Gnomoria

General Category => In Development => Topic started by: RoboB0b on February 24, 2015, 01:57:14 PM

Title: Gnomoria v0.9.18 RC42 release
Post by: RoboB0b on February 24, 2015, 01:57:14 PM
RC42
Fixed

RC41
General
Fixed
RC40
Fixed
Added support for osx and linux for RC39.

RC39
General
RC38
Fixed
RC37
General
Fixed
To include additional mods add a folder next to the Data and Sprites folder in your mod called "Included Mods" without the quotes.  Copy the entire mod folder you wish to include in the Included Mods folder.  Included mods are nested and mods can include mods that include mods, etc.  In the Included Mods folder, create a file and name it modmergeorder.ini.  In this file add the name of each mod you wish to include in the order you want them to be added in.

Most things just add together based on the mod order.  Some settings are universal and are set by the base mod.

For mods that add new items, constructions, workshops, etc and don't change the vanilla parameters, I recommended specifying only the new items in your mod to make sharing easier.  When using that mod by itself, just include it in a blank mod.  For example to add a new item, previously you would add the item somewhere in the items.xml file.  Now, you should make a new items.xml file that only contains your new item.  Create a base mod that doesn't include items.xml (which will use the vanilla items.xml) and then add your mod with 1 new item into the Included Mods folder.

New Sprites can now be merged together with multiple mods too.  Each mod can have 1 or more tilesheets to use as a source.  When merging mods, the game will generate a texture atlas on it's own.  When adding new sprites, there is no reason to include the vanilla sprite sheet.

RC36
Fixed
RC35
Fixed
RC34
General
There isn't a way to tie the Workshop to just the indev branch, so until mod support hits the default branch you'll have to join a group to get access to the Gnomoria workshop.

http://steamcommunity.com/groups/gnomoria_indev (http://steamcommunity.com/groups/gnomoria_indev)

Once mod support is default, I'll make the workshop public for everyone and the group won't be needed anymore.

To create a Workshop item, create a new folder in the Steam Workshop directory in Gnomoria's install directory.
In that folder, create another folder named "Mod Files" and copy your mod into that.
Also in that folder, add an image for the Workshop named preview.png.  You can add additional images through the Workshop options in the Steam client or a browser.
Launch Gnomoria and choose the Steam Workshop menu option.  Select the folder where your mod is located.
Enter a name and description which will appear in the Workshop when looking for mods.  You can edit these later here or through the web based Workshop interface.
You may or may not need to accept a legal agreement before the Workshop item will show up.

To install a mod just subscribe to it through the Workshop interface.  Steam will download it in the background and it will show up in your mod list when starting a new game.

RC33
Fixed
RC32
General
Fixed
RC31
General
Fixed
RC30
General
RC29
General
RC28
Fixed
RC27
Fixed
RC26
General
RC25
Fixed
RC24
General
Fixed
RC23
Fixed
RC22
General
Fixed
RC21
General
Fixed
RC20
General
Fixed
RC19
Fixed
RC18
Fixed
RC17
Fixed
RC16
General
Fixed
RC15
Fixed
RC14
Fixed
RC13
Fixed
RC12
Fixed
RC11
Fixed
RC10
Fixed
RC9
Fixed
RC8
General
RC7
Fixed
RC6
Fixed
RC5

Fixed
RC4

Fixed
RC3

Fixed
RC2
Whew!  Huge patch.  Lots of working late nights and weekends went into this patch.  There are lots of changes and I'm expecting some bugs.  This RC is the first iteration of mod support.  This patch exposes some existing game data files as well as some stuff in code has now been moved into data files.

This first patch includes items, workshops, constructions, sprites and some parts of the game associated with those.  Right now it's still missing items used with merchants, tributes/insults and military perks.  Aside from those you should be able to more or less start from scratch with the production tree of workshops and items as well as constructions and visuals.  Some names used in the files are a bit outdated and might get updated.  Some parts, I just quickly dumped into XML and I might end up reorganizing it as well.  We'll start with this and make changes along the way.

To make a mod, copy the "Mod Files" folder into the "Mods" folder and rename it to something.  There is a ModFolder setting in the settings.ini that we'll use until I add in UI for picking a mod.  Any files not present in the ModFolder will just load the base version.  I've added descriptions in the comments at the top of every file for how to edit and add to the files.  We can start filling out the wiki with this info and add more as needed.  Right now you have to start a new game for a new mod and the associated mod will be used when loading saves.

In addition to exposing more game files and UI for selecting mods, I need to add in better error checking as well as log errors when loading mods.

RC1
Fixed
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: mrvith on February 24, 2015, 04:42:06 PM
RC1
Fixed
  • Occasional crash when refilling ammo

Excellent, thanks!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Philk on February 25, 2015, 07:29:08 AM
Here it comes, the next awesome thing, can't wait to see what it is.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Slan on February 25, 2015, 10:16:20 AM
Almost sure the next version is a full HD full 3D version of the game.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: tedk84 on February 25, 2015, 12:53:54 PM
finally! thank you very much :)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Lobstarooo on February 25, 2015, 05:33:04 PM
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag. Calling his squad to a guard area and directly cancelling that fixes it, so I never have much of an issue but I don't know if it's been and/or introduced recently.

Anyway, good to see number 18 coming along!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Mertu on February 26, 2015, 10:44:58 AM
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag.

This has been around for a while.  There's an open bugzilla item from September.

That one can be annoying, especially early on when there's usually a whole lot of hauling to do and not many to do it, but at least it's not fatal.  Worst case, when the gnome hits the dire need for food/drink/sleep, he'll get unstuck to go take care of that (which empties out the container and prevents it from instantly happening again).  Infinitely better than the ammo bug.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: jonny5v on February 27, 2015, 07:15:17 AM
Can we add to the smelter just some text change for ore>bar and sliver>bar. My queue shows as bars for both sliver and ore. It will help a ton. Thanks!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Lord Bellom on February 27, 2015, 02:16:46 PM
Is this is what is causing my game to crash every time in one map. They are using blunderbusses and it won't last more then a few seconds before it crashes.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: othermike on February 27, 2015, 04:44:27 PM
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag. Calling his squad to a guard area and directly cancelling that fixes it, so I never have much of an issue but I don't know if it's been and/or introduced recently.

I kept getting that, then I designated a stockpile for bags and it hasn't happened since. Might have been coincidence, but give it a try.

Also: bugfix release, yay!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Gralad on February 27, 2015, 11:33:55 PM
cant wait to see what will come !

also since the current indev version i sometimes get a bug when there is a large attack force or generally alot of lag due to some accidentally closed off gnomes going all ham on pathing it happens that my cursor kinda gets "out of phase" like on screen it shows the cursor being in the middle but the game registers it being like 3 inches to the left and 4 up. this only gets fixed by closing the game completely and reloading it again.

first i thought it was something with the mod im using (auto resume after save) but i tried it without and this still happened.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RawCode on February 27, 2015, 11:50:52 PM
Probably i captured bug of some sort:

1) For unknown reasons multiple (2) gnomes managed to equip same hammer
2) Savegame included, currently gnomes training and both easy to find

3) If gnome one of gnomes die or drop hammer, it will just disappear.

4) Only one hammer tracked for storage and kingdom worth

https://www.sendspace.com/file/q80lf3
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Eganowa on March 02, 2015, 06:38:12 AM
Found a interesting bug. Automatons don't atack Mant Scouts. Even in selfdefence.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on March 03, 2015, 01:01:53 AM
Found a interesting bug. Automatons don't atack Mant Scouts. Even in selfdefence.

Weird. They do attack mant workers... I try to leave the mant scout alive to get some "target practice" in,  because of that I never thought of sending just the automatons to deal with the mant scout... Nice find, will try to confirm it.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on March 03, 2015, 01:37:41 PM
Hey guys, I just wanted to chime in and say that I'm gonna be at GDC the rest of this week which will delay the next patch a little bit.  I've been working on some changes that I'm pretty excited about.  The next update will be the first step in those changes but I still have a little ways to go before it's ready.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Wild Braas on March 03, 2015, 10:06:50 PM
Something will happens!  :o
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Slan on March 04, 2015, 04:38:49 AM
Hey guys, I just wanted to chime in and say that I'm gonna be at GDC the rest of this week which will delay the next patch a little bit.  I've been working on some changes that I'm pretty excited about.  The next update will be the first step in those changes but I still have a little ways to go before it's ready.

Changes, Exited, First Step... Almost certain people will eat their keyboard reading this so frustrating message ;)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Philk on March 04, 2015, 08:37:21 AM
Changes, Exited, First Step... Almost certain people will eat their keyboard reading this so frustrating message ;)

I'm pulling my hair off. For god sake Bob, tell us already, I swear I'm gonna die out of curiosity.  :'(
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merithor on March 04, 2015, 10:27:45 AM
I hope a good change to stockpiles are Seeds stack like dirt (many should agree, seeds taking 1 space for 1 seed when it can be turned into a stack easily..).. Other then that, for future like stuff, more decorations. :3
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on March 04, 2015, 11:29:23 AM
Changes, Exited, First Step... Almost certain people will eat their keyboard reading this so frustrating message ;)

I'm pulling my hair off. For god sake Bob, tell us already, I swear I'm gonna die out of curiosity.  :'(

Same here. Fate is a harsh mistress... But she holds no candle to the Paramour RoboB0b.

Or something like that. This probably came out wrong. Way wrong.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Splicer on March 05, 2015, 05:48:43 AM
Gnomoria is going f2p. Next patch is a the microtransaction framework.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Juord on March 05, 2015, 07:48:53 AM
Gnomoria is going f2p. Next patch is a the microtransaction framework.

How disappointing players...
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Aurellus on March 05, 2015, 08:04:00 AM
Gnomoria is going f2p. Next patch is a the microtransaction framework.

$9.99 for 1000 gold coins! use gold coins to  bypass the twenty four hour timer and harvest your wheat! invite your friends to trade! Clash of GnomoriaVille coming to a social network near you
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: o.kayrat on March 06, 2015, 12:14:55 AM
Quote
Gnomoria is going f2p. Next patch is a the microtransaction framework.

DIE!!!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Juord on March 06, 2015, 02:02:34 AM
$4.99 for a bone needle day 1...
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Lobstarooo on March 07, 2015, 12:10:01 PM
Gnomoria is going f2p. Next patch is a the microtransaction framework.

$9.99 for 1000 gold coins! use gold coins to  bypass the twenty four hour timer and harvest your wheat! invite your friends to trade! Clash of GnomoriaVille coming to a social network near you

Quote from: Juord
$4.99 for a bone needle day 1...

I giggled like a little girl. And then cried at the thought. Bob would never do this to us, right? Right??

Surely not. Insanely curious about the upcoming new feature(s) / changes that're coming though.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Eganowa on March 07, 2015, 03:06:57 PM
Had a second Mant scout encounter, this time the automatons attacked it (they were preforming grove jobs at the moment).
Will try to replicate the first encounter situation, the automatons where doing a ramp down on a ca. 30x60 space.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: p24t on March 08, 2015, 05:38:35 PM
Okay, had an odd thing occur to one of my automatons.  He was deconstructing floor, and managed to find himself floating on his own little spot of floor long enough to run out of fuel.  His builder buddy then built a floor next to him, but then deconstructed the floor he was stuck on, which caused him to fall down a couple levels.

I was unable to get him refueled, or deconstructed after that point.  Tried everything I could to move him around etc.  Even waited for a new gnome to show up to see if there was any reason my current crew didn't see the problem.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on March 10, 2015, 11:29:20 AM
Gnomoria is going f2p. Next patch is a the microtransaction framework.

