Cataclysm++ Mod

mod

#441

Noc

 [url=https://github.com/CleverRaven/Cataclysm-DDA/pull/18829]Nudge, nudge[/url] wink wink

#442

[quote=“pisskop, post:441, topic:10523”]Noc

 [url=https://github.com/CleverRaven/Cataclysm-DDA/pull/18829]Nudge, nudge[/url] wink wink[/quote]

I don’t have the ability to get the latest experimental or upload anything at the moment but coolthulu said I could still specify clothing with classes, will try that out in the meantime.


#443

When I try to create a character with just your mod on, I got this error when it was loading a world,

If you need more information, just ask.
BTW I am on lastest build, 5811


#444

I have the same problem, but not on character creation, just loading an existing world with the mod active.


#445

Right now I am unable to get the latest experimental or upload a fix… From what the picture says it looks like a new format change. What I suggest is going to the mod folder, then to char_creation folder and open scenarios.json and type:
“name” : “cata_mod”,
after " ident" : “mutant”,

If it works let me know, if you are unsure on how to edit let me know so I can copy the entire file here and you just delete everything in scenarios.json and paste that.


#446

There were changes to json format in mods (see following commit - https://github.com/CleverRaven/Cataclysm-DDA/commit/f55be9e4c4c9b4928d1df08afd550469ab371725).

Here is the link to updated mod which should run just fine on 5814: https://www.dropbox.com/s/eajx8pnium6se6o/ZSFixed_Cataclysm%2B%2B_2016-11-02.zip?dl=0


#447

thanks!


#448

[quote=“Zhilkin, post:446, topic:10523”]There were changes to json format in mods (see following commit - https://github.com/CleverRaven/Cataclysm-DDA/commit/f55be9e4c4c9b4928d1df08afd550469ab371725).

Here is the link to updated mod which should run just fine on 5814: https://www.dropbox.com/s/eajx8pnium6se6o/ZSFixed_Cataclysm%2B%2B_2016-11-02.zip?dl=0[/quote]

That fix works, but then I came across a new bug. At character creation the overmap special are beginning duplicate and block so the road can’t connect to it.
here is the screenshot

similar error are repeated for unknown lab and makeshift command center
However it is not fatal, so I can play game with it. I didn’t find any bio weapon lab yet, so I can’t tell you what it look like.

Edit: I found it, and here what it look like
West of the Bio Weapon lab

East of it

and inside of it, please ignore the scatter bit of ant (I had too much fun with OP Mjolnir) :stuck_out_tongue:

Nothing seem to be wrong with inside of a lab, but the outside…
In previous version. The labs, all three variation of it, are usually surrounded by the roads, but now it seem to be surround by field instead.
nothing seem to be duplicated, I don’t know what to take from it, but perhaps you would know?

oh btw, here the map view of it if you are interested


#449

Might be the use of by_highway instead of by_road in the map specials…Other than that I wouldn’t know.


#450

My first post so forgive me if I am interjecting improperly.

The duplicated error is caused because in commit 198546a26644b0c1d9d7db5fa9267ec5a61aa300 for release 5808 code was added around line 1000-1050 to overmap.cpp

Specifically the duplicate error is being thrown because in Terrain\overmap_special.json [2,1,0] is designated as both a b_field as as a Bio_Weapon_lab, Unknown_Lab, and makeshift_command_center.

The blocked error is specifically related to the for loop and error checking. The logic was changed on how roads area calculated and the new logic seems to be basically in compatible with setting a tile equal to an overmap value AND a road.

To get things up and running in my local environment, I removed <, “connect”: “road”> from all the b_field points in overmap_special.json and I removed the duplicated [2,1,0] b_field entries. Now the labs are surrounded with fields instead of roads, but for the time being it works.


#451

Thanks for the info! The road was a hax anyway to prevent npc wandering away but that failed… Having b_fields prevents monsters spawning in the vacinity and is thematically appriate.


#452

#453

Thank you for providing a fix!


#454

DEBUG : cannot determine reload cost as none is neither ammo or magazine
Function : int player::item_reload_cost(const item&, long int) const
FILE : src/player.cpp
LINE : 10367

(wasn’t sure how to post the error message, tried cropping and posting it but didn’t work.)

The error occurs when the solar battery recharge station is unloaded. It drops you “none” as an item

(if this has been addressed before i’m sorry for bringing it up)


#455

If it’s a solar item it can either be the artifact definitions or a new change on how batteries work.


#456

[quote=“nightowl125, post:454, topic:10523”]DEBUG : cannot determine reload cost as none is neither ammo or magazine
Function : int player::item_reload_cost(const item&, long int) const
FILE : src/player.cpp
LINE : 10367

(wasn’t sure how to post the error message, tried cropping and posting it but didn’t work.)

The error occurs when the solar battery recharge station is unloaded. It drops you “none” as an item

(if this has been addressed before i’m sorry for bringing it up)[/quote]
Didn’t catch that in 5879.


#457

If the error is reproducible then there is a problem, if not to got unlucky. If it is only with my items then it’s an issue with my mod, if it happens with core items as well (flashlight, hotplate, etc.) then the problem is with the game.


#458

tried it out on core items, everything alright in that regard, so i assume it’s the mod conflicting with recent changes.


#459

none is the nullitem. ‘none’ is not a quantity but an item.

having none is the bug

p:

none itself is how the game resolves fake items. something tried to grant charges to null. if you want tjisbug tracked you gotta figure out what did that


#460

[quote=“pisskop, post:459, topic:10523”]none is the nullitem. ‘none’ is not a quantity but an item.

having none is the bug

p:

none itself is how the game resolves fake items. something tried to grant charges to null. if you want tjisbug tracked you gotta figure out what did that[/quote]

Could this potentially be the problem causer?: https://postimg.org/image/x3h0xfjal/