Thank you for letting us know. That one slipped through.Amazing mods, great work! Quick question though, as the Hydroponic Workbench doesn't have an Output box, how do I retrieve the Compost for further crafting?
The bee log, for example, is actually an entity. The "Invalid layer index "1" should refer to the animation state as it's doing something unorthodox that Unity is not expecting. The issue should appear as a yellow warning and can be seen as a gentle notification rather than a critical issue. This warning can also appear with UMA based entities and I've seen it appear with default entities such as the chicken and snake at times. The bee log is being killed and then respawning in a new location.I'm seeing an issue of "Invalid layer index "1" and then a plant or log of some type is killed. is there any insight to this as to what i may do to fix or?
Sorry to hear that. The first thing I do is just double check there are no issues with the mod just in case.the output on the forge is not working for me. I am using smx. I can smelt items into the forge but when I try to create something I am getting a error and nothing is being made. i have maxed out the advanced engineering perk and the forge is still showing that it is locked also
Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.Hey, I'm running on linux and I keep getting purple textures in Oakraven. Great mod, btw. I'm doing my darn best to try to track down this reoccurring issue with purple textures that happens only on linux and not on windows. Anybody got any info or leads? I heard one from Dough that it's how a mod is compiled in Unity but I don't know squat about Unity so I'm open to suggestions.
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Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.
Usually I see that pink color when a shader/asset/resource was not compiled (by the modder) "for all platforms" and was compiled for Windows only. I've seen it with multiple mods, and Tactical Action when I first tried it a long time ago when it had the ?sunflowers? and other plants in it, before all the non-gun content was removed). I'm not 100% sure how this is done in Unity, except the latest/newest (since maybe 2020/21?) "Export asset bundle" Unity Script by xyth should export assets for all platforms. Its in his Unity tutorial project.
It’s a little old (10 months ago) for a20 specifically and I’m not sure if it’s xyths most updated version, but the export asset bundle script for all platforms appears to be here: https://github.com/7D2D/Templates-and-UtilitiesFrom another thread.
Sorry to be dense but is this something I can do to the existing mods in my mod folder or is this something I have to compile in Unity itself?It’s a little old (10 months ago) for a20 specifically and I’m not sure if it’s xyths most updated version, but the export asset bundle script for all platforms appears to be here: https://github.com/7D2D/Templates-and-Utilities
from the readme/docs there:
“MultiPlatformExportAssetBundles.zip : Place a copy of this file (MultiPlatformExportAssetBundles.cs) into your Unity project's asset folder to enable exporting .unity3d bundles that will work correctly on Windows, Linux and Mac OS”
Xyth put out some YouTube videos showing how to use it to export assets from unity. Basically (with the script in your unity assets folder) you just right click on “it” (I guess the top level asset object? The entire project? I guess it depends on what you’re exporting and how you want to have it bundled into the final unity3d file) and a pop up menu appears and there’s an option for “export multi platform bundle” or something similar. Without the script you don’t get this option in the pop up list.
apparently there was an older script he had that was not “multi platform” that a bunch of people were using (as it was the original script?) and people likely haven’t updated that script in their unity projects (my guess) to the newest version.
additionally; I believe when you’re not on windows, and as the game loads if you hit F1 and bring up the console, if you see any red errors about shaders, that’s mods that have not used the newer script. Of course, the error does not mention a file or mod name to help track down what is causing the error. Additionally: I’ve had mods with missing shaders on Ubuntu that don’t always make pink textures, sometimes the textures just don’t exist and the object is “all grey”, but still very playable (like an all grey axe… looks weird, but not visually jarring) The pink textures are very annoying, especially when it’s an effect like fire/sparks/movement.
It’s a “unity only” thing, as far as I know. Used to generate the “.unity3d” file format that’s used to package up 3D assets like the blocks in game, vehicles and also for sounds. I only use it for sounds so I’m unfamiliar with how to do it with actual 3D assets.Sorry to be dense but is this something I can do to the existing mods in my mod folder or is this something I have to compile in Unity itself?
Replace your HammerForge file in the Resources folder with this one and see if it resolves the texture issue. It was already set up for Linux but these further updates may help.Sorry to be dense but is this something I can do to the existing mods in my mod folder or is this something I have to compile in Unity itself?
Absolutely worked. What the heck did you do? lolReplace your HammerForge file in the Resources folder with this one and see if it resolves the texture issue. It was already set up for Linux but these further updates may help.
https://www.dropbox.com/sh/burcg7nknkb2sbi/AAACCoLbhM2ehpIUL8BI3SSIa?dl=0
Linux is a bit more selective about shader choice and Oakraven tried an alternative. Thank you for letting us know that this choice worked.Absolutely worked. What the heck did you do? lol
Thank you. This is how they compare in the Windows environment for the Linux version and Windows versions.Just to follow up - compare against original - this is what I see now versus before image. (1st image is what I saw originally -- 2nd is what I saw after update)
Sorry for the late reply and thanks for including the correct asset display to compare against. This is what I see from the latest updated unity file you enclosed. THANK YOU for even being willing to look at this in the first place. This all started because I was just curious as to the "why"s and "how"s. Hopefully my response pictures are a bit helpful. Even if you guys didn't do diddly over this, I'd still use your mod because it's visually stunning on its own merit regardless of platform.Here is a further refined version for Linux.
https://www.dropbox.com/s/wo2tx5b62povoha/HammerForge.unity3d?dl=0
On Windows it looks like this (more assets rendered and re shaded) but we can not be sure of how it platforms over. The dust is intermittent and wasn't caught well in the screenshot.
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Thank you. Time to do some more research on acceptable Linux graphical options. ^^Sorry for the late reply and thanks for including the correct asset display to compare against. This is what I see from the latest updated unity file you enclosed. THANK YOU for even being willing to look at this in the first place. This all started because I was just curious as to the "why"s and "how"s. Hopefully my response pictures are a bit helpful. Even if you guys didn't do diddly over this, I'd still use your mod because it's visually stunning on its own merit regardless of platform.