Closed glencoe2004 closed 1 year ago
Do you happen to have a mod I can use to reproduce this easily?
Do you happen to have a mod I can use to reproduce this easily?
Sure, here's my work in progress mod that throws the issue. The files you're mainly looking for are: (Source) CaravanArrivalAction_VisitArchotechAncientComplex.cs (Defines the temporary faction) (1.4/defs) WorldObjects.xml & SpaceMapGenerator.xml (Don't mind the non-KCSG stuff, that's unrelated to the issue)
Also, for the worldobject, this is what causes the error:
<modExtensions>
<li Class="KCSG.CustomGenOption">
<chooseFromlayouts>
<li>ArchotechWorshippers</li>
</chooseFromlayouts>
<preventBridgeable>true</preventBridgeable>
<tryFindFreeArea>False</tryFindFreeArea>
</li>
</modExtensions>
@KylianB I forgot to mention: to replicate the error, start a game, research the "Locate first pillar" research, then visit the object on the map
With this I was able to arrive to the worldObject without errors
Nice, have you tried it with the modextension on the worldobject as well?
No I forgot, trying now
With those two commits, it should fix both issues. Thank you for the report!
One last thing, when creating and exporting structures, I recommend enabling "Verbose logging" under "Custom Structure Generation" on the first page of the Vanilla Framework Expanded settings. When enabled, you will see the missing symbols, you have quite a few!
Feel free to close the issue if it's also working for you
I'll have to test it in a bit, I'm running out of the house right now, regardless thanks for the assistance
Yup, the issue appears to be fixed. Thanks!
As the title says, CustomGenOption fails to create a structure if the map has a temporary faction at the time of creation, throwing this error:
It is possible to get around this somewhat by using GenStep_CustomStructureGen in a custom genstep instead, but if your map has mortars on it, generation fails when it encounters a mortar and displays this error:
Based on the errors, this seems to be because the code is either attempting to spawn a group of hostile pawns in the first error, or is attempting to do... something in the second error (generate pawns?). Either way, this could potentially be solved by adding a boolean that doesn't attempt to do pawn stuff if set to true/false.