Broken comms console, new factions. [SOLVED]

Started by orannj, December 22, 2016, 02:02:36 AM

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orannj

Hey guys. Trying to figure out what's broken here. I figure I'm probably missing a def file somewhere, but not sure what. Added traders, faction stuff is complete, not sure what else I am missing.

Screenshot attached. Anyone ever come across this?

EDIT: To be clear, I have not touched the core files in any of my mods. This shouldn't be the issue.

[attachment deleted by admin due to age]

sulusdacor

a screen shot does not help. since you could have multiple mods installed that do the same thing and cause the error. with the release of a16, have old mods, that cause problems. it does not have to come from adding another fraction as your title suggestes ;)

another thing:
QuoteEDIT: To be clear, I have not touched the core files in any of my mods. This shouldn't be the issue.
i assume you have multiple mods installed and from your post i think you are in the process of creating a fraction mod?

if my assumption is right then:

if you create a mod only use core and your new/work in progress mod: deactivate the rest. if you plan to have other mods to be "a must" then use them, but only if you need them (meaning your mod files acess them, for example add recipes on the workbenches a mod adds or for fractions you use the cutoutcomplex shader from fraction colors). mods that are good to have/work well together with your mod, would not count towards these.

search for the error yourself first. if you start out you might not have a clue what xml files your mod needs to function. if you know a mods that does what you want and works look at the files it uses. "less is more" and smaller mods are better for this, since they just add the needed stuff. if with the current new alpha there is no updated mod avaiable at the time, use one from a15. the changes for xml mods are usally minor and you still get a rough idea in what folders to look in the core game for your new fraction and where to look for what has changed with the new alpha.

if you post your problem at the forum: provide more information in terms of the error (outputlog.txt), what your mod wants to add. what is working right now, when the problem occured etc. if you don't have a clue where the problem lies, add the files you have currently at your mod as attachement/code in the post. it's no problem if you are stuck and sometimes you just don't see the problem at the time and look over it for hours. someone else might just see it in a secound or describing it yourself in the post and reflecting might give you the input.
but giving more information about what the exact problems is helps a lot, yourself and others who don't have modded this part of the game, but have done other mods and could help you anyway with their knowledge. it might provide new modders a good information too if they are stuck at a similar point and they search for the problem.

QuantumX

Orannj, I'm having the same error with my faction mod in A16 as well. Was working fine pre-A16. I'm looking into the issue atm as well.

Atm i assume that some sort of new tag was added around communications console and calling other factions... I'll post any info i found, please do the same.

QuantumX

FIX BELOW

orannj, to fix this you have to have one of your pawn kinds specified as faction leader. When the comms console is used it uses this faction leader to respond to this.

This was bugged in A15 and faction leader tag did not work properly. Now it does, so to fix just make a unique pawn kind, who is boss like and then make them faction leader.

I've fixed this in my Factions Addon for Imperial Guard now have a look at it in my mod release thread if you need to see the xml.

Also here is my pawn kind below for reference;

<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<factionLeader>true</factionLeader> <!-- THIS IS THE TAG YOU NEED TO FIX CONSOLE BUG -->
<combatPower>120</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Excellent</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>

Sam_

I assume the factionleader field was not a critical field up until the changes with A16, so default or null values passed without exception.

The confusion for me came from trying to make the factionLeader only spawn in the FactionBase group, but all groups including Normal needs a factionLeader to avoid the exception.


QuantumX

Quote from: Sam_ on December 22, 2016, 07:46:15 AM
The confusion for me came from trying to make the factionLeader only spawn in the FactionBase group, but all groups including Normal needs a factionLeader to avoid the exception.

You can make the faction leader only spawn in the Faction base by only putting the faction leader pawn you created in the group for faction base within the pawnmakers.

And yes the tag did not seem to work well in A15 and would bypass fine without it. Now it seems its mandatory in A16.

orannj

Beautiful. I knew other folks were getting it, that helps. Thanks guys!