Haha, I sort of wish today is April Fools so I could play along for a little bit :)

Sorry everyone, didn't mean to cause so much hair loss.  I don't like to talk about what I'm working on unless I have something to show but I won't leave you all hanging anymore.  I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on March 10, 2015, 11:42:47 AM
Sorry everyone, didn't mean to cause so much hair loss.  I don't like to talk about what I'm working on unless I have something to show but I won't leave you all hanging anymore.  I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Ok, thats some serious big news. There have been plenty of people asking for this - it'll be a pain to implement, so I wish you nerves of steel and coffee mugs of cornucopia.

If this gets to Reddit, the guys over there will have kittens. I accidently guessed it right over there  8) (ok, it was a scatter-guess alright).
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Wild Braas on March 10, 2015, 11:47:51 AM
Good news everyone!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Arryu on March 10, 2015, 02:57:12 PM
Mother of God....

That's great! I know a few people who will be ecstatic to hear this news.

Will this mod support work for steam workshop as well?
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Wild Braas on March 10, 2015, 03:33:15 PM
Now my 144-year old kingdom with 3 hours steam game will counts time! Yay!

Dear RoboBob! Please stay current possibility of mod creation :-[

And very interesting line-to-line debugging-mode :-X
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Gralad on March 10, 2015, 10:42:19 PM
Now my 144-year old kingdom with 3 hours steam game will counts time! Yay!

Dear RoboBob! Please stay current possibility of mod creation :-[

And very interesting line-to-line debugging-mode :-X

same here i have like 100hrs on steam but should be like 300 ^^
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Viion on March 12, 2015, 01:58:04 AM
1057 hours here... I think I'll have to attend some kind of Gnomoria Detox soon if this keeps up. But considering the good work that goes into this game I'm not sure I'm motivated for a detox.... besides, I can quit anytime I want to... sure I can... yupp.


Ok, thats some serious big news. There have been plenty of people asking for this - it'll be a pain to implement, so I wish you nerves of steel and coffee mugs of cornucopia.
Ooooooh.... I notice the coffee mugs are plural. If you have a spare Coffee Mug of Cornucopia I'd be very, very interested in acquiring one. I'm almost as addicted...eh... appreciative...yes, appreciative of coffee as I am of Gnomoria.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on March 12, 2015, 09:36:21 AM
Ooooooh.... I notice the coffee mugs are plural. If you have a spare Coffee Mug of Cornucopia I'd be very, very interested in acquiring one. I'm almost as addicted...eh... appreciative...yes, appreciative of coffee as I am of Gnomoria.

They are plural, but disapointing in application - you basically can fit about 5 times the amount of coffee into them. But you can refill them which is a plus. May cause cold coffee because drinking half a litre in one go is not advised ;)

Then again, a coffee maker right next to your computer will probably work better. Shameless plug, because the company I work for produces coffee makers  ;D
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Wild Braas on March 12, 2015, 05:54:26 PM
The legend of Dissapeared log  ::)

In this link (https://mega.co.nz/#!O09m3BjY!5S8Gemvtc0ZTxSyyBTpLN54ZcWmcC9xUkrn133cuLHA) my world, 0.9.18 RC1

In center of map here a log, placed in wall. If sliding up (log goes down) log dissapeared. If return - log awoken again.  :o Creeeepy.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Viion on March 14, 2015, 12:38:06 PM
Then again, a coffee maker right next to your computer will probably work better. Shameless plug, because the company I work for produces coffee makers  ;D

Tsk, tsk... I'm ashamed you doubt me. Of course I already have a coffee maker next to my computer. I actually have two. One of the good old percolator kind and one of the "new and fancy" capsule kind. I was just hoping for a cup-of-never-ending-coffee to add to my not-addicted-to-coffee-at-all-collection  :D
-----

On a different note, I just had a strange crash. Was pushing a few thousand dirt clumps to a new underground storage area in preparation of ... well... I had strip minded down to level -6 so I could do the chess pattern of water capturing at lvl -6 in preparation mushroom farming. Felt I had decent control and was things were progressing. Only two dead and one disabled veteran so far. Then BOOM all the dirt stored IN a stockpile created an army of dirt golems. The game paused, I crapped myself, ignored the smell, took a screen shot, and prepared for burial duties in mass graves. Then I unpaused the game and I had a crash-to-desktop.  :'(

Not able to upload the screenshot. But it was a pretty massive golem rise not limited to the stockpile area but also in the mining area.

Edit: Wohooo... I actually found I that I could link to the uploaded screenshot in the steam cloud. Here you go.
http://steamcommunity.com/sharedfiles/filedetails/?id=407861953 (http://steamcommunity.com/sharedfiles/filedetails/?id=407861953)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Viion on March 15, 2015, 03:45:12 AM
Right... either it seems that the golems are supposed to spawn from stockpiles or my save is corrupt. I reloaded the save from before the crash and lo and behold it wasn't long before I had stockpiles spawning golems and then end up having a CTD.

Just in case the save file might be of use I ended up uploading it to dropbox.

https://www.dropbox.com/s/l788wl3h339vnny/world12.sav?dl=0 (https://www.dropbox.com/s/l788wl3h339vnny/world12.sav?dl=0)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Wild Braas on March 15, 2015, 04:00:13 AM
I have this situation time after time. IMHO it cause from single good dropped by gnomad, but suck into golem goods which successfully storaged in stockpile.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on March 15, 2015, 08:30:59 AM
I have this situation time after time. IMHO it cause from single good dropped by gnomad, but suck into golem goods which successfully storaged in stockpile.

This pretty much covers my experience as well. Unfortunatly, this happens all the bleeping time, which is why I relocated my Prospector to be close to the fighting/training area. I send some marauders with axes/hammers to chop up the golems, saves me prospecting time  ::)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Viion on March 16, 2015, 02:10:59 AM
Hmmmm.... interesting. I'll have to consider that. In this case I can't actually prospect it since I intend to use them after creating the mushroom fields at level -6. When I've floored -5 and grass is growing there I intend to create pretty epic Alpaca pasture. Then floor level -4, wait for grass and create a couple of emu pastures. Floor -3, grass and then do the same thing with yak pastures. -2 and -1 are supposed to be workshops and residence area. 0 is training and death trap/maze for invaders and +1 is supposed to be farms and trees. So I can't actually dispose of all the dirt since I need it :-) or at least some of it.

But that's not the problem really. I can deal with the spawning of golems. That's just something I'll have to adjust and plan for now that I know it is a fact of life. It's the following crash after massive golem uprisings that's an issue. I honestly don't know what triggers the crash. It's not when they spawn and it's not fighting them. Nor does it seem to be they dying since I seem to get a "dirt golem has died" a few times and then suddenly CTD. :-(

And since I wanted this to be a true playthrough without save scumming if somebody died or I got yet another agricultural kingdom etc I don't have a backup save of the game. This is pure guesswork tbh but I'm guessing it might have something to do with the network of push/pull stockpiles. Suddenly a lot of dirt that drops on the stockpiles when they die and needs to be restocked? I'll try deleting the stockpiles where golems spawn and see if I can get through the fight without CTD and then recreate the stockpiles and network etc. I have plans for this kingdom hehehe :-D


EDIT:
Wohooo.... When spawning I ended up deleting the stockpiles. The fight went well, the golems died and then there were NO CTD... NONE at all :-D Very happy now.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: denoflionsx on March 17, 2015, 12:32:35 AM
I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Well, if you need help testing the modding stuff I'd be happy to try to break it. I've made a few popular Minecraft mods so I might be able to provide some useful insight.

edit: You favorited my tweet the other day Rob, or whoever runs the gnomoria twitter. :P
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: varn88 on March 17, 2015, 01:17:41 AM
I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Well, if you need help testing the modding stuff I'd be happy to try to break it. I've made a few popular Minecraft mods so I might be able to provide some useful insight.

edit: You favorited my tweet the other day Rob, or whoever runs the gnomoria twitter. :P

I'm curious, which mods did you make?

Also I always wanted to make minecraft mods but I was always too lazy, and most of the not overcomplicated things are already done, I might try modding in gnomoria as well:P
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: denoflionsx on March 17, 2015, 01:56:59 AM
I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Well, if you need help testing the modding stuff I'd be happy to try to break it. I've made a few popular Minecraft mods so I might be able to provide some useful insight.

edit: You favorited my tweet the other day Rob, or whoever runs the gnomoria twitter. :P

I'm curious, which mods did you make?

Also I always wanted to make minecraft mods but I was always too lazy, and most of the not overcomplicated things are already done, I might try modding in gnomoria as well:P

I think I am mostly known for Plugins for forestry, DenPipes, or GateCopy. Though these days I'm working on INpureCore and OpenBees. (I'd love to do something for the merchant window like what INpureCore does to NEI...)

Pretty much if you've played a major FTB pack in the last couple years you've ran my code in one form or another.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: varn88 on March 17, 2015, 02:04:40 AM
I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Well, if you need help testing the modding stuff I'd be happy to try to break it. I've made a few popular Minecraft mods so I might be able to provide some useful insight.

edit: You favorited my tweet the other day Rob, or whoever runs the gnomoria twitter. :P

I'm curious, which mods did you make?

Also I always wanted to make minecraft mods but I was always too lazy, and most of the not overcomplicated things are already done, I might try modding in gnomoria as well:P

I think I am mostly known for Plugins for forestry, DenPipes, or GateCopy. Though these days I'm working on INpureCore and OpenBees. (I'd love to do something for the merchant window like what INpureCore does to NEI...)

Pretty much if you've played a major FTB pack in the last couple years you've ran my code in one form or another.

yes, I've ran into those names checking the packs I've played, I'm glad we will have someone experienced doing mods for gnomoria from the start
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on March 17, 2015, 02:12:00 PM

Well, if you need help testing the modding stuff I'd be happy to try to break it. I've made a few popular Minecraft mods so I might be able to provide some useful insight.

edit: You favorited my tweet the other day Rob, or whoever runs the gnomoria twitter. :P

I don't remember which tweet it was but it would have had to of been me :)

Glad to have you around the forums and interested in mods!

I don't quite have the patch ready but I want to give a heads up on what to expect.  I'm currently working on exposing game files to be able to edit or completely redo content.  Content is all in XML files and I'm changing some things to put more control in them.  This first patch that is coming up should allow to mostly change all production/crafting/building by exposing items, workshops, constructions as well as sprites.  Soon after that I should be able to include materials and continue from there.  These ones are fairly interconnected and so are coming all at once but future patches should be smaller and quicker.  Not everything will be possible through mods but there will be some iterations and improvements once you guys can start testing.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: denoflionsx on March 17, 2015, 03:48:45 PM
I don't quite have the patch ready but I want to give a heads up on what to expect.  I'm currently working on exposing game files to be able to edit or completely redo content.  Content is all in XML files and I'm changing some things to put more control in them.  This first patch that is coming up should allow to mostly change all production/crafting/building by exposing items, workshops, constructions as well as sprites.  Soon after that I should be able to include materials and continue from there.  These ones are fairly interconnected and so are coming all at once but future patches should be smaller and quicker.  Not everything will be possible through mods but there will be some iterations and improvements once you guys can start testing.

I don't know your long-term planning on this, but please don't just expose everything as XML and call it a day on the mod support. Another fairly popular indie game, 7 Days to Die, did that recently. The problem comes when you want to run more than one mod at a time. Editing vanilla content is always a challenge in terms of mod compatibility, but over at Minecraft we've made an art out of keeping all mods compatible with one another for the sake of building unique and complex gameplay experiences.

My main suggestions as a modder are thus:
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on March 17, 2015, 08:54:13 PM
Create a way for mods to load from their own files. Perhaps do an order-based override system like Skyrim for vanilla files. This way mods are mostly self-contained and are easy-ish to install for an end-user.

