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Telrics A19 Modlets (New MOD Added: 07/08/2021)

I changed the update rate of the pregnancy check from 1 second to 3 seconds. I didnt mess with the individual rates or anything.

At first I had a cooldown on the pregnancy stuff, but it felt a bit useless, since these NPCs are reset when the player leaves the chunk, or logs off. Say I put it on a 10 minute or a 30 minute cooldown. All player would need to do to bypass that timer would be to log out and back in or just walk to the trader and back. There's no way, that I know of, to keep an NPC from resetting it's buffs when leaving the area. That's also why I didnt get to add diseases and other stuff like that in. My first bits of the mod had infections that needed antibiotics to cure for the animals. the infection could spread throughout other nearby animals.. but again, once you left the chunk, they were wiped of that buff. The only reason they dont lose their health or food buffs is those buffs use the health and stamina of that animal, not a cvar or other buff... So, long way of saying, that's why i just did away with cooldown periods and all.

 
@Telric any chance you know if any of these are compatible with DF? I'd love to add fishing and horses to my dedicated server if they are! 😧

 
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@Telric any chance you know if any of these are compatible with DF? I'd love to add fishing and horses to my dedicated server if they are! 😧
I havent personally tried it. I would think the fishing mod would work as it just adds in a new item and a couple buffs and a block. Nothing done with core systems that DF might change. As for the horses, it does add a POI which will require a restart in itself. It also uses vehicles, which I'm not sure if DF touches those or not. So basically, the fishing mod *should* work fine as is. I'm not entirely sure about the horses one though.

 
By "restart" that is to say you need to start completely over? I play the custom Blackjack map and while some mods work others don't seem to work like the horses, Mead Hall, the Mansion, the Pigs and new/varied zombies (not sure if that was yours)... Most work instantly...

Thanks.

 
I can't say for other's mods, but if one of mine says restart, you have to make a whole new RWG world. Any mod that adds a POI like the ones you listed will require a new world to be created. Not just a new game, but a whole new seed used for the RWG. POIs are put into place at world creation only, which is why it needs a full map restart.

 
Telric said:
I can't say for other's mods, but if one of mine says restart, you have to make a whole new RWG world. Any mod that adds a POI like the ones you listed will require a new world to be created. Not just a new game, but a whole new seed used for the RWG. POIs are put into place at world creation only, which is why it needs a full map restart.
Okay so I deleted my savegame, created a new game on the custom Blackjack map. Most of the mods work fine - it's just a few (probably the ones that require a 'restart' but all this before I just read this new comment.  So if I understand correctly...

The custom Blackjack map won't work for mods that need a restart - I need to create a randomly generated NEW map from the game itself for this stuff to be activated? Custom maps won't work because they are already "created" basically?

Sorry - not the most techy person in the World. My other question regarding this - if I load those mods - and then create a new randomly generated World, the random creation will pull the info from the mods (for the Mead Hall, Mansion, Horses, etc) while it's creating the game right?

 
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Okay so I deleted my savegame, created a new game on the custom Blackjack map. Most of the mods work fine - it's just a few (probably the ones that require a 'restart' but all this before I just read this new comment.  So if I understand correctly...

The custom Blackjack map won't work for mods that need a restart - I need to create a randomly generated NEW map from the game itself for this stuff to be activated? Custom maps won't work because they are already "created" basically?

Sorry - not the most techy person in the World. My other question regarding this - if I load those mods - and then create a new randomly generated World, the random creation will pull the info from the mods (for the Mead Hall, Mansion, Horses, etc) while it's creating the game right?
Right so if youre playing a custom map that's already been generated you won't be able to get these pois unless you manually add them to the world. Which is a whole can of worms sometimes. If you generate a new rwg you'll get the pois. But custom maps are already generated I think. ( I haven't messed with this map in particular so can't say with 100% confidence...)

Your best bet would be to create a new world for these mods to work. Hope this helps!

 
Having a bit of trouble with the Thumper.

I keep getting 2021-08-18T04:51:35 118.500 INF Block IDs with mapping
2021-08-18T04:51:35 118.501 INF BlockIDs from Mapping
2021-08-18T04:51:42 125.346 WRN XML patch for "items.xml" from mod "Telrics Thumper 2.0" did not apply: <append xpath="/items/item[@name='meleeToolWrench']/property[@class='Action0']"
2021-08-18T04:51:42 125.348 WRN XML patch for "items.xml" from mod "Telrics Thumper 2.0" did not apply: <append xpath="/items/item[@name='meleeToolWrench']/effect_group"
2021-08-18T04:53:36 239.618 ERR XML loader: Loading and parsing 'items.xml' failed

In my errorlogs. Any clue what might cause this?

Dug this out of the log. Not sure if it will help to post.

