Closed SpacemanJay closed 5 years ago
Looks like some Trigger Issue:
2019-06-07 21:18 Error: Running LUA method 'loadTriggerCallback'. 2019-06-07 21:18 C:/Users/rsdnt/OneDrive/Documents/My Games/FarmingSimulator2019/mods/FS19_CoursePlay6/helpers.lua:129: attempt to call method 'getName' (a nil value)
Maybe this is it: 2019-06-07 21:18 C:/Users/rsdnt/OneDrive/Documents/My Games/FarmingSimulator2019/mods/FS19_HofBergmann/objects/roundbales/roundbaleHay_w112_d130.i3d (6.21 ms) 2019-06-07 21:18 data/objects/roundbales/roundbaleSilage_w112_d130.i3d (1.42 ms) 2019-06-07 21:19 Warning (script): 'setXMLInt': Argument 2 has wrong type. Expected: Int. Actual: Nil 2019-06-07 21:19 ......\src\base\scripting\lua\LuaScriptSystem.cpp (791): expectedType == Value::VoidType || expectedType == Value::ClassType 2019-06-07 21:19 LUA call stack: 2019-06-07 21:19 =C:/Users/rsdnt/OneDrive/Documents/My Games/FarmingSimulator2019/mods/FS19_CoursePlay6/base.lua (1698) : setXMLInt 2019-06-07 21:19 dataS/scripts/vehicles/Vehicle.lua (896) : saveToXMLFile 2019-06-07 21:19 dataS/scripts/missions/mission00.lua (827) : saveToXMLFile 2019-06-07 21:19 dataS/scripts/missions/mission00.lua (850) : saveVehicleList 2019-06-07 21:19 dataS/scripts/FSCareerMissionInfo.lua (292) : saveVehicles 2019-06-07 21:19 dataS/scripts/missions/SavegameController.lua (290) : saveToXMLFile
Thank you for looking at this. Their official position is that they don't use CP, so they have no interest in making sure their map works with it, even tho there are many, many comments in their forums from ppl asking about CP compatibility. They get angry about it even. It's also the best map I've ever seen, otherwise I'd just move on haha. Anything at all you guys can do?
Not sure but we will take alook into this for sure.
Helpers.lua Ref #3872
Thank you so much! Without CP I would have stopped playing long ago haha. Fingers crossed!
Thank you for looking at this. Their official position is that they don't use CP, so they have no interest in making sure their map works with it, even tho there are many, many comments in their forums from ppl asking about CP compatibility. They get angry about it even. It's also the best map I've ever seen, otherwise I'd just move on haha. Anything at all you guys can do?
Well the problem is mostly you can't provide support for every mod to work with a map. Its just not possible. I actually talk with the creator a lot. And tbh we do not know what the issue is. It worked in an earlier version just fine.
I imagine this map and author's who make maps like this are an absolute nightmare for the developers of mods like Courseplay. I can understand why an error is being caused by objects in the map like Bale Storage Points. Those are static objects, that really should be considered silos/misc buildings within the games placeable system. Yet for some weird reason this map author has decided that they should be setup as vehicles. The same thing applies to the other Production Stations around the map like the items that mix Pig Food, Cow Food, Cheese etc Why the mod author chose to set these up as vehicles makes no sense, when they are fixed objects in a map.
I imagine this map and author's who make maps like this are an absolute nightmare for the developers of mods like Courseplay. I can understand why an error is being caused by objects in the map like Bale Storage Points. Those are static objects, that really should be considered silos/misc buildings within the games placeable system. Yet for some weird reason this map author has decided that they should be setup as vehicles. The same thing applies to the other Production Stations around the map like the items that mix Pig Food, Cow Food, Cheese etc Why the mod author chose to set these up as vehicles makes no sense, when they are fixed objects in a map.
Because you have no idea what they do :) they are automatic unload and stack systems which in the current system only work if they are setup as vehicles in this case as bale wagons. So they can stack the bales. You cannot set them up as other objects and make them do stuff vehicles do just like that.