That sounds like how it works right now with mods and vanilla files.  Once everyone gets a chance to mess with it I can add a way to merge mod files to make grouping them easier.  Some mods will affect save files and some won't so mods aren't necessarily compatible with each other but some can be.

In exposing XML, please expose the interface so we can edit things like the hotbar/merchant/workshop interfaces. It would be nice to have a scripting system as well so we can code in new behavior for gnomes using those workshops.

Some parts of the interface can be in my working version (like editing the right click menu or defining the checkboxes for items for stockpiles, etc) but in general the UI isn't exposed.  There won't be a scripting language used but I'll release a first version of mod support soon and then while I'm continuing work on it I can get feedback from everyone and make improvements along the way.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Arryu on March 20, 2015, 10:56:12 AM
I'm getting the "golems spawning from stockpiles" bug again. I've got a dirt stockpile that has multiple tiles with 5-10 stacks of 64 dirt and a few with a 64 and 100 or so singles.  I've tried everything from cleaning the floor (causing all the stacks to be piled on one square), to removing the designation and re setting it The latter caused golems to spawn from seemingly fine tiles. Its worth note that this stockpile was using the push/pull mechanic.

As it stands now, this bug is game breaking as 2 days into my save about 15-20 golems spawn and kill everything (I'm still very early game)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Razekh on March 20, 2015, 11:38:11 PM
In my experience the golem spawning in stockpiles seemes to get worse if there are lots of gnomes hauling to the same stockpile at once and the more there are, the worse worse it gets. It might be some confusion with gnomes trying to stack on the same tile. Try not to have too many haulers at once, don't give the stone stockpile too high priority. ANother trick would be to set up  an extra high priority stockpile to draw away improperly stocked stone and restock it. Then use push to bring the stone where you want it. It will cause a lot of extra hauling jobs as stone keeps bouncing back and forth for a while, but seems to fix the golem spawning.

The stone that causes golem spawning is incorrectly stocked, but will not restock on the same stockpile, so you need another stockpile to catch it.

EDIT: Also, I think I have only seen it in a stockpile that I have used Push or pull to stock there, never when I have stocked normally.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Arryu on March 21, 2015, 01:32:02 AM
Well, through persistence I have managed to stock all the dirt, but now I can see several other problems.

I have a large amount of copper ore and birch logs that, while I can see them and select them for a clean floor command, cannot be picked up or stocked, do not exist to merchants, and while shops can queue them for use the jobs never begin. I've tested this with the birch logs, trying everything I can think of: selling them, using them, removing the floor from under them, and building walls around them to force them to move.

While the copper was once in a stockpile but has since been moved the birch logs have not, which leads me to believe that stockpiles don't play a part in this issue.

*edit* just tried to put a new stockpile directly under the items hoping they would get re-organized, but no dice. I might just start another new kingdom. The ugly clutter this bug has caused is almost not worth the time I've put in.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: DaniAngione on March 22, 2015, 08:27:56 AM
Gnomoria is going f2p. Next patch is a the microtransaction framework.

Haha, I sort of wish today is April Fools so I could play along for a little bit :)

Sorry everyone, didn't mean to cause so much hair loss.  I don't like to talk about what I'm working on unless I have something to show but I won't leave you all hanging anymore.  I'm currently refactoring code to allow for mod support and to make mods more flexible.  The first patch will be a big one for me and then after that I can start patching in additional areas of the game opened up for modding.  It'll start off with items, workshops and constructions and there is a good chance materials will be in there.  There will probably be some limitations/caveats initially but details will get worked out as we go.  I'll try to keep you all updated along the way.

Oh... my... ..........

How come I didn't see that earlier?

So my dream to create a mega-dupe-huge mod with tons of new races, items, enemies, and stuff might become a reality one day? :O

Oh my, I better get back at working these elven sprites.......
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: ohz on March 22, 2015, 09:06:03 AM
Hi RoboBOb

I highly recommends a weekly update like does Factorio:

https://www.factorio.com/blog

Because if you have nothing new to share for months, at least you explain why, and with precisions, making us realizing how it's hardcore to build a game.

Factorio is a good example because they was working for months and months on a stable multiplayer plateform, facing millions of bugs and almost gave up. Imagine iif they was silent during all this time, for sure lot of people will thought they are in hollidays. But the awesome thing is people push the devs to try again, and go over bugs, and now it's almost very stable.

I'm sure you're busy, share us simply why :) Be sure your fans are with you.


500h played so far, and had so much fun that I feel I owe you money.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Koub on March 22, 2015, 11:55:32 AM
Hi RoboBOb

I highly recommends a weekly update like does Factorio:

https://www.factorio.com/blog

Funny that's what I think every time I come to see what's new in Gnomoria : "It could make use of FFF". Unfortunately, would have to be GFF, which is somehow less sexy  8)
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Peppie on March 22, 2015, 03:25:54 PM
Hi RoboBOb

I highly recommends a weekly update like does Factorio:

https://www.factorio.com/blog

Because if you have nothing new to share for months, at least you explain why, and with precisions, making us realizing how it's hardcore to build a game.

Factorio is a good example because they was working for months and months on a stable multiplayer plateform, facing millions of bugs and almost gave up. Imagine iif they was silent during all this time, for sure lot of people will thought they are in hollidays. But the awesome thing is people push the devs to try again, and go over bugs, and now it's almost very stable.

I'm sure you're busy, share us simply why :) Be sure your fans are with you.


500h played so far, and had so much fun that I feel I owe you money.

factorio has 5 people though.

Maybe this is attainable:

https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

Thats the changelog of the developer from Rimworld. Nothing elaborate, just a short notation of the work done on a day. I refresh it often to see where the game is headed (just like this thread).
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on April 01, 2015, 09:27:37 AM
I'm getting close to releasing something.  There has been a lot of little stuff coming up and the deeper I get into it the more things surface.  When there hasn't been a patch in a while and I'm really deep into something, it's hard for me to pull away to post online.  I'll try to balance that better and I definitely want to have more discussion about mods once we start iterating on it.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on April 01, 2015, 12:22:04 PM
Well, would we know more we could talk more. But at the moment, we are all holding our collective breaths.

That, and its kind of hard to do any mods without knowing how they have to look like... Will you implement a small example mod like the prison architect guys did with the gardening mod?
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Philk on April 02, 2015, 05:54:37 AM
No april's fool prank? You could have posted here that the update is canceled and the game will be released in current state. A lot of ppl would get heart atacks.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Rephath on April 02, 2015, 07:30:02 AM
I'm just looking forward to better furniture. My kingdoms have lots of empty rooms, and new furniture mods would be shaweet!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Stickle on April 02, 2015, 06:22:45 PM
I'm just looking forward to better furniture. My kingdoms have lots of empty rooms, and new furniture mods would be shaweet!

I agree! More cosmetic options would bring me back to the game in a heartbeat. Although I have no time for games anymore :( At least not until the summer.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: seronis on April 02, 2015, 11:11:46 PM
Well, would we know more we could talk more. But at the moment, we are all holding our collective breaths.

That, and its kind of hard to do any mods without knowing how they have to look like... Will you implement a small example mod like the prison architect guys did with the gardening mod?
Prison Archetect has about the worst modding infrastructure i've ever seen. Total decompiling with no mod support is better than PAs options.  I really hope that nothing they do is used as an example unless its as a 'bad example' to avoid.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Merry76 on April 03, 2015, 08:27:39 AM
Prison Archetect has about the worst modding infrastructure i've ever seen. Total decompiling with no mod support is better than PAs options.  I really hope that nothing they do is used as an example unless its as a 'bad example' to avoid.

I dont know if the mod interface is any good. I am not interested in PA enough to actually learn how to mod it, nor am I interested in it to actually try out the mods that are out (if there are). I havent played PA in a few months, tbh.

Its not the mod interface I was talking about - the idea that you give one mod with the modding capability, to show "how its done". PA did that, and its a good idea (I think).

Title: Re: Gnomoria v0.9.18 RC1 release
Post by: r4pt0r on April 12, 2015, 04:11:01 AM
How goes the battle? I'm awaiting the next update before I get back into this game.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: gcook725 on April 12, 2015, 03:48:24 PM
How goes the battle? I'm awaiting the next update before I get back into this game.

Knowing how Rob works, his silence means that he's probably waist deep with working on it.

Last we heard he said "There has been a lot of little stuff coming up and the deeper I get into it the more things surface." Sounds a lot like "99 little bugs in the code, 99 little bugs. Takes one down, patch it around, 124 little bugs in the code." Which is understandable. From what I understand, the way Rob formatted Gnomoria's code before, it was fairly difficult to get to and mess around with, so it makes sense that it'll take him a while to rework/rewrite that code so its easier for other people to mod with.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Viion on April 12, 2015, 10:22:00 PM
99 little bugs in the code, 99 little bugs. Takes one down, patch it around, 124 little bugs in the code.

Thank you. You just made me burst out laughing on this dreary Monday morning. Apart from nearly making me choke on my coffee it made for a great start to the week  :D
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Philk on April 14, 2015, 12:43:11 PM
It's been so quiet in this post and even in the forums as a whole lately, it's kinda scary, hope we get an update Soon™
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: gcook725 on April 14, 2015, 06:33:48 PM
Thank you. You just made me burst out laughing on this dreary Monday morning. Apart from nearly making me choke on my coffee it made for a great start to the week  :D

You're welcome xD
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: Lobstarooo on April 15, 2015, 08:03:50 AM
It's been so quiet in this post and even in the forums as a whole lately, it's kinda scary, hope we get an update Soon™

Don't worry, as soon as something surfaces people will flock back. It's always like that.
And I imagine that after mod api has been implemented it will liven up even more. People've been waiting for that.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on April 16, 2015, 01:23:59 PM
You guys know me too well at this point haha.  Silence totally meant I was focusing on getting this patch out.  I think I have everything ready for this first iteration.  I'm gonna write up some documentation for the different files and then upload the patch sometime today.
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: DaniAngione on April 16, 2015, 02:48:23 PM
You guys know me too well at this point haha.  Silence totally meant I was focusing on getting this patch out.  I think I have everything ready for this first iteration.  I'm gonna write up some documentation for the different files and then upload the patch sometime today.

Omg, yes  8) 8) ;D :-[

[EDIT]
Sorry, I was too excited to say something like "Woot, good news :) Hope everything is ok :) and keep up the amazing work! :) "
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: r4pt0r on April 16, 2015, 04:46:57 PM
You guys know me too well at this point haha.  Silence totally meant I was focusing on getting this patch out.  I think I have everything ready for this first iteration.  I'm gonna write up some documentation for the different files and then upload the patch sometime today.

Woot! Im excited to give this another shot!
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: RoboB0b on April 16, 2015, 05:11:58 PM
I got pretty far into writing up documentation but still have a little ways to go.  I need to take a break to eat some food.  I should have it up tonight or worst case tomorrow.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 16, 2015, 09:40:54 PM
Got it up on the indev branch now.  I'm starting to feel a little brain dead and feel like I forgot something in my edit.  I'll probably edit that main post again with anything I forgot.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: LittleMikey on April 17, 2015, 12:31:05 AM
Got it up on the indev branch now.  I'm starting to feel a little brain dead and feel like I forgot something in my edit.  I'll probably edit that main post again with anything I forgot.

If you need anyone to proofread the documentation or something like that I'd be happy to offer my services :D
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: ohz on April 17, 2015, 02:14:24 AM
This RC is the first iteration of mod support.

This is one of the most amazing and promising thing I could hear from Gnomoria.

Thank
You
.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Scmadar on April 17, 2015, 02:37:31 AM
First off, I'd just like to say I am very excited about this :)
This first patch includes items, workshops, constructions, sprites and some parts of the game associated with those.  Right now it's still missing items used with merchants, tributes/insults and military perks.  Aside from those you should be able to more or less start from scratch with the production tree of workshops and items as well as constructions and visuals.
This is great so far! I foresee much furniture in the future.

