Closed Cervator closed 8 years ago
Happened again - sort of? While testing the Alpha 4 candidate via binary. Again there was no city in the immediate vicinity of spawn yet when I got somewhere where a city was meant to grow the game crashed trying to get the city going or so:
22:03:48.703 [main] INFO o.t.w.b.internal.BlockManagerImpl - Registered Block core:RedShroom with id 83
22:03:48.708 [main] INFO o.t.e.systems.StorageHandlerLibrary - Registered new StorageComponentHandler org.terasology.economy.handler.InfiniteStorageHandler
22:03:48.710 [main] INFO o.t.d.buildings.BuildingManager - Loading building assets
22:03:48.710 [main] INFO o.t.d.buildings.BuildingManager - Finished loading buildings. Number of building types: 0 | Strings found: []
22:03:48.718 [main] INFO o.t.d.districts.DistrictManager - Obtaining district prefabs...
22:03:48.719 [main] INFO o.t.d.districts.DistrictManager - Finished loading districts: 0 district types found: []
22:03:48.721 [main] INFO o.t.e.systems.StorageHandlerLibrary - Registered new StorageComponentHandler org.terasology.dynamicCities.economy.PopulationStorageHandler
22:03:48.730 [main] INFO o.t.e.systems.StorageHandlerLibrary - Registered new StorageComponentHandler org.terasology.economy.handler.MultiInvStorageHandler
22:03:48.731 [main] INFO o.t.d.population.CultureComponent - Obtaining culture prefabs...
22:03:48.731 [main] INFO o.t.d.population.CultureComponent - Finished loading cultures: 0 culture types found: []
22:04:09.718 [main] INFO o.t.logic.console.ConsoleImpl - [CONSOLE] Welcome to the wonderful world of Terasology!
Type 'help' to see a list with available commands or 'help <commandName>' for command details.
Text parameters do not need quotes, unless containing spaces. No commas between parameters.
You can use auto-completion by typing a partial command then hitting [tab] - examples:
gh + [tab] => 'ghost'
help gh + [tab] => 'help ghost' (can auto complete commands fed to help)
giv + [tab] => 'giveBlock giveItem givePermission' (use [tab] again to cycle between choices)
lS + [tab] => 'listShapes' (camel casing abbreviated commands)
22:04:10.800 [main] INFO o.t.logic.console.ConsoleImpl - [CONSOLE] Ghost mode toggled
22:04:11.700 [main] INFO o.t.logic.console.ConsoleImpl - [CONSOLE] High-speed mode activated
22:04:18.959 [main] ERROR o.t.d.population.CultureComponent - No culture found...barbarians...
22:04:19.049 [main] ERROR o.terasology.engine.TerasologyEngine - Uncaught exception, attempting clean game shutdown
java.lang.NullPointerException: null
at org.terasology.dynamicCities.settlements.components.DistrictFacetComponent.mapDistrictTypes(DistrictFacetComponent.java:124)
at org.terasology.dynamicCities.settlements.components.DistrictFacetComponent.<init>(DistrictFacetComponent.java:117)
at org.terasology.dynamicCities.settlements.SettlementEntityManager.createSettlement(SettlementEntityManager.java:212)
at org.terasology.dynamicCities.settlements.SettlementEntityManager.update(SettlementEntityManager.java:150)
at org.terasology.engine.modes.StateIngame.update(StateIngame.java:176)
at org.terasology.engine.TerasologyEngine.mainLoop(TerasologyEngine.java:413)
at org.terasology.engine.TerasologyEngine.run(TerasologyEngine.java:368)
at org.terasology.engine.Terasology.main(Terasology.java:152)
22:04:19.049 [main] INFO o.terasology.engine.TerasologyEngine - Shutting down Terasology...
Edit: Happening repeatedly actually. I wonder if it is because I usually test with ghost
and hspeed
on meaning I'm often pushing chunk generation. I could probably get within range of a city spot without having all related chunks finished - maybe the city starts up and tries to cover some part of the world that isn't ready yet?
Oddly on trying to enable MedievalCities it worked first try. Maybe there's some bad combination with the default setup that gets shuffled to where with MC included it works more easily?
Bump. I just realized after a player report that there is a very obvious No culture found...barbarians...
error getting logged without MedievalCities enabled. Great error message by the way :-)
Is there meant to be a default culture defined somewhere in the current dependency tree or did it end up getting moved to MedievalCities yet it wasn't declared as a dependency? Seems like that would fix it.
Pinging @CptCrispyCrunchy and @skaldarnar
Catching back up on testing new modules. Enabled TutorialDynamicCities (and its dependencies) along with MedievalCities. After a few moments in-game I got the error below. Uncertain if it is from having the extras of the tutorial module active or the medieval buildings added.
Worth noting that I first tried without MC yet spawned somewhere without a city visible (not very flat). Second attempt with MC added crashed almost immediately, but not quite (10-20 seconds?). Third attempt still including MC worked fine, again didn't spawn me near a city (hilly again) but I flew around until I found one and it was looking fine. Maybe something related to the early phase of a city vs. the player having just spawned with a limited number of chunks available?