2021-08-18T05:09:09 1172.314 ERR No loot entry defined for loot list id 943
2021-08-18T05:09:21 1184.537 INF Time: 17.04m FPS: 59.77 Heap: 1462.9MB Max: 1520.9MB Chunks: 309 CGO: 172 Ply: 1 Zom: 0 Ent: 6 (8) Items: 0 CO: 1 RSS: 10089.1MB
NullReferenceException: Object reference not set to an instance of an object
  at EntityVehicle.Init (System.Int32 _entityClass) [0x00045] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityDriveable.Init (System.Int32 _entityClass) [0x00000] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x00658] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName) [0x0001b] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x00000] in <e9521218400243e9ac8c145545b586cf>:0
  at ItemActionSpawnVehicle.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x00188] in <e9521218400243e9ac8c145545b586cf>:0
  at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00355] in <e9521218400243e9ac8c145545b586cf>:0
  at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <e9521218400243e9ac8c145545b586cf>:0
  at PlayerMoveController.Update () [0x02604] in <e9521218400243e9ac8c145545b586cf>:0
 
(Filename: <e9521218400243e9ac8c145545b586cf> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at EntityVehicle.CheckForOutOfWorld () [0x0016d] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <e9521218400243e9ac8c145545b586cf>:0
  at EntityVehicle.FixedUpdate () [0x00000] in <e9521218400243e9ac8c145545b586cf>:0
 

 
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Yeah, I'm trying to tweak and balance other mods. Wondering what's butting heads with it.

I'm in the process of trying to get the mods in better shape for a server.

 
Well, you get that warning about not appending if that item doesn't exist. Usually " ERR XML loader: Loading and parsing 'items.xml' failed " will have a reason following it. Either post your whole log here or start with that to see what it says. Also if your other mods are being loaded just fine until it gets to mine, take a look at the one that's loaded just above it as well. Things are loaded in order, so if something breaks just before another mod is loaded, the 2nd mod will be the one to say errors, even though it'll be the first mod causing it... if that makes sense.

For example, if the mod just above my thumper mod removes the wrench tool, then my mod won't be able to append to it. In this case it wouldn't throw errors, but if it was something more severe, it would.

 
Here is the log. I threw two 0s in front of it to make it load first.. And I could spawn in the vehicle, but spawning one of the thumpers with the F6 menu caused a crash.

 
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Alright so the very first actual error I see is

 

2021-08-18T16:53:32 259.713 ERR XML loader: Loading and parsing 'recipes.xml' failed
2021-08-18T16:53:32 259.714 EXC No item/block with name 'bookBatterUpConditioning' existing
Exception: No item/block with name 'bookBatterUpConditioning' existing



Since you have a ton of mods you're working on, I would suggest going through them one by one to determine which one is removing this item, then work from there. As for the thumper, you do have several entity mods loading in. I'm not sure what all they do, specifically the creature packs and the war3zuk creature pack patch. My thumper is based on an existing vanilla zombie, so if any of those change how vanilla zombies actually behave, that could be the culprit. But like I said, with that many mods you're trying to load at once, chances are a few of them won't play nicely with one another. It really will be a case of add two mods in, test and make sure they work together, then log out and add another mod on top, test again, etc... A grueling process for sure.

 
Super fun when it works out though! Last time I think I had to look through every loot.txt to find a problem it's a little like a puzzle.

Thank you for your time and the cool stuff you've made!

 
Hey hey @Telric 

so go a few of your mods i want on the game ok i have 
TelricsHorses2.0A19
TelricsHusbandryA19
TelricsSpidersA19
TelricsThumper2.0A19

i going to play with my son and i get this error - 

```2021-08-22T16:57:21 359.856 ERR XML loader: Loading and parsing 'vehicles.xml' failed
2021-08-22T16:57:21 359.857 EXC An item with the same key has already been added. Key: vehiclebrownhorse
ArgumentException: An item with the same key has already been added. Key: vehiclebrownhorse
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at VehiclesFromXml+<Load>d__0.MoveNext () [0x00121] in <4b1a8c809f0943a384283687c21422f8>:0 
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <4b1a8c809f0943a384283687c21422f8>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass53_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)```

any idea. 

Cheers
Stallionsden

 
Just fixed that error. The horses 2.0 mod and the husbandry mod had a couple items named the same, so that's the error you're getting. I just changed the husbandry mod, so you don't have to re download both. Just husbandry...

On a side note, do be aware the husbandry mod is listed as single player only. It will definitely throw errors to clients when someone tries placing one of the mountable animals from it. Also the actual breeding and mating system probably won't work correctly.

Thanks for reporting this error though!

 
Just fixed that error. The horses 2.0 mod and the husbandry mod had a couple items named the same, so that's the error you're getting. I just changed the husbandry mod, so you don't have to re download both. Just husbandry...

On a side note, do be aware the husbandry mod is listed as single player only. It will definitely throw errors to clients when someone tries placing one of the mountable animals from it. Also the actual breeding and mating system probably won't work correctly.

Thanks for reporting this error though!
Argh ok will remove the husbandry one for our game. Thanks for letting me know and for fixing the error appreciate it. 

 
  • Telrics Magisters Mansion

    So I started a brand new POI - random - and these Mansions are there. I've seen them in almost every city area. The problem is that when I go to try and interact with the Siera Nightstalker NPC I get the following error: "Object reference not set to an instance or object" and when I go to click on the door it has no interactions at all.

    What to do here? How to fix this?

    Thanks.
 
  • Telrics Magisters Mansion

    So I started a brand new POI - random - and these Mansions are there. I've seen them in almost every city area. The problem is that when I go to try and interact with the Siera Nightstalker NPC I get the following error: "Object reference not set to an instance or object" and when I go to click on the door it has no interactions at all.

    What to do here? How to fix this?

    Thanks.
Just downloaded, created a new rwg and tested it. No problems when its the only mod in the list. To get any idea, a list of the mods you're using and your error log will be required.

 
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