Please correct me if I am wrong - it is not currently possible to define a new type of stone or metal?
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Viion on April 17, 2015, 02:40:08 AM
 :'( :'( :'( :'( :'(
*cries his eyes out*
...
...
...
*sniffels*
...
...
...
I'm happy and sad at the same time. Cool getting mod support and looking forward to cheating...eh, I mean tweaking the game. But at the same time... "Gnomoria stopped working". My V0.9.18 RC1 kingdom isn't compatible with RC2. My glorious, glorious, way to micromanaged kingdom... *breaks down and cries hysterically...again*

EDIT: Oooops... seems I was a bit hasty in my conclusion to why it didn't work. I tried loading a previous kingdom and that worked without a problem. Seems it's just another case of corrupted save file. Bad enough, but that's why I still use the long outdated "Gnomoria Enhanced" to take backups of save files. Any suggestions to anything more... up-to-date that does the same? Hmmm...considering that mod support is here I'll cross my fingers and hope some intrepid person create something similar  :D
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: mjc5731 on April 17, 2015, 02:49:02 AM
Yes!! :D :D :D :D :D :D :D :D been waiting ages for mod support looking forward to getting home from work to play
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 17, 2015, 03:12:57 AM
Wow!

Mr. Robobob, good start!

I would like to request you remove the obfuscator when compiling code. Unravel the obfuscated piesces of code is possible even with it, but complicates the process in several times.

And made to me little some epilepsy. :(

For example:
this.c0b834b2d3e01ddc844a5fb50075c964c.Count == c06e20ef4ff40d34b3efb1fbaea234a1b.ce712b56bdc0366b254182b3172155410(1992)
instead
this.YourName.Count == 20

This stuff is easily override by reflection, so its not the problem.

Other words, looking on RC2, you try maintain modders with new level of code abstraction, but without code maintaining this great work is not full.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: DaniAngione on April 17, 2015, 05:32:00 AM
You're the best  ;)

Haven't looked deeply at it yet (just a quick glance before heading out) but just out of curiosity, about the way the game handles sprites: does it allow tilesheet size expansions and/or the use of additional tilesheets (to add more stuff into the game than it fits the current sheet size)?

Thanks for the huge patch, looking forward to play with it :3
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 17, 2015, 08:32:23 AM
So, all my worlds are not loading and gnomoria stops with a error in gnomoria.log:
Quote
////////////////////////////////////////////////////////////////
    Date: 17.04.2015 18:13:21
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world27 (6)
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   в Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   в Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   в Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   в Game.GUI.Controls.Manager.EndDraw()
   в Game.GnomanEmpire.Draw(GameTime gameTime)
   в Microsoft.Xna.Framework.Game.DrawFrame()
   в Microsoft.Xna.Framework.Game.Tick()
   в Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   в Microsoft.Xna.Framework.GameHost.OnIdle()
   в Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   в Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   в System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   в System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   в System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   в System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   в System.Windows.Forms.Application.Run(Form mainForm)
   в Microsoft.Xna.Framework.WindowsGameHost.Run()
   в Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   в A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Pure installation and execution, of cource. Oldest world is success loads, but play breaks with same error. Load, save, play breaks same error.

Mini world which dies here (https://drive.google.com/open?id=0ByudsO9lblE6bjhfeTFKVnpKT2s&authuser=0)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Tamorr on April 17, 2015, 08:40:13 AM
Well that is a decent start. At least for myself, as those are the things I personally would be looking for in a mod. Additions to decor & other placeables. Wonder how friendly it will be though...

Will have to check out once things are sorted in this branch and hits the main one. Keep up the excellent work.:)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 17, 2015, 09:58:40 AM
Please correct me if I am wrong - it is not currently possible to define a new type of stone or metal?

Not currently possible.  It's high up on the list of stuff to add next.

does it allow tilesheet size expansions and/or the use of additional tilesheets (to add more stuff into the game than it fits the current sheet size)?

Thanks for the huge patch, looking forward to play with it :3

:D  Changing the tilesheet should be coming soon.  Chances are I won't add in additional tilesheets because of how draw calls are batched together.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 17, 2015, 10:09:39 AM
So, all my worlds are not loading and gnomoria stops with a error in gnomoria.log:

Pure installation and execution, of cource. Oldest world is success loads, but play breaks with same error. Load, save, play breaks same error.

Mini world which dies here (https://drive.google.com/open?id=0ByudsO9lblE6bjhfeTFKVnpKT2s&authuser=0)

This save file looks corrupted.  The save version is invalid which can cause it to load wrong and crash.  If you look at it in the load menu before loading it is year 11 million :/
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 17, 2015, 10:20:53 AM
But I perpared for this my master!  8)

Now in 0.9.18 RC1(backupped before update) I successfully load this save and play a bit. Save, quit and load this again in RC1. All good. 4th day of winter year 1.

After I load this save in 0.9.18 RC2, but has a same error.

What I do wrong?
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Arryu on April 17, 2015, 10:33:54 AM
I'm getting a CTD every time I load my game and try to go above ground to level 0 or above. I need to clear some dropbox space but once I do ill upload the save
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 17, 2015, 10:34:52 AM
But I perpared for this my master!  8)

Now in 0.9.18 RC1(backupped before update) I successfully load this save and play a bit. Save, quit and load this again in RC1. All good. 4th day of winter year 1.

After I load this save in 0.9.18 RC2, but has a same error.

What I do wrong?

Save files have a version number which tell the game how to read the file.  The version number is invalid and it happens to load ok in RC1.  In RC2 it tries to read the file as if it was saved in RC2, which loads it incorrectly little errors cascade into everything being wrong and a crash.  If you can edit the first 4 bytes of the file to be 73, it potentially could load right but still might not since I can already see that other parts of the file are invalid too.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 17, 2015, 10:37:47 AM
So, time to start a new world ::) Rest in peace, and such.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 17, 2015, 12:59:21 PM
Oops. Same error with new world. I beginning ten times, and raise a error every time. (On spend of some actions, digging, etc) Ok, write a video, no error! Again with and again without. :( Ten times. Is bug raise when gnomoria is lagging by the vid-stream? I dont know...

Now I on old world on 0.9.18 RC1, waiting by comerades with same problem.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: gcook725 on April 17, 2015, 03:22:05 PM
My turn for a couple questions Rob (should you find the time to answer them of course)!

In the current implementation, is it possible to mod world generation at all? Also I was wondering if it's possible to mod in new build-able items (such as bookshelves or additional walls, etc.) if you just add in sprites to the empty portions of the tileset?

EDIT: Looking through the files... Question 1 is a probably not...
Question 2 is I THINK a yes. Looking like I would have to add a spriteID in the file sprites.xml. Appears that the first two numbers is the co-ords of the top left corner of the square and the other two is the bottom right corner... Then I would need to make the actual construction in the constructions.xml file... and I would have to add it to the jobsettings.xml and that should be it for a purely aesthetic block, right?
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Viion on April 17, 2015, 08:25:34 PM
Hmmm... I am sorry to say that I've started experiencing CTDs with RC2 for some reason. Not quite sure how to determine what the cause might be though. If it's corrupted save files it's the strangest variant I've seen so far, for the game does load and I can play for a while before I get the dreaded "Gnomoria has stopped working" message. The game is a clean RC2 game so there should be no version issues.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: p24t on April 17, 2015, 11:33:41 PM
Also seeing CTD shortly after starting a world.

Pre-existing world:

Code: [Select]
Date: 4/18/2015 1:29:57 AM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world22
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)

Newly RC2 spawned world:

Code: [Select]
Date: 4/18/2015 1:32:13 AM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world23
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Sunrider on April 18, 2015, 02:01:36 AM
Yup - broke my save game (that I spent A LOT Of time on). Please fix! Managed to re-save with new version but crashes immediately when trying to do anything. Any ideas?

Title: Re: Gnomoria v0.9.18 RC2 release
Post by: chirisu on April 18, 2015, 02:19:04 AM
Same here, my save game went poof, hours of progress GONE. I started a new game thinking it might be corrupt or whatever, same thing, it crash every so often (playable if you load it again but the same thing happens)
also have the same error log as  p24t
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Sunrider on April 18, 2015, 02:31:44 AM
Save

https://www.dropbox.com/s/s12khszse5gkdqh/world07.sav?dl=0
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 18, 2015, 09:00:38 AM
I'm looking into these crashes and I don't know what I'm missing yet. :/  I haven't been able to reproduce a crash with a new game.

Save

https://www.dropbox.com/s/s12khszse5gkdqh/world07.sav?dl=0

This save also has an invalid save version.  I'm still looking into what could be causing that as it doesn't seem like a coincidence at this point.

Any other info you guys can add is appreciated. Thanks!
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Viion on April 18, 2015, 10:38:53 AM
I just came home so I haven't been able to fiddle around with it, RoboBob. But when I started a new game earlier today I experienced no CTD. but when I saved and loaded the game I got CTD within short time after loading (or ctd while loading). Could it be that somehow RC2 creates saves that are incompatible with RC2? I have no idea how or how to test if so, but considering we are all experiencing some kind of voodoo curse on our saves.

Btw...robo. No panic. We know you'll find it, and we know you'll fix it :-D Grab a beer and have a nice night :-)

I'm currently trying to recover my old save just incase it wasn't corrupted after all (or it's fixable). I thought "Crap... Get thee hence vile temptress", wiped a few tears and then deleted it when I thought it was corrupted beyond repair.

EDIT:
Found it. Uploaded the corrupted saves to my dropbox. World13 is my glorious micro-micromanaged surface empire from RC1, World14 is a new RC2 world. W13 won't load at all, I get a CTD while loading. W14 loads fine, but after playing a short while I get a CTD. In addition to the orders currently selected in the game I do a forage and clip trees order. And then BOOM... desktop.

I hope this helps :-)

https://www.dropbox.com/sh/c4p84ua1biss9tf/AAAdZlWFcEe2pQof_4Q8SIHOa?dl=0 (https://www.dropbox.com/sh/c4p84ua1biss9tf/AAAdZlWFcEe2pQof_4Q8SIHOa?dl=0)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: p24t on April 18, 2015, 11:58:51 AM
Bob,

I am getting the CTD shortly after spawning a new world.  Generated a new tiny, and first thing I did was set a couple Dig Stairs Down at the origin point.  When I got down a couple levels, and into an area that wasn't solid unknown (hidden empty area or something), the DSD green location indicator seemed to cause the crash when it moved over a non-hidden-wall area.

I get it on an existing world only when I'm seeing Unknown area it seems.  Viewing at 25 depth the game seems to be running fine for a while, until I tried to hit 'E'.

So, something with unknown areas?
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Willbulle on April 18, 2015, 01:00:49 PM
Note sure if it's related to RC2, but I can't get to ground floor anymore.

pressing shift-1, click follow on a gnome that's working on that floor or mousewheel up from bottom floor to ground, all crash :

////////////////////////////////////////////////////////////////
    Date: 18/04/2015 21:57:22
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06.sav
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Wild Braas on April 18, 2015, 01:44:41 PM
I am stuck on RC1. Clean system, clean installation and clean brand new world. So, tell me what else is guilty I kill it and repeat all again. I want RC2.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: gcook725 on April 18, 2015, 04:34:24 PM
Haven't noted any issues with crashing myself (with the exception of loading a save from v0.9.18 RC1), but about to work on a mod using the system put into place for it so I can see if there are any issues I can find with it. Will probably have something to show in a few days since I've already got some basic planning done and I'm off work for the next two days after tomorrow.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Arryu on April 18, 2015, 06:01:49 PM
I've got a thread on steam gathering crash logs and game saves from 0.9.19 RC2.

