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sphereii's DMT Mods

Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server.
Oh!

downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/

Just tried to recompile without the distant terrain checkbox but getting the same error with the core.

Is there some easy way to know what are mods are needed on the server and only clientside?

 
Oh!

downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/

Just tried to recompile without the distant terrain checkbox but getting the same error with the core.

Is there some easy way to know what are mods are needed on the server and only clientside?
It should compile and run even with it. I'd have to see your full log to even make a guess on what the issue will be. It's been awhile since I was on A18.4, but it all worked last time.

 
Letsee, this should be the log, https://pastebin.com/hVezAmX2

Seems to be here things go wrong

"(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269)
 
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed
ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 "

ran an update with steamCMD to verify files before I started meddling with the mods.

 
Letsee, this should be the log, https://pastebin.com/hVezAmX2

Seems to be here things go wrong

"(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269)
 
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader
WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed
ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 "

ran an update with steamCMD to verify files before I started meddling with the mods.
Was this on a brand new world? 

 
The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world
aww crap. :(

world loads fine without it , but gonna miss the extra performance of the old distant terrain.

No  wait I'm being an idiot. distant terrain was client side >.<

Was trying to get Khaine's 10 slot toolbelt to work again

 
Last edited by a moderator:
aww crap. :(

world loads fine without it , but gonna miss the extra performance of the old distant terrain.
Its the 0-SphereIICore causing the issue. You could still include the Legacy Distant Terrain mod on your clients, and turn off EAC, and have it work for you.

 
Does not seem to work on b180. When enabled and compiled 0-SphereIICore the main game menu does not appear.

I am using DMT 2.1.7532.34941 self updated.

 
Last edited by a moderator:
Is there anyway to use just the XP icon notifier remover included within your core package? Just a simple file or modlet I can use?

 
Is there anyway to use just the XP icon notifier remover included within your core package? Just a simple file or modlet I can use?
[HarmonyPatch(typeof(XUiC_CollectedItemList))]
[HarmonyPatch("AddIconNotification")]
public class SphereII_XPIconRemover
{
static bool Prefix()
{
return false;
}
}


You could create your own Harmony Modlet with this code. 

 
[HarmonyPatch(typeof(XUiC_CollectedItemList))]
[HarmonyPatch("AddIconNotification")]
public class SphereII_XPIconRemover
{
static bool Prefix()
{
return false;
}
}


You could create your own Harmony Modlet with this code. 
Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob!

 
Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob!
This mod would require using the DMT tool, and building the mod in. Some people have tried to move the xui element way off screen so its a bit safer to use. I'm not familiar with that method.

 
Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal?

I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it.

 
Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal?

I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it.
The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

It should be possible to toggle on and off, with only a restart for the effects to take effect. 

 
The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

It should be possible to toggle on and off, with only a restart for the effects to take effect. 
It is possible to toggle on and off. It is off by default, so whoever had an issue with how it works, had to manually turn it on in the first place. ;)

 
The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

It should be possible to toggle on and off, with only a restart for the effects to take effect. 
You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing

 
You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing
Turning it off and starting a new game instead of loading the previous save will definitely do the trick.

 
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