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Necora

Help me trouble shoot this crash error...

I would be thankful for any help...

RangeCrash.jpg

I have made a stable to produce domesticated animal, and a milk pen that needs domesticated animal to be built then produces milk. I've had a terrible time getting the stable coded in. At first, I was trying to introduce 'domesticated animal' as a textile, the game would crash every time I placed the building. I changed domesticated animal to a material, and I can now place the buildings fine. However, when I destroy them, the builders take them apart and the game crashes once the building has been destroyed completely or just after, when the bannies either pick something up or drop it off at storage. I am guessing there fore that this issue is something to do with my domesticated animal model or code. I have re-made the model, to no avail. the texture is 512x512, and the weight of each is domesticated animal is 5, which I think must be less than CC. What exactly is out of range here, and why is it crashing?

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14 answers to this question

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I don't know the answer to your question, but one thing you need to look out for is that Materials need to have special models for being stored in a stockpile.

If you look at RawMaterialStone:

		{ GraphicsMesh _mesh [ "Models\Resources\StoneMesh.rsc" ] }
		{ GraphicsMesh _mesh 
		  [
			"Models\Resources\StonePile0Mesh.rsc",
			"Models\Resources\StonePile1Mesh.rsc",
			"Models\Resources\StonePile2Mesh.rsc"
		  ]
		}

It needs these "Pile" meshes in order to show the little piles in a stockpile.  If you try and put a Material in a stockpile that doesn't have the pile meshes, it will crash things.

 

Actually, when I started typing this, I had your domesticated animal in mind, but your Lumber resource might be doing the same thing.  If your Lumber is a material (CoalFuel) it needs the pile meshes.  So if you demolish your building, it will give you your resources back, and if your lumber is miscoded, it will do bad things when they hit the stockpile.

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index out of range is usually a miscalculation in a template files path map ### ___ ... Height=X Width=X stuff

Share the files and someone can take a look, pm me + kral or here is fine

Did we add you to the collaborators forum? You and Discrepancy and ketchup need that, ill set that up

 

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Ah, I forgot to do that when I changed the domesticated animals over from textiles to materials. The lumber has the storage piles, that works fine. I'll sort that out the domesticated animals and see if it helps anything.

One other question for you @Kralyerg, did you guys change anything to the textiles limits for CC?

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We just did the same thing that we did to make Coal say Materials. Just changed the strings. Otherwise, it should be exactly the same, just the Textile flag.

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@Kralyerg turns out you did know the answer to my question.... it was the lack of pile models that caused it to crash. Added a few in and it works just fine now so thank you. I still don't understand why it wasn't working as a textile though. Do textiles need storage piles too? I coded in Flax as a textile and it works fine.

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No, only stockpiling items needs piles. If it's stored in a barn it doesn't.  I'm not sure why that would affect anything.

On a side note, in CC, we named the resource "RawMaterialDomanimal.rsc" not RawMaterialDomesticatedAnimal.  (Assuming you wanted cross compatibility) There are lots of weirdly named things we've done over time. :)

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9 minutes ago, Kralyerg said:

There are lots of weirdly named things we've done over time.

If by weird you mean randomly just typed whatever with the good natured intent to fix it later then never get around to it. Then yeah, weird.

The system is flawless.

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6 minutes ago, ShockPuppet said:

The system is flawless.

7cc.jpg

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I have another crash I can't figure out if @Kralyerg you would be able to shine some light on it? This time it is islands.

Crash.thumb.jpg.7c757aa2b9795aa085b75a20a8764051.jpg

It isn't common, and I can't reproduce it. It happens at random, different buildings each time. Usually when I go to place them or when I click on them. It has hit houses, foresters, and today it hit a blacksmith that I've never had a problem with.

Attached is the blacksmith.rsc from the one that crashed.

SBBlacksmith.rsc

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I get that at random times too, when I use the debug to insta-build things and have the game speed turned up. It's not really something you're doing wrong.  I don't really know how to fix it, except keep your speed down.

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Thanks @Kralyerg, it was so random that I figured it might be something to do with the modkit rather than my files. Good to know, however annoying it can be. And yes, I think my speed was at x25, was just playing around waiting for some trees to grow. As you do.

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@Kralyerg how about this one? I tried to put some new trees to start with the game, to replace the vanilla ones, and after about 20 seconds of running a new map it threw this up..

 

 

CrashNodes.jpg

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1 hour ago, Necora said:

how about this one?

Um... I have no idea. I've never seen that one before. :/

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