Here is the link: http://steamcommunity.com/app/224500/discussions/0/611703999972211546/?tscn=1429404599

But for simplicity sake I'll try to post them here for your convenience, Rob.

Quote
Loaded an RC1 save after updating the game to RC2 last nite and BOOM
4/18/2015 5:52:12 PM
Assembly: gnomoria.exe
Version: 0.9.18.0
World: world04
Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.

Generated a brand new map, set a profession for all gnomes, to be able to do any job.
Set job for Mine out a two-tile deep hallway into the hillside to make fortress (cave).
Two tiles went green for the two starting miners I was given, they're going to have a task to do.
Set some foraging tasks to clear room for a pasture. Went to also give a dig-stair command for anyone who fell into a pond - THE VERY SECOND I CLICKED FOR IT TO DIG A STAIR, even with the miner already doing something else (both of them), the second it was to place the yellow task gfx, it crashed with the same error as above! Looks like you can't pool gfx from more than one location the way you're doing it currently with that code for sprite-sort-mode. I'd consider making the selection/task boxes unmoddable for now!

gnomoria.exe
Version: 0.9.18.0
World: world07
Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
at Game.GUI.Controls.Manager.EndDraw()
at Game.GnomanEmpire.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Sunrider on April 19, 2015, 06:53:40 AM
Hi I tried to load an older version of that save as well (keep saving as I go along). Same problem or, when rolling back to non-dev branch, just loads forever with the indicator going back and forth but it never actually completing the load.

On the file I posted - is there a way to set it to the correct version? (Also, note that this loads and only crashes when you either try to scroll the screen or otherwise interact with the programme).

Thanks!

I'm looking into these crashes and I don't know what I'm missing yet. :/  I haven't been able to reproduce a crash with a new game.

Save

https://www.dropbox.com/s/s12khszse5gkdqh/world07.sav?dl=0

This save also has an invalid save version.  I'm still looking into what could be causing that as it doesn't seem like a coincidence at this point.

Any other info you guys can add is appreciated. Thanks!
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: p24t on April 19, 2015, 12:57:50 PM
So I started over, moved my settings directory so it would create a new one, and deleted and re-installed Gnomoria.  Same behavior.  The thing that seems to crash me consistently is digging a stairwell straight down, so I decided not to do that and just instead dig ramps down to create a pit.  Made it to day 5 before a crash this time.

Started a new peaceful, and didn't allow any mining other than removing ramps.  (so not to expose new previously unknown areas)  Got to the middle of summer, and decided that was working well enough.  Scrolled down to -40 or so to test.  Tried all 3 mining options, all 3 digging options, removing floors and walls.  Everything worked fine, except digging stairs down.  Results in a crash every time when I scan my mouse across the level highlighting different locations.


Separate from crashing:  It looks like dirt/stone pile handling has changed in the stockpile?  I see contents listed as "Dirt Pile" instead of number of dirt clumps.  This may or may not have led to the next thing - seems that every gnome that was stocking a dirt pile got locked into some loop, picking up dirt from the stockpile, setting it back down, etc. over and over.

edit: left them shuffling dirt around for a while, eventually crashed.

Code: [Select]
Date: 4/19/2015 3:23:03 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world23
 Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at Game.GameEntityManager.c888bc36af8719ea94bfb1f01dc886761()
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: gcook725 on April 19, 2015, 08:43:27 PM
Question about modding itself: Has anyone found where one can define a new material? Is this possible with what's available yet? I haven't been able to find where to do this anywhere.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Scmadar on April 20, 2015, 10:19:20 AM
Question about modding itself: Has anyone found where one can define a new material? Is this possible with what's available yet? I haven't been able to find where to do this anywhere.
Please correct me if I am wrong - it is not currently possible to define a new type of stone or metal?

Not currently possible.  It's high up on the list of stuff to add next.
So that's a no, not possible yet. He's working on it though :)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: gcook725 on April 20, 2015, 10:31:17 AM
Question about modding itself: Has anyone found where one can define a new material? Is this possible with what's available yet? I haven't been able to find where to do this anywhere.
Please correct me if I am wrong - it is not currently possible to define a new type of stone or metal?

Thanks, didn't see that. Wanted to create different materials for different kinds of glass, but couldn't find it. Also can't see anything for creating new types of skills (for example, to make a Glassblower skill), so I'm figuring that is also not quite implemented yet.

Not currently possible.  It's high up on the list of stuff to add next.
So that's a no, not possible yet. He's working on it though :)
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Scmadar on April 20, 2015, 11:06:56 AM
**not possible to define new materials**
Thanks, didn't see that. Wanted to create different materials for different kinds of glass, but couldn't find it. Also can't see anything for creating new types of skills (for example, to make a Glassblower skill), so I'm figuring that is also not quite implemented yet.
I think it is currently possible to:I do apologize if I missed anything, please explore and test the limits rather than just trusting this list! I am certain more goodies will come after RoboBob fixes some of the nasty bugs that have popped up.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: gcook725 on April 20, 2015, 11:13:57 AM
I think it is currently possible to:
  • add new crafting recipes, or modify existing ones
  • add new sprites and create decorative (not functional) items with them
  • add new workshops and adjust existing ones
  • adjust the values of items exposed in the mod files (should nearly everything, but I have not checked)
  • change the right-click menu (but not add new things to it)
  • change the stocks hierarchy (and add new things to it)
  • change what items mants and goblins go after when invading
  • make golems spawn at a minimum of 1 item, flooding your fortress in killer golems
  • make prospecting drop metal slivers and crossbows (actually this may break things, but wouldn't it be awesome?)
I do apologize if I missed anything, please explore and test the limits rather than just trusting this list! I am certain more goodies will come after RoboBob fixes some of the nasty bugs that have popped up.

I have been digging already x3. Actually been messing around with it for close to the last 6 hours or so. Most of what I want to implement in this mod is now coded, but since somethings just aren't readily available to edit I've been having to improvise some things x3.
Title: Re: Gnomoria v0.9.18 RC3 release
Post by: RoboB0b on April 20, 2015, 02:14:33 PM
Thanks for all the info everyone.  I fixed that crash trying to dig stairs down and didn't see a reason to hold onto it and wait for more fixes.  I am gonna go back to looking at save file stuff.
Title: Re: Gnomoria v0.9.18 RC3 release
Post by: Viion on April 20, 2015, 02:36:46 PM
Sweet.... :-D

Btw... I've been using a Gnomoria Enhanced as a backup of the save files just in case a save gets corrupted. As of now I can't get that to work with the recent RC and that made me start thinking about the save structure of Gnomoria.

I assume the idea is to prevent save scumming, but if somebody want's to save scum then it's quite easy to do. What frightens me is the fact corrupted save files do happen, and with a lot of hours invested in a game and only one save file to protect them from going *poof*... well... that's scary. VERY scary. Would it be possible to express a wish for some kind of backup system of save files in Gnomoria? Either 3-4 save files that's being alternated used, a backup folder where copies of the save file is being stored or "Something". I don't mind the idea of RCs that's not backwards compatible (this is after all the InDev variant hehehe) but I've experienced corrupted saves a few times and it's frustrating when you've spent quite a while fiddling with the kingdoms :-) How about a toggle for "create backups of save files. WARNING: takes a lot of storage space" or Something?

Oh, and while I'm at it, how about a toggle for "pause on save"? That way I can put save on everyday without having to unpause every time. I turned off the autosave feature because of that and realised I lost one whole hour of playtime between former save and the save that became corrupt.

Just to be clear. I just wanted to express a "wouldn't it be nice, at some point, if....." and not a "Do this instead of the important bug hunts and implementing of mod capability" hehehe :-)
Title: Re: Gnomoria v0.9.18 RC4 release
Post by: Arryu on April 20, 2015, 02:52:20 PM
God news and bad news.

Good news is I can dig stair down again! Huzzah!

bad news: trying to scroll or shortcut to level 0 or above still crashes. Here is a crash log for you (hope I did it right)

Quote
at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


I'm still trying to get my dropbox empty to get you a save.

edit: Here it is: https://www.dropbox.com/s/nsaohoi6320bu9i/world16.sav?dl=0
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Merry76 on April 20, 2015, 03:02:25 PM
adjust the values of items exposed in the mod files (should nearly everything, but I have not checked)

There is at least weapons, which got me a bit giddy. However, I cant really make head or toes from the numbers without the formula. So thats a bit of a downer.

For example:
Sword has:
Point:1 (Pretty pointy?)
Edge:0.6833333 (so swords arent that sharp?)
BluntModifier:0.2875 (Oi, Fizzlebutt, sharpen this thing up, right now!)

Hand Axe has:
Edge: 1.0 (Axe seems to have the edge here (hrhr))
BluntModifier: 0.525 (Ok ish?)

Now what does that mean? I have no clue to be honest. It looks like some kind of multiplicator, and from what I have seen in the code, it probably is. This makes swords rather stabby and rather bad at cutting (I might want to correct that, its not terribly accurate), and axes somehow blunt weapons (they often do have a hammer-ish back side to do blunt damage, thats quite alright - would make axes my new favourite weapon). But then again, I dont see any blunt attack types in the axes.

And then this fun nesting of attributes(I annotated what I think is happening):

<WeaponDef>
  <Skill>Sword</Skill>                                                      -- Self explanatory, Weapon uses Sword Skill
  <AttackMove>                                                                -- Standard attack move
    <Verb>swings</Verb>
    <AttackType>Swing</AttackType>                              -- No clue. Probably swings do have another calculation than Trusts? See below, there is some thrusting.
    <AttackTime>3</AttackTime>                                      -- How long the standard attack takes
    <Damage>Slash</Damage>                                        -- Damage Type, supposedly by the standard attack. Because swords suck at this, this is odd....
  </AttackMove>
  <TargetedAttackMove>                                                 -- Now something interesting. The game seems to have a second move when it encounters special materials, described below
    <TargetedMaterial>Metal</TargetedMaterial>
    <TargetedMaterial>Bone</TargetedMaterial>
    <TargetedMaterial>Stone</TargetedMaterial>
    <AttackDef>
      <Verb>stabs</Verb>                                                -- If Metal, Bone or Stone are the target, its stabby time! Stabby Time is Super Fun Time! (because see below, Swords excel at Stabbing)
      <AttackType>Thrust</AttackType>
      <AttackTime>3</AttackTime>                                   -- Stabbing take the same time as slashing
      <Damage>Pierce</Damage>
    </AttackDef>
  </TargetedAttackMove>
  <DefendMove></DefendMove>                                    -- Not much here... Weird. There once was a patch notes with "extra parry movement" for swords. Probably got cut.
  <Point>1</Point>                                                         -- Swords are about stabbing, for targetted attack
  <Edge>0.6833333</Edge>                                         -- Edge modificator for the standard attack
  <BluntModifier>0.2875</BluntModifier>                       -- This probably does nothing. because there is no "pummel" or "halfswording" attack
  <VelocityModifier>1.0</VelocityModifier>                     -- No clue what this does. Its pretty much 1.0 for all weapons as far as I know - Except hammers. Hammers are at 0.8, so it kind of seems to be a multiplicator again?
</WeaponDef>

Edit: forget this, its already in prose at the start of the file. I somehow manage to NOT read the big block of instructions. I'll try to create a mod that includes stuff like hammers with pointy ends (lucerne hammer) and swords that can be halfsworded and stuff. And maybe daggers or rapiers, because having swords excel at stabbing but are mediocre at cutting is weird.
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: RoboB0b on April 20, 2015, 03:24:11 PM
Uploaded a couple more crash fixes :)

I knew you'd be'd happy about the weapon stuff Merry76 ;)  I was going to mention the limited documentation at the top of the file but you figured it out before I replied.  Also, are you using some kind of XML viewer? I think you have your DefendMove block collapsed.  In my version there is a parry for swords in the file.

