 5, 2013 Whew, I got Test Tools working again. Character Select screen is dicked up again though. Is the Character Select screen working? Console command gives me the same non-functioning screen. Link to comment Share on other sites More sharing options...
Xina42 Posted June 6, 2013 Share Posted June 6, 2013 Well, the Backpack mod is having an issue. Not sure who's that is, but I figured I'd mention it. It was crashing on loading until I removed that one line in the modmain but that only lead to tragedy down the road when it crashed while the game was trying to save.I love the sample character mod. It's going to make a lot of that way easier. I'm kind of happy I waited to do my tutorial so now the info will be up to date for a little longer. Also just for kicks I loaded the sample character and he's an amusing mix of everyone due to the fact that he's a template. I highly recommend you check him out for a giggle. Link to comment Share on other sites More sharing options...
tehMugwump Posted June 6, 2013 Author Share Posted June 6, 2013 Thanks for the heads up. I'll put Backpack mod on my list should the original author not get to it.Well, the Backpack mod is having an issue. Not sure who's that is, but I figured I'd mention it. It was crashing on loading until I removed that one line in the modmain but that only lead to tragedy down the road when it crashed while the game was trying to save.I love the sample character mod. It's going to make a lot of that way easier. I'm kind of happy I waited to do my tutorial so now the info will be up to date for a little longer. Also just for kicks I loaded the sample character and he's an amusing mix of everyone due to the fact that he's a template. I highly recommend you check him out for a giggle. Link to comment Share on other sites More sharing options...
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