Ohhh I wondered how those worked, they are very cool. I guess it's also worth noting that I don't have any log errors with all the other mods I use, 99% of them from Giants modhub. It's only when CP is introduced do they crop up, but again it's only with this map.
well i will do whatever i can to help get this fixed, but i myself have no idea about scripting and stuff. So Only thing i can do is test things or let Andy know what we could to or test etc.
Maybe this will help as well. This is a fresh log with all the mods I'm currently using, including CP. I also marked where I saved. Oddly enough, it doesn't seem to have as many errors in this one before the "save" event. I wonder if it's because I've got several hours on the map now, and I've interacted with most everything, including the auto-haystacks...?
Well seems like they did a nice way to get some features into their map, but when buildings ore placables treated as a custom vehicle type (I guess?) that is ofc conflict potential. Not sure if there is anything doable from our side @pvaiko ?
the issue also was not there in the first version. There were already vehicles as buildings present in that version.
Is there a changelog for the Map Update, so you can figure out, what causes the Error ?
Yes, here it is...
Changelog v1.0.0.1
fixes:
Pigsty Mistplane Fixed (Fixed)
Pig Feed / TMR Mixer FillType / Fillplane will not be updated when done (fixed)
Heuplane on Hayloft of Heutrockner wrong (fixed)
Mod presses could not fix sticky balls (fixed)
Hoftankstellen no vehicle refueling possible (fixed)
Wood tribe triggers added at joinery (wood tribe trigger, sold by NPC)
Buttermax, fill now possible no matter where the drum is (was necessary by MP Syncroproblem)
Fixed decals on herbicide / liquid fertilizer / RubinTT buy trigger on Raiffeisen
slurry storage at the farm, compatibility increased for standard liquid manure barrels
Cow and Stable Hotspots l10n fix
Reperatur neediness of productions disabled.
Heuraufe mounted on paddock (horses lost in value without food)
Spinning cotton could not be sold (fixed)
Field7 farmland fixed generated callstack due to FieldInfo
Production Script generated CallStack with standard feed mixer (fixed)
Fixed TipCollision to straw barn, straw went through the walls
Goal of BGA is now bought together with the BGA on the acquisition of the farmland
Farm shop selling triggers fixed, under circumstances it happened that objects buggten under the ground and immediately sold.
EffectHolder for biomass in sliding panels was missing (fixed)
Fixed grass and clover, harvest levels
Einzugssparticle effects fixed at the blowers (position was not right)
Slurry storage, fill types were reset when filling another Filltypes eg digestate if already manure was in it (fixed)
Fixed silos at the yard and compost silo, faulty plans (pyramids)
New features / changes:
Heap height of the map adjusted to 2.80m
BigBag Pack fully implemented in the map (MOD FS19_lsfmBigBagPack.zip can be removed from the modfolder)
Big bag creation disabled with SeedMaster and VertiMixers (use bottling line for BigBag production)
Transport prices of animals increased
Eggs production slightly increased (from 0.1 to 0.8)
Raiffeisen: manure can now also be bought (for farmers who do not have that much manure at the farm)
Seedmaster production time slightly increased (from 20 to 60sec)
FixFermenter production time increased to 15 min
RubinTT can now also be bought via LSFM UniversalTanktrailer on Raiffeisen
Deco figure removed at the inn
Pig feed VertiMixPigFood / Silo upgraded technically and optically (for storage by trailer the lid must be open)
Double silo at the yard, right bunker is now used for silage storage.
sheepfold, woolen yard beautified
Sheepfold, wool pallets changed to handy wool bales known from the farm miner from the LS17 (500L per bale)
Productions now show the HUD from the outside you have to have been in it at least once in a production.
Pig feed and mixed ration, sales prices reduced
Horse stable, floor door can now also open from below, the trigger is located at the wheelbarrow
Price for farmland of the BGA has been adjusted to a more realistic value
It is now possible to wrap sticky balls with bale wrappers. Both round and square bales.