Swords used to do more slash damage but things slowly rebalanced around differentiating weapons from one another and swords became the pointy weapon.  At times there were plans for combining more damage types like spiked maces and shields as well as other weapons like spears with a longer range than the current weapons, etc.  I'm looking forward to seeing different mods and plan on making whatever changes I can to help.
Title: Re: Gnomoria v0.9.18 RC4 release
Post by: RoboB0b on April 20, 2015, 03:30:31 PM
God news and bad news.

Good news is I can dig stair down again! Huzzah!

bad news: trying to scroll or shortcut to level 0 or above still crashes. Here is a crash log for you (hope I did it right)

Quote
at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


I'm still trying to get my dropbox empty to get you a save.

edit: Here it is: https://www.dropbox.com/s/nsaohoi6320bu9i/world16.sav?dl=0 (https://www.dropbox.com/s/nsaohoi6320bu9i/world16.sav?dl=0)

I was able to get to level 0.  You had some block walls though, so seems likely that was what was crashing.
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: Merry76 on April 20, 2015, 03:38:00 PM
Of course I got the defensive moves too, copy paste failed and I thought I got everything. Mystery explained, I tried to think :)

Its kind of late on my side of the world, which is probably why I shouldnt read XML files using Internet Explorer or FireFox (both work pretty well though). I might do something that writes the XML from a "easier to use" tool like Excel or something. I can code a (tiny) bit, so why not code an XML crawler that mods my Gnomoria?

Or a Tool that merges the XML Files of several mods into one. Usually people branch off mods and players want to "pick and choose" which mods they actually want to implement. Might also lead to disaster.

Unless you already have something like a mod merger planned. In which case I'll just wait to see what happens  ;D
Title: Re: Gnomoria v0.9.18 RC4 release
Post by: Arryu on April 20, 2015, 03:48:24 PM
God news and bad news.

Good news is I can dig stair down again! Huzzah!

bad news: trying to scroll or shortcut to level 0 or above still crashes. Here is a crash log for you (hope I did it right)

Quote
at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


I'm still trying to get my dropbox empty to get you a save.

edit: Here it is: https://www.dropbox.com/s/nsaohoi6320bu9i/world16.sav?dl=0 (https://www.dropbox.com/s/nsaohoi6320bu9i/world16.sav?dl=0)

I was able to get to level 0.  You had some block walls though, so seems likely that was what was crashing.

Thank you sir, you are a gentleman and a scholar. I'm excited to see some of the mods people are maikng :D
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: RoboB0b on April 20, 2015, 03:49:47 PM
Of course I got the defensive moves too, copy paste failed and I thought I got everything. Mystery explained, I tried to think :)

Its kind of late on my side of the world, which is probably why I shouldnt read XML files using Internet Explorer or FireFox (both work pretty well though). I might do something that writes the XML from a "easier to use" tool like Excel or something. I can code a (tiny) bit, so why not code an XML crawler that mods my Gnomoria?

Or a Tool that merges the XML Files of several mods into one. Usually people branch off mods and players want to "pick and choose" which mods they actually want to implement. Might also lead to disaster.

Unless you already have something like a mod merger planned. In which case I'll just wait to see what happens  ;D

I do plan on having a way to merge mods.  Some files like items.xml are easy to merge as I can just add the entries from each mod together as long as there aren't conflicting IDs.  Other files are just settings and if multiple mods have different values for those then 1 has to override the others.  I'm pretty confident that something will be worked out for it though.
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 20, 2015, 04:55:03 PM
I'm looking into these crashes and I don't know what I'm missing yet. :/  I haven't been able to reproduce a crash with a new game.

Save

https://www.dropbox.com/s/s12khszse5gkdqh/world07.sav?dl=0 (https://www.dropbox.com/s/s12khszse5gkdqh/world07.sav?dl=0)

This save also has an invalid save version.  I'm still looking into what could be causing that as it doesn't seem like a coincidence at this point.

Any other info you guys can add is appreciated. Thanks!

I think it didn't download right the first time.  I downloaded it again and the save version wasn't all messed up.  It loaded fine and I ran it a bit without crashing
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: RoboB0b on April 20, 2015, 05:14:04 PM
So, all my worlds are not loading and gnomoria stops with a error in gnomoria.log:

Pure installation and execution, of cource. Oldest world is success loads, but play breaks with same error. Load, save, play breaks same error.

Mini world which dies here (https://drive.google.com/open?id=0ByudsO9lblE6bjhfeTFKVnpKT2s&authuser=0)

This save file looks corrupted.  The save version is invalid which can cause it to load wrong and crash.  If you look at it in the load menu before loading it is year 11 million :/

I double checked this one and it doesn't look corrupted.  The crash here is the orange tree thing that was fixed today.  Yay for no corrupted save files!  Not sure what was going on with downloads before for me.
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: zalebird on April 20, 2015, 05:51:51 PM
For some odd reason My Gnomes keep restacking raw stone or any other stackable (dirt Ect...) over and over
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: gcook725 on April 20, 2015, 09:51:14 PM
PSA when modding in XML: Don't use any extra '-' than you need to, especially if they're next to each other.

Yes, I am an XML noob. x3

In Short: I think that's enough bug fixing for my mod for the night.
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: Lobstarooo on April 20, 2015, 11:21:35 PM
For some odd reason My Gnomes keep restacking raw stone or any other stackable (dirt Ect...) over and over

Yeah, that's been going on for some time. Usually they only do it with dirt on my worlds, but it's a known thing.
Title: Re: Gnomoria v0.9.18 RC5 release
Post by: gcook725 on April 21, 2015, 08:40:38 AM
Found an issue with the stockmenusettings.xml file.

If it is enabled at all, Gnomoria will crash to desktop if you try to look at the stocks tree from anywhere.

What I have done to single this out:

1) Tried to open stocks or designate a stockpile with my edits --> Crash
2) Commented out all of my edits and tried to open stocks or designate a stockpile --> Crash
3) Renamed stockmenusettings.xml and copied over a fresh version of it from Mod Files then tried to view stocks or designate a stockpile --> Crash
4) Copied over the entire Mod Files folder as a fresh new mod and set it as the mod to load then tried to view stocks or designate a stockpile --> Crash
5) Ran with no mods at all and tried to view stocks or designate a stockpile --> Works as would be expected
6) Ran with my mod but renamed stockmenusettings.xml without replacing it --> Works as would be expected

In the code block below is the crash log for this particular crash. It is the same every time


Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 4/21/2015 11:28:48 AM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world05
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.StockStockpilesUI.cb4eb545feba936fc0476a7fc9bd36e2f(CheckBoxTree c199f1219f6f8d9494601590f53f6ddbf, List`1 c18ad85ea303e82b2363b9b4f2535dc14)
   at Game.GUI.StockStockpilesUI.c65f9a8e3ae4cd2c3f56de71d5e572103(MenuItem c1657e8a915a20af6284e92d11ce19b9a)
   at Game.GUI.StockStockpilesUI.cb4eb545feba936fc0476a7fc9bd36e2f(CheckBoxTree c199f1219f6f8d9494601590f53f6ddbf, List`1 c18ad85ea303e82b2363b9b4f2535dc14)
   at Game.GUI.StockStockpilesUI.c65f9a8e3ae4cd2c3f56de71d5e572103(MenuItem c1657e8a915a20af6284e92d11ce19b9a)
   at Game.GUI.StockStockpilesUI.cb4eb545feba936fc0476a7fc9bd36e2f(CheckBoxTree c199f1219f6f8d9494601590f53f6ddbf, List`1 c18ad85ea303e82b2363b9b4f2535dc14)
   at Game.GUI.StockStockpilesUI.cf42f4456907bbe51e541b19033515f8d()
   at Game.GUI.StockStockpilesUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.StockUI..ctor(Manager manager)
   at Game.GUI.HUD.c2fc92f370b141ba68d639b028246d3a1(Object c06a12f9330e57ac1143c202efc8a62a4, EventArgs c3abacd0606a3ff37da3197e93bd34315)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)
   at Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   at Game.GUI.Controls.Button.OnClick(EventArgs e)
   at Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   at Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   at Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   at Game.GUI.Controls.Manager.Update(GameTime gameTime)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

My conclusion is that something is referenced improperly in the base stockmenusettings.xml file (probably something misspelled). If I can find where or what it is I'll comment again on here.

EDIT: Double checked spelling of everything in the file and it all seems to be fine. Referenced each of the items to items.xml and didn't find anything that wasn't also there. Also doubled checked to make sure all the tags have openings and closings and they do. Thinking now that perhaps it might be something with the tags themselves and one of the ones in here wasn't properly instanced elsewhere.
Title: Re: Gnomoria v0.9.18 RC6 release
Post by: Merry76 on April 21, 2015, 11:25:33 AM
I had a look at the "items", and I drew myself a wishlist of sorts  8)

- Could you add "fists" as items, so we can mod what knucklesandwiches, roundhouse kicks and heart bites do? (I cant really mod the living shirt out of the combat system if gnome fu stays such a strong baseline). If they are in there, it isnt really aparent to me  ;D
- Could you add "armourpiercing" to the attack stat? That way, we could circumvent armour to just be slapon-on-hp, a pet peeve of mine that goes back... 2 years or so. It probably works best if its a %, defaulting to not being there or zero. I would really, really love this - the possibilities are practically endless :)
- And finally, what do you think about some "special moves" that unlock with higher combat skills? Something like disarm, feint, lunge, hammerstrike, halfswording... Of course, having them "always trigger" after a certain skill-level is a bit boring, but having "go off" for a certain percentage surely would make combat logs a bit more "interesting". The moves dont have to be all that more powerful (you could mod them to do less damage, but have more speed (making them harder to block but do about the same amount of damage, for exampe).
- Is there any chance we get to see/mod how "thick" gnome "layers" (Skin, Muscle, Bone, Organs...) are, or are those functions of the attributes (Most likely its Fitness).

Other than that, I guess we could make up some serious "Total conversion" Gnomoria Mods. Thats rather cool. Cue mecha swords that require a satchel of coal to do fire/cutting damage. Because... why the Science not?
Title: Re: Gnomoria v0.9.18 RC2 release
Post by: Viion on April 21, 2015, 11:44:15 AM
I double checked this one and it doesn't look corrupted.  The crash here is the orange tree thing that was fixed today.  Yay for no corrupted save files!  Not sure what was going on with downloads before for me.

Wohoooo... it's alive...ALIVE!
After reading this I checked to see if my "corrupted" file was now alive. And guess what? It's alive. Oh, did I mention it's alive? :D
My squad of steel equiped 229/212 axe/shield gnomes are back in business :)

My guess is that this fixed it, considering that I've created a city wall consisting of 2 high and 2 wide lapis lazuli blocks. No wonder it crashed at loading. :D

"RC5

Fixed
Crash rendering block stone floors and walls"
Title: Re: Gnomoria v0.9.18 RC6 release
Post by: gcook725 on April 21, 2015, 12:08:30 PM
Awesome.
RC6
Fixed
  • Crash when using stock menu settings and/or right click menu settings in a mod

Now I can progress with my mod some more! About all I have left to do is get the workshops "Built"... that is to say how they appear in game and the first iteration of the mod should be mostly ready to share.
Title: Re: Gnomoria v0.9.18 RC6 release
Post by: Willbulle on April 21, 2015, 12:15:54 PM
RC5

Fixed
Crash rendering block stone floors and walls

Yay ! getting back to level 1 doesnt crash anymore ! :)
Title: Re: Gnomoria v0.9.18 RC6 release
Post by: Willbulle on April 21, 2015, 12:38:10 PM
RC5

Fixed
Crash rendering block stone floors and walls

Yay ! getting back to level 1 doesnt crash anymore ! :)

Short lived joy.

