cataclysmbnteam / Cataclysm-BN

Cataclysm: Bright Nights, A fork/variant of Cataclysm:DDA by CleverRaven.
https://docs.cataclysmbn.org
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"No hope" mapgen json-error #5745

Open LinKennt opened 1 day ago

LinKennt commented 1 day ago

Describe the bug

Internal mod "No Hope [no_hope]" calls json-error "row X column Y: 'Z' has no terrian, furniture, or other defenition" at the "mapgen weights" Finalizing stage house_inner_garden r13/c15-16 and 18-19, r14/c13-19, r15/c14-19; and s_gas.json r19/c5.

Steps To Reproduce

  1. Create new world with "No Hope" mod
  2. Open World

Screenshots

https://github.com/user-attachments/assets/ce8dd676-facf-46b5-8786-0990d120dfb1

Versions and configuration

Additional context

debug.log

blot-runner commented 1 day ago

Also encountered it, to my knowledge the culprit is palettes.json in the No Hope mod. Can be fixed by adding to the mod palette the symbols used in the vanilla locations, but absent in the mod ones. Namely (all the changes are to the palettes.json of the No Hope mod):

  1. Adding the line "s̱": "t_region_soil", to the "terrain" part of the "house_w_foundation_palette" palette,

  2. Adding the line "nested": { "o": { "chunks": [ [ "null", 95 ], [ "house_place_air_conditioner", 5 ] ] } } to the same palette and

  3. Adding the line "M": { "item_group": "vending_medicine", "reinforced": true } to the "vendingmachines" part of the "road" palette

solved the problem for me. Attaching the corrected file for reference.

palettes.json

RoyalFox2140 commented 23 hours ago

We don't support or fix No Hope, but anyone is welcome to step up to maintain No Hope.

blot-runner commented 18 hours ago

We don't support or fix No Hope, but anyone is welcome to step up to maintain No Hope.

Hmm... does it mean that if I finally learn the black magic of git and choose to fix this WITHOUT becoming a full-time maintainer of the mod, the PR won't be merged?)

chaosvolt commented 17 hours ago

Nah, if you can help that'd be appreciated. It's more that right now No Hope doesn't have a dedicated maintainer. Part of the problem is the mod is an absolute rat's nest of overrides that can be a pain to sift through,especially since you then have to triage whether any given override is even nessecary in BN (a huge chunk of the mod is dedicated to re-implementing random stuff DDA has obsoleted for "muh realisms" reasons over the years, and a lot of that has at various points been re-added to BN).

blot-runner commented 16 hours ago

Nah, if you can help that'd be appreciated. It's more that right now No Hope doesn't have a dedicated maintainer. Part of the problem is the mod is an absolute rat's nest of overrides that can be a pain to sift through,especially since you then have to triage whether any given override is even nessecary in BN (a huge chunk of the mod is dedicated to re-implementing random stuff DDA has obsoleted for "muh realisms" reasons over the years, and a lot of that has at various points been re-added to BN).

Understood, thank you.

RoyalFox2140 commented 11 hours ago

We don't support or fix No Hope, but anyone is welcome to step up to maintain No Hope.

Hmm... does it mean that if I finally learn the black magic of git and choose to fix this WITHOUT becoming a full-time maintainer of the mod, the PR won't be merged?)

We'll merge anybody's work. What I meant was nobody is expected to fix No Hope so if a PR breaks No Hope we don't even know because we stopped running tests on No Hope. It is not anyone's responsibility but anyone can work on it.