Placeable Multisilo in Map Integrated (User requests for more storage options via Silo System)
Dairy has got PDA symbol
Milk tank in cheese dairy increased to 50,000 liters
Added paving stones to the Landscape Tool
BigBag filling line added (can be used to buy all big bags that can be bought in the shop + fill potatoes into portable bags)
Households can be supplied with potato sacks, small sideline!
Updates Vehicles:
Fendt 500 not Dediserver capable (fixed)
added Lsfm UniversalTank Pack to SemiTrailer grain meal (only with SiloSkipper config)
this way would have been easier :)
maybe a way to fix it could be that you add the courseplay option to each vehicle you buy, like the gps system does.
That sounds logical, FollowMe should do this is well, it's being installed to all the things it shouldn't be
maybe a way to fix it could be that you add the courseplay option to each vehicle you buy, like the gps system does.
That sounds like a good Idea, but I am not sure if that is possible with the current System, how CP handels. Specialy for the Tools.
Even with the relatively small number of ppl who have the map update, CP is still mentioned every day in those private forums. If they release this update without it working with CP, their public forums are going to explode with complaints, and they will get very annoyed, very quickly.
SIde note... anything you guys need from me please feel free to ask. Info, files, testing, anything.
Side Note 2... I just discovered this save fail will also corrupt the save. Good thing I have a backup lol
Maybe you can use a ignore or blacklist ? There we can entry vehicles like this static on the map and cp will ignore this vehicles to do something or react with it ?
No Idea... Cant give a solution yet, got to figure it out in the relatedIssue, but that takes some time, sry.
One more idea, maybe you can at a query and when something is missing, you can ignore this vehicle and cp works continue. Only some thoughts.
Does anyone have a clean download link to this map? (I still wonder if we should even think about supporting mods not on Modhub...)
Not sure if this will work, the updated version is only for "supporters" so far, so I doubt it. If it does not, let me know and I'll link it to you as soon as they make it public.
https://www.lsfarming-mods.com/filebase/index.php?download/38/
This map won't be on modhub, they say many of its unique features will not work on console
Wow. So the expectation is to fix a conflict with a mod which isn't even available publicly?
It'll prob go public tomorrow, they said after the weekend, I had no way of knowing if you needed the map or not, or if you could tell what was going on by the log, or how long it might take before you guys looked at it, or if you were even going to look at it at all. So... sorry?
@pvaiko the mod is publicly available the latest version but first for supporters and then for all. I think for testing purposes
i have permission from the developer to share it with the CP devs, since he cannot figure out what the problem is. I will pm @pvaiko with the map dl link. Sent you an email to your email on your github profile.
@Pleasure0102 tell them to remove the aiVehicle specialization from their modDesc.xml, the line
<specialization name="aiVehicle" />
must go away as Courseplay installs itself in vehicles which have the aiVehicle specialization. I'm not sure why a hay barn or hay dryer must have the aiVehicle spec.
In general, they should check their baseDrivableHB and only add specializations which are really necessary for what they are doing.
If you unzip the mod and delete that line from modDesc.xml it should be saving the game with no errors.
@pvaiko Trying this now, will report back in a few
Hell yeah! That's why we come to you man, you're a pro :) Saves correctly, loads correctly after saving, all the map features work, AI helpers work, and most importantly, CP works. Thanks so much for your help.
done, messaged to farmer_andy and it seems to work :) thanks guys, the next version will have this set. And CP will work again, we will also post the fix in the forums so people can fix themselves.
This can be closed @pvaiko Thanks for all your help. Very much appreciated. Keep up the good work
When you try to save, the game hangs and you have to force exit. Here is the entry from the log file when it happens. It worked fine in version 1.0.0.0 of the map. Naturally they say it's nothing they have done, even tho it worked before. I've emptied my mods folder, deleted the entire docs folder and let the game rebuild it, and verified game files via steam. log.txt
2019-06-07 21:19 Error: Running LUA method 'onSaveStartComplete'. 2019-06-07 21:19 C:/...FarmingSimulator2019/mods/FS19_CoursePlay6/base.lua:1699: bad argument #1 to 'concat' (table expected, got nil) 2019-06-07 21:20 Application exit request forced.