////////////////////////////////////////////////////////////////
    Date: 21/04/2015 21:34:39
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


Go to ground floor, find floor with tile, rotate map clockwise . Boom !

edit : this save
https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06.sav

rotate map clockwise once or counter clockwise 3 times. Crash either way.
Title: Re: Gnomoria v0.9.18 RC6 release
Post by: RoboB0b on April 21, 2015, 01:52:45 PM
Go to ground floor, find floor with tile, rotate map clockwise . Boom !

edit : this save
https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06.sav (https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06.sav)

rotate map clockwise once or counter clockwise 3 times. Crash either way.

Fixed in RC7.  Thanks for finding that :)

I had a look at the "items", and I drew myself a wishlist of sorts  8)

- Could you add "fists" as items, so we can mod what knucklesandwiches, roundhouse kicks and heart bites do? (I cant really mod the living shirt out of the combat system if gnome fu stays such a strong baseline). If they are in there, it isnt really aparent to me  ;D
- Could you add "armourpiercing" to the attack stat? That way, we could circumvent armour to just be slapon-on-hp, a pet peeve of mine that goes back... 2 years or so. It probably works best if its a %, defaulting to not being there or zero. I would really, really love this - the possibilities are practically endless :)
- And finally, what do you think about some "special moves" that unlock with higher combat skills? Something like disarm, feint, lunge, hammerstrike, halfswording... Of course, having them "always trigger" after a certain skill-level is a bit boring, but having "go off" for a certain percentage surely would make combat logs a bit more "interesting". The moves dont have to be all that more powerful (you could mod them to do less damage, but have more speed (making them harder to block but do about the same amount of damage, for exampe).
- Is there any chance we get to see/mod how "thick" gnome "layers" (Skin, Muscle, Bone, Organs...) are, or are those functions of the attributes (Most likely its Fitness).

Other than that, I guess we could make up some serious "Total conversion" Gnomoria Mods. Thats rather cool. Cue mecha swords that require a satchel of coal to do fire/cutting damage. Because... why the Science not?


The first stuff will be there when all the race/body XML files are exposed.  We'll see how much your opinions on armor piercing changes once you see how it all goes together ;)  That stuff is in there as well as other things.  There seems to be a lot of confusion around combat related stuff in general that might get dispelled once people see some of the structure of it instead of just hearing me talk about it.  There used to be more of the armor piercing type stuff you talk about but the general feelings from people were that it was too random and not predictable.  Things steered towards getting a more bland feeling in favor of giving the player a feeling of more control of the situation.

The thickness settings (and armor pierce) will be there with material XML stuff that I've started on recently.  The only thing that isn't in there is special moves but adding in a skill requirement or something to control a percent chance of the move going off to the code where the attack move is selected wouldn't be a large change.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 21, 2015, 02:01:42 PM
Okay, getting another crash with stockpiles once more. Crashes at the same spot with the same problems regardless of whether a mod is enabled or not.

Seems to crash the moment a stocking job is generated. It doesn't appear that all stocking jobs cause a crash however. For example, stocking Soil appears to work fine, but stocking logs or food crashes.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 4/21/2015 5:00:20 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world04
 Message: Index was outside the bounds of the array.
////////////////////////////////////////////////////////////////
   at Game.StockManager.FindStockJob(Character character)
   at Game.Character.c52de7b831e37872d1e31717e59d4ebaa()
   at Game.Character.cce6e84cf08ff47dc83efe5a3e5f3898d(JobGroup c017624ba3f931aafe85e9252511b39af)
   at Game.Character.FindJob()
   at Game.Behaviors.TakeJob.cce6e84cf08ff47dc83efe5a3e5f3898d(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on April 21, 2015, 02:26:30 PM
Yay, cant wait until this version is stable and the body mod stuff is in then *G*

I do have great plans - despite the fact that I initially didnt want to mod at all, now I am all set for it  :o
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 21, 2015, 06:12:18 PM
Another bug found! Not sure what's causing this one, but it appears no workshops will accept generated jobs (or perhaps jobs aren't being generated at all for some reason), regardless of whether the "Accept Generated Jobs" box is checked or not.

This happens in both modded and unmodded Gnomoria.

EDIT: After some testing, it appears as if this doesn't apply to every workshop. I've seen so far stonecutters and stonemasons work properly in regards to generated jobs, but I have yet to see any other workshops that work properly in my testing.

EDIT2: It appears after more testing with stonemasons that they won't accept generated jobs, but at least it appears they do actually GENERATE the jobs... I think because it actually states "needs block" when there are not enough blocks and the stonecutter will accept that generated job.



Unrelated Edit: I've pretty much finished my mod except for one thing -- everything is made of the dirt material. Basically, the mod adds a very basic glass industry to the game which obtains sand from dirt. This process transfers the material used to make the sand TO the sand... So I end up having dirt sand, dirt glass tiles, dirt glass gems, etc. I was wondering if anyone had found a way to prevent the transfer of material to the finished product. I'm currently thinking "no" since we cannot make our own materials at the moment and you cannot leave the ConversionMaterials tag blank (It'll just act as if the tag isn't even there).
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: RoboB0b on April 22, 2015, 03:20:56 PM
Another bug found! Not sure what's causing this one, but it appears no workshops will accept generated jobs (or perhaps jobs aren't being generated at all for some reason), regardless of whether the "Accept Generated Jobs" box is checked or not.

This happens in both modded and unmodded Gnomoria.

EDIT: After some testing, it appears as if this doesn't apply to every workshop. I've seen so far stonecutters and stonemasons work properly in regards to generated jobs, but I have yet to see any other workshops that work properly in my testing.

EDIT2: It appears after more testing with stonemasons that they won't accept generated jobs, but at least it appears they do actually GENERATE the jobs... I think because it actually states "needs block" when there are not enough blocks and the stonecutter will accept that generated job.



Unrelated Edit: I've pretty much finished my mod except for one thing -- everything is made of the dirt material. Basically, the mod adds a very basic glass industry to the game which obtains sand from dirt. This process transfers the material used to make the sand TO the sand... So I end up having dirt sand, dirt glass tiles, dirt glass gems, etc. I was wondering if anyone had found a way to prevent the transfer of material to the finished product. I'm currently thinking "no" since we cannot make our own materials at the moment and you cannot leave the ConversionMaterials tag blank (It'll just act as if the tag isn't even there).

I'll look into the bugs but wanted to add to that you can make the crafted item a different material using ConversionMaterial.  There is already a Glass material in game and you can just use <ConversionMaterial>Glass</ConversionMaterial>
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 22, 2015, 08:09:46 PM
I'll look into the bugs but wanted to add to that you can make the crafted item a different material using ConversionMaterial.  There is already a Glass material in game and you can just use <ConversionMaterial>Glass</ConversionMaterial>

Thanks, didn't know there was already a glass material! That'll make things easier. I'll have to redo some stuff to work off of that material now (instead of as if it didn't have a material), but it'll have a nicer outcome.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Arryu on April 23, 2015, 01:09:44 AM
Hey rob, that same world I gave you crashed on me again. The only differences this time are that it's been auto saved at day 7, and I tried to mine some iron around floor 70-75.  My gnomes mined the wall successfully but it crashed either right at the moment or immediately after my gnomes placed torches to light the area. I will try to reproduce this.

Also: when I queued up the torches to be made via the place torch command, they for some reason were going to be produced in the weapon smith. I was able to make some but I had to create the component paces and torches themselves manually at the carpenters bench.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 23, 2015, 10:20:58 AM
Okay, first iteration of my mod is posted over in the addons/textures subforum, in case anyone was interested.

Link is here: http://forums.gnomoria.com/index.php?topic=7887.0
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Willbulle on April 23, 2015, 12:24:50 PM
I'm now able to rotate freely, but I am still getting the same crash.

 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)

I couldn't reproduce it, but it happened as I moved over my stockpile right after selling a lot of stuff to a merchant.
Will get back with a save if I can reproduce it..
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Sunrider on April 24, 2015, 06:27:35 AM
Another new bug - I can load my games again but now it seems musket rounds get stacked in any available storage --- even and especially where the box for them is not checked (verified that it in each storage area after I noticed them turning up in random areas and observed gnomes dutifully carrying them there ... even though they should not). Weird bug.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Willbulle on April 24, 2015, 08:40:17 AM
reproducing bug named above :

https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06.sav

load game, dont move, wait for 04:07 game time; crash.

edit: move the stockpile off screen, or cancel stockpile designation = no crash
If I cancel the task on the wheelbarrow at the bottom right, it crashes later (since I eventually get someone trying to store there or pick up something elsewhere that makes it bug)



edit2: second bug found:
////////////////////////////////////////////////////////////////
    Date: 24/04/2015 20:32:38
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.WorkshopCraftUI.c6a4ddefb15310cbead65413531b236bc()
   at Game.GUI.WorkshopCraftUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.WorkshopUI..ctor(Manager manager, Workshop workshop)
   at Game.Workshop.ShowBuildMenu()
   at Game.Workshop.ShowDetailsUI()
   at Game.GUI.ViewTileUI.c1afabf1b27595dc03ae09d3d2f1b7b8e.c11f278a88797e8404288516c29655e39(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)

Same save; go to the engineer workshop (floor 1, next to the leatherworker, click it -> crash)
There's an automaton parked on the workshop.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: flanders on April 24, 2015, 01:12:09 PM
Hi,

Got the following error log on the latest release.


////////////////////////////////////////////////////////////////
    Date: 2015-04-24 22:03:04
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

link to world:
https://www.dropbox.com/s/hopvm1fkfj7aavb/world01.sav?dl=0
Error occurs after a few seconds.

Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Willbulle on April 24, 2015, 01:34:31 PM
Hi,

Got the following error log on the latest release.


 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)

<snip>
link to world:
https://www.dropbox.com/s/hopvm1fkfj7aavb/world01.sav?dl=0
Error occurs after a few seconds.



also crashes just by scolling up to level -15...
canceling mining prevents the immediate crash but it happens later anyways.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 24, 2015, 01:59:34 PM
A question for RoboB0b if he gets the chance to answer: What exactly does the "art" effect for constructions do? I noticed it for statues and pillars (which would make sense) but I don't see what they do anymore than any other construction other than do absolutely nothing special (except have value).
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: RoboB0b on April 24, 2015, 02:07:41 PM
I'm still going through updating Materials.  It's a big one but won't take nearly as long as the last stuff.  If it's taking a while and these crashes are urgent I can shelve the changes to fix crashes and come back to it.

A question for RoboB0b if he gets the chance to answer: What exactly does the "art" effect for constructions do? I noticed it for statues and pillars (which would make sense) but I don't see what they do anymore than any other construction other than do absolutely nothing special (except have value).

Sadly, it doesn't do anything.  Initially I added it as a tag for constructions for gnomes to go to, to affect their mental well being.  Gnomes have happiness which affect some things but that system never got fully fleshed out and the art effect on constructions isn't being used.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 24, 2015, 02:43:07 PM
I'm still going through updating Materials.  It's a big one but won't take nearly as long as the last stuff.  If it's taking a while and these crashes are urgent I can shelve the changes to fix crashes and come back to it.

I'm definitely excited to see Materials since that means I can go on with the rest of Glassworks... or, at least the parts of the mod that don't require spriting exclusively such as the various vanity items.

Honestly, in my opinion the crashes aren't super urgent to the people working on mods exclusively. I've been able to get around a lot of the crashing issues and such and still be able to test Glassworks out. Now those people just trying to test and play the game normally... then I can see some of these crashes as urgent.

Sadly, it doesn't do anything.  Initially I added it as a tag for constructions for gnomes to go to, to affect their mental well being.  Gnomes have happiness which affect some things but that system never got fully fleshed out and the art effect on constructions isn't being used.

