stellaris-mods / autonomous-assembler

Fully automated construction ship.
GNU General Public License v3.0
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Errors from the mod #2

Open Letoric opened 7 years ago

Letoric commented 7 years ago

Hello. Love the concept of the mod. It appears that it has some errors currently, whether ran alone, or with other mods.

[14:40:42][component.cpp:497]: Component "ASS_TYPE_XLARGE" has invalid technology "tech_battle_fortress_1". [14:40:43][effect_impl.cpp:3380]: Could not find ship size specified for create_ship effect! File: events/ass_controller_marker.txt Line: 100 [14:40:44][effect_impl.cpp:3380]: Could not find ship size specified for create_ship effect! File: common/scripted_effects/ass_op_military.txt Line: 276[14:40:44][trigger.cpp:306]: Invalid Scope type for trigger has_ship_flag in common/scripted_effects/ass_relations.txt line : 313 [14:40:44][ship_size.cpp:414]: invalid component set "sc_friendly_aura" in ship size autonomous_assembler [14:40:44][ship_size.cpp:414]: invalid component set "sc_defense_aura" in ship size autonomous_assembler [14:40:44][ship_size.cpp:414]: invalid component set "station_architecture_components" in ship size ass_military_complex [14:40:45][trigger_impl.cpp:3155]: is_ship_size trigger at file: common/scripted_triggers/ass_op_military_triggers.txt line: 46 has an invalid ship size. [14:40:45][effect_impl.cpp:1128]: Error in fire event effect at file: events/addonmenu.txt line: 88, could not find event: TNF.1 [14:40:45][effect_impl.cpp:1128]: Error in fire event effect at file: events/addonmenu.txt line: 94, could not find event: zhowstart.10 [14:40:45][effect_impl.cpp:1128]: Error in fire event effect at file: events/addonmenu.txt line: 124, could not find event: tnfMenu.1 [14:40:45][effect_impl.cpp:1128]: Error in fire event effect at file: events/addonmenu.txt line: 132, could not find event: zhowstart.3 [14:40:45][trigger_impl.cpp:3155]: is_ship_size trigger at file: common/scripted_triggers/ass_op_military_triggers.txt line: 46 has an invalid ship size.

folknor commented 7 years ago

Indeed, all those lines are things I can not avoid, to keep cross-mod compatibility with a few mods like NSC, That's Not Fair, A Stellaris Remake, and some other mod I forgot.

Except this line, which was indeed a mistake: Line: 276[14:40:44][trigger.cpp:306]: Invalid Scope type for trigger has_ship_flag in common/scripted_effects/ass_relations.txt line : 313

Fixed, thank you :-)

Letoric commented 7 years ago

Can't you put those lines in a separate mod, a compatibility mod? Or perhaps leverage the same stuff that Paradox uses to check if a specific DLC is owned?

On Fri, Oct 6, 2017 at 3:22 PM, folk notifications@github.com wrote:

Indeed, all those lines are things I can not avoid, to keep cross-mod compatibility with a few mods like NSC, That's Not Fair, A Stellaris Remake, and some other mod I forgot.

Except this line, which was indeed a mistake: Line: 276[14:40:44][trigger.cpp:306]: Invalid Scope type for trigger has_ship_flag in common/scripted_effects/ass_relations.txt line : 313

Fixed, thank you :-)

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Letoric commented 7 years ago

I understand, however, I'm a firm believer that errors should be fixed :) Would appreciate if you're able to cover those by using the DLC detection logic or separate mod, but if not, I can work through it on my own.

On Fri, Oct 6, 2017 at 3:29 PM, folk notifications@github.com wrote:

They are of course harmless, the other errors.

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folknor commented 7 years ago

I can indeed put some of them in a compat mod, like these ones could be avoided:

[14:40:42][component.cpp:497]: Component "ASS_TYPE_XLARGE" has invalid technology "tech_battle_fortress_1".
[14:40:43][effect_impl.cpp:3380]: Could not find ship size specified for create_ship effect!
File: events/ass_controller_marker.txt
Line: 100
[14:40:45][trigger_impl.cpp:3155]: is_ship_size trigger at file: common/scripted_triggers/ass_op_military_triggers.txt line: 46 has an invalid ship size.

I'll reopen the bug for that, but I have to say it's quite low priority given that the errors are entirely harmless.

folknor commented 7 years ago

Yes, but you see if the Stellaris lexer/parser was smart, they would not be errors at all. All the lines of code that produce those errors are "gated" behind if-conditions that block evaluation of them.

Their interpreter, at runtime, obviously stops at those conditions.