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ZZTong-Prefabs

ZZTong-Prefabs V3.0-ZZ032

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This quest issue is new. There have been quest problems in the past but those had been fixed (zombies not spawning for a clear because they are tied to a button or key rack and the person didn't destroy it are different, and I mentioned them). But I won't argue about it as I know you have strong feelings about it. The comments here are specifically in regards to the new "bug" (which may be intentional, but hopefully not) and why it is different from the "normal" issues.

I do understand not wanting to have to explain why something doesn't work because someone didn't install it on the client, but at the same time, it's good for people to know the specific issues and decide for themselves if they accept those, especially when consoles can have custom POI but can't download them. Just being told they don't work is not accurate (until 2.5 when quests stopped entirely, at least from vanilla traders).
 
This quest issue is new. There have been quest problems in the past but those had been fixed. But I won't argue about it as I know you have strong feelings about it. The comments here are specifically in regards to the new "bug" (which may be intentional, but hopefully not) and why it is different from the "normal" issues.

I do understand not wanting to have to explain why something doesn't work because someone didn't install it on the client, but at the same time, it's good for people to know the specific issues and decide for themselves if they accept those, especially when consoles can have custom POI but can't download them. Just being told they don't work is not accurate (until 2.5 when quests stopped entirely, at least from vanilla traders).
The quest issue is not new. nor have they been fixed with pois not being client side because pois are required client side and server side just cause it hasnt happenned to you.
feelings lol i follow what is the most proper way of installing pois so they work as intended and has been proven to be the case.
You dont get any issues with vanilla pois cause they are shipped with the game. Custom pois are the exact same and needs to be client side.

they reported an issue that on consoles the pois werent working that in itself says the answer since there is a thread also specifically posted in here bout consoles not being able to use or have mods.
The answer is obvious and there wasnt a need to give a 5 page report on it it is cause the pois arent installed client side they already decided to not install the pois client side (on consoles cause you cant) so that step is null and void)
 
honestly i don't even know the details on what sign tech is or what it does. i don't go for bloat in general so it's not something i feel will make my game more enjoyable, therefore i've done zero research into the pros and cons.

Here's what I believe that system is doing.

Somebody looked to "vector graphics" for inspiration and made a "shader" that will read instructions about what to draw from an XML file and then draw those shapes onto a flat surface. The instructions are like "place an oval at these coordinates, make the oval this big, twist it a little bit, and color it blue." That made them easy to store in a text file (XML). It also meant it doesn't pixelate at various distances and angles like a bitmap could.

The extent to which this might be easy, or hard, on a video cards is beyond my knowledge. I speculate that some things, like drawing curves, might align nicely with video card functions, but that things like layers probably mean the graphics card might end up changing some pixels multiple times. So, really fancy signs where they're taking "primitive" shapes like circles and triangles and layering them to end up with something that looks like a kuala, for example, could perhaps be the issue.
 
Just tested, it appears you were correct, the sign tech data is not being pushed to client despite the UI indicating that it is transferred, see client log snippet below.

On the other hand, the poi's DO show up in POI teleporter and you CAN teleport to it.

On the third hand i noticed it doesn't change the location UI from burnt forest to poi name without the mod installed on client.

I did not test any of the quests, fairly sure they would not function properly and OP was mistaken that they ever DID work in this scenario.

Code:
ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <1071a2cb0cb3433aae80a793c277a048>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <1071a2cb0cb3433aae80a793c277a048>:0
  at SignDataManager.TryGetRenderingData (GlobalSignId signId, SignDataManager+SignRenderingData& signRenderingData) [0x0000f] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at SignDataManager.TryApplyRenderingData (GlobalSignId signId, SignDataManager+RenderingDataPatcher patcher, System.Collections.Generic.List`1[T] signRenderers, SignCanvas+SignBlendMode blendMode, UnityEngine.Camera targetCamera) [0x00000] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at SignCanvas.RefreshRenderers () [0x00033] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at SignCanvas.Initialize (SignDataManager+RenderingDataPatcher _alternativePatcher) [0x00030] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at TEFeatureCanvas.SetBlockEntityData (BlockEntityData _blockEntityData) [0x00096] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at TileEntityComposite.SetBlockEntityData (BlockEntityData _blockEntityData) [0x0000b] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at BlockCompositeTileEntity.OnBlockEntityTransformAfterActivated (WorldBase _world, Vector3i _blockPos, BlockValue _blockValue, BlockEntityData _bed) [0x0003d] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at Chunk.OnDisplayBlockEntities (World _world, UnityEngine.Transform _entityBlocksParentT, ChunkCluster _chunkCluster) [0x00300] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at ChunkManager.doCopyChunksToUnity () [0x0011c] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at ChunkManager.CopyChunksToUnity () [0x00000] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at GameManager.gmUpdate () [0x00534] in <d983dee3f9114d09bdb3b5f8df4452f8>:0
  at (wrapper dynamic-method) GameManager.DMD<System.Void GameManager:Update()>(GameManager)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void GameManager:Update()>(GameManager)
 
if need be i can do other testing on this scenario, but the bottom line is i believe the framework is present and the intent is to push the required data, but it's either not properly coded, they haven't got around to fixing it, they are unaware of it, or it's just not important enough to address right now.
 
Just tested

Awesome! Thanks for sharing the information.

On the other hand, the poi's DO show up in POI teleporter and you CAN teleport to it.

That's neat. I wonder when that changed. Or, maybe I'm misremembering that issue.

On the third hand i noticed it doesn't change the location UI from burnt forest to poi name without the mod installed on client.

I believe this is because Localization data is not sent to the client. A modlet's Localization.csv gets merged with the game's localization file at runtime by the server. (Formerly that was Localization.txt but got renamed in v3.0 to have a file extension that reflected the file's real organization.) If you client doesn't have the modlet, then it cannot do the same work on the client side.
 
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