Thanks! I wasn't sure what to make of the tag since it wasn't even mentioned in the comments and I hadn't a clue what it could do lol.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: p24t on April 24, 2015, 07:19:31 PM
I'm seeing some problems with automatically generated jobs.  Some things are creating them, others aren't.

Building workshops and crates doesn't request jobs.  Building a chair requests a job at the Carpenter, but building a dresser doesn't.  Crafting things in the Carpenter doesn't request sticks from any Carpenter workshop, but building a table at the Stonemason requests blocks from the Stonecutter.

This is a brand new RC7 world.

edit: this world crashed shortly afterwards with the same error message I had gotten previously when inspecting the digging stairs down.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Virtualhl on April 24, 2015, 07:37:12 PM
Any info on how multiple mods are going to be handled?  Right now it seems like only one at a time would work unless we manually merge the XMLs of all the mods we may want to try.  I don't really know much about XML other than the bit I've gleaned going through the files, but the comments in each file are very helpful and I'm pretty excited about being able to customize the game a bit.  Keep up the great work (whether that be unobfuscation or bug squashing :) )!
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Arryu on April 25, 2015, 10:24:06 AM
Found one!

Quote
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 25/04/2015 10:20:20 AM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world16
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////



I think it might have something to do with either torches lighting up an area underground or an enemy died outside my base causing the crash. The latest one happened at the exact moment a bear died.

I also have a screenshot of torches being made at the weaponsmiths. Interesting to note that once sticks and coal were made the gnome crafted them a normal at the weaponsmith. http://images.akamai.steamusercontent.com/ugc/31866079871996894/2E3D9B1553E76DE245A29785B98C4107DA27145C/
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 25, 2015, 01:30:09 PM
Any info on how multiple mods are going to be handled?  Right now it seems like only one at a time would work unless we manually merge the XMLs of all the mods we may want to try.  I don't really know much about XML other than the bit I've gleaned going through the files, but the comments in each file are very helpful and I'm pretty excited about being able to customize the game a bit.  Keep up the great work (whether that be unobfuscation or bug squashing :) )!

I'm wondering the same thing. What I'm expecting later on once RoboB0b has finished the API and releases a way for choosing mods, the way it'd work is that the current files would be base files and mods would be files without the base information which would be merged all together at the end of the base file (but before the closing tag).

Main problems I see with this is no way of taking an existing workshop and editing it (changing or adding recipes for example) with that method. Another concern of mine is how tileset are going to be handed. Rob's already stated that he doesn't think he can do multiple tilesets because of how the code handles it, so it begs a question about how he would handle multiple mods with differing tilesets (for example, my Glassworks and its window and sand sprites).
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Willbulle on April 25, 2015, 02:25:49 PM
I'm still going through updating Materials.  It's a big one but won't take nearly as long as the last stuff.  If it's taking a while and these crashes are urgent I can shelve the changes to fix crashes and come back to it.


RC7 is also very unstable.. I get countless crashes,  one more reproducible :
////////////////////////////////////////////////////////////////
    Date: 25/04/2015 23:19:28
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Fortress.c2cc11e224d4f35a8f8ddf93907bc006d(Item cd902b5d288751de1bcdd87db003787f5)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)


There's a smelter smack in the middle of that save, let it work and game crashes, disable smelter and game continues (but then my elder dies) :-(
https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06b.sav

I kept the dropbox of world06.sav that I uploaded before as it was a reproductible bug too.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Eganowa on April 26, 2015, 04:27:13 AM
Building a wall torch over a hole crashes the game.

Hope you won't give up RoboB0b with all those recent small bugs ;)

Edit:
Correction, building any kind of torch crashes the game.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: p24t on April 26, 2015, 07:55:39 AM
Correction, building any kind of torch crashes the game.

Can confirm... looks like as soon as my builder pickups the torch, crashes hard with another "Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed."
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 26, 2015, 11:18:46 AM
Correction, building any kind of torch crashes the game.

Can confirm... looks like as soon as my builder pickups the torch, crashes hard with another "Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed."

That's odd. haven't had any issues with torches to speak of. In fact, I built and used torches in the screenshots I took for Glassworks without any issues and I never modified the torches at all (sprites or otherwise). I heve gotten the SpriteBatch crash numerous times from other instances (one example I can think of was from building a basalt block wall)

EDIT: Unrelated, but with some testing I have found that the tileset is expandable to whatever size you want without having issues (other than the size of the tileset requiring more RAM), so perhaps that can be the key to combining tilesets? Everyone puts their tiles in their own seperate file from the tileset and they get dynamically pasted into the default tileset while reworking the XML text to define the new areas as the tiles? Not sure how this would work with oddly-sized sprites though.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on April 27, 2015, 01:14:20 PM
Can confirm that building torches doesnt crash the game on my machine as well...

For future use: could people who notice crashes tell if you modded something (and what) or nothing at all? Unmodded Gnomoria seems to run quite Ok (although I havent been playing a lot of it. Just firing up and dabbling around for a bit).
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on April 27, 2015, 01:20:18 PM
Can confirm that building torches doesnt crash the game on my machine as well...

For future use: could people who notice crashes tell if you modded something (and what) or nothing at all? Unmodded Gnomoria seems to run quite Ok (although I havent been playing a lot of it. Just firing up and dabbling around for a bit).

This. If you're using mods at all, attempt to reproduce the crash both with and without the mod. Might make it easier to find the source of the crash.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: p24t on April 27, 2015, 05:49:55 PM
For future use: could people who notice crashes tell if you modded something (and what) or nothing at all?

I don't run any mods, (and will specify if I do) and this is a fresh install of Gnomoria as of RC2 (cause of the first crashes I was having).  Removed all savegames and settings (again as of RC7), leave default settings, new world.  As soon as the torch is picked up, boom.

Happens with both new RC7 worlds and previously existing worlds.

On my system (and from what it sounds possibly not for everyone) this world crashes just after being loaded:  http://siliconia.net/badtorchworld.sav
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on April 27, 2015, 09:59:15 PM
Happens with both new RC7 worlds and previously existing worlds.

On my system (and from what it sounds possibly not for everyone) this world crashes just after being loaded:  http://siliconia.net/badtorchworld.sav

Thank you for the extra info. Strange, this works for me.

However, my virus scanner (AVAST Antivirus) does test it positively on viral infection. I am not going to switch it off to test your savegame, sorry.

It may be a false positive. but I am a bit cautious in stuff like that :-/
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: p24t on April 27, 2015, 11:29:11 PM
Fine, grumble, grumble.. stupid domain name got flagged for some bizarre reason and does that.  Sorry.

Try straight from the S3 bucket  http://gnomoria.s3-website-us-east-1.amazonaws.com/badtorchworld.sav
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Eganowa on April 28, 2015, 12:37:54 AM
I don't use Mods, and probably will wait until there is a launcher menu for administrating them.
Think someone has to be testing the raw game anyway, while this patch is being implemented :P
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on April 28, 2015, 10:59:11 AM
Fine, grumble, grumble.. stupid domain name got flagged for some bizarre reason and does that.  Sorry.

Try straight from the S3 bucket  http://gnomoria.s3-website-us-east-1.amazonaws.com/badtorchworld.sav

Ok, that one check out fine. I'd guess its something about that particular torch, because it very reliable crashes with it being moved alright. If you cancel that job and re-issue it later, it crashes reliably when you pick it up. How positively weird.

Edit: I did some crash-testing. If you scroll away from it (downwards into the ground) it doesnt crash when the torch gets built. If you go back up again after it has been placed, nothing bad happens whatsover.
My conclusion? The light rendering throws the crash when the change happens. Will do some more testing right away.

Edit2: I could narrow it down to the pickup. If it is picked up already, nothing bad happens if you witness the placing. I hope this helps in troubleshooting RoboB0b :)
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: p24t on April 28, 2015, 11:43:15 AM
I'd guess its something about that particular torch,

I also tested this on an existing world that I was sure had a ready supply of torches.  Watched the bot walk down, and pick up the torch from storage, and boom.  So, guessing it's not the particular torches.. and doesn't seem limited to gnomes vs automatons.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Turner on April 28, 2015, 08:41:14 PM
Seems a lot of the updates lately have been bug fixes...Honestly I do not care if I need to wait a week a month or even a year I want to see some things added :D But the bug fixes are very good as well keeping the game working is nice
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: seronis on April 29, 2015, 04:56:33 PM
Ok, that one check out fine. I'd guess its something about that particular torch, because it very reliable crashes with it being moved alright. If you cancel that job and re-issue it later, it crashes reliably when you pick it up. How positively weird.

Edit: I did some crash-testing. If you scroll away from it (downwards into the ground) it doesnt crash when the torch gets built. If you go back up again after it has been placed, nothing bad happens whatsover.
My conclusion? The light rendering throws the crash when the change happens. Will do some more testing right away.

Edit2: I could narrow it down to the pickup. If it is picked up already, nothing bad happens if you witness the placing. I hope this helps in troubleshooting RoboB0b :)
Been awhile but I used to work on hobby game projects.  Bug reports like this are a godsend because you identify usage cases where the bug both happens and doesnt happen given the same save game.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: kinsi on May 01, 2015, 03:35:35 PM
Fine, grumble, grumble.. stupid domain name got flagged for some bizarre reason and does that.  Sorry.

Try straight from the S3 bucket  http://gnomoria.s3-website-us-east-1.amazonaws.com/badtorchworld.sav

Ok, that one check out fine. I'd guess its something about that particular torch, because it very reliable crashes with it being moved alright. If you cancel that job and re-issue it later, it crashes reliably when you pick it up. How positively weird.

Edit: I did some crash-testing. If you scroll away from it (downwards into the ground) it doesnt crash when the torch gets built. If you go back up again after it has been placed, nothing bad happens whatsover.
My conclusion? The light rendering throws the crash when the change happens. Will do some more testing right away.

Edit2: I could narrow it down to the pickup. If it is picked up already, nothing bad happens if you witness the placing. I hope this helps in troubleshooting RoboB0b :)

Additional info (yes, it is from Faark's ModUI but it may help nonetheless):

Gnomoria with mod support startet.
Game version: 0.9.18.0


Date: 02.05.2015 00:26:30
Mod save exists for this world, creating a new one
badtorchworld.sav.msv

Date: 02.05.2015 00:26:44
FirstChanceException System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei Game.GameEntityManager.DrawObjectIsoTile(SpriteBatch spriteBatch, SpriteDef tileDef, Vector2 pos, Color color, SpriteEffects spriteEffect, Single rotation)

Date: 02.05.2015 00:26:44
FirstChanceException System.InvalidOperationException: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
   bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)

Date: 02.05.2015 00:26:44
FirstChanceException System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.InvalidOperationException: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
   bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   bei Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   bei Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   bei Game.GUI.Controls.Manager.EndDraw()
   bei Game.GnomanEmpire.Draw(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.DrawFrame()
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)

Date: 02.05.2015 00:26:44
UnhandledException System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.InvalidOperationException: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
   bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   bei Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   bei Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   bei Game.GUI.Controls.Manager.EndDraw()
   bei Game.GnomanEmpire.Draw(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.DrawFrame()
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
   bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   bei GnomoriaModUI.GameLauncher.CustomDomainForModRuntime.runGame()

Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on May 01, 2015, 04:50:51 PM
Question for RoboB0b about another <Effects> item tag: How much does the amount for Rots affect how long it takes for an item to rot away? Does a value of '1' mean an item will rot away faster than an item whose Rot amount is '5' and if so, by how much time would we be talking about here? Also, is it possible to have more than one effect on an item? For example, Storage and Food effects so you can make -- for example -- crates made of bread that are edible and still able to hold items in it?
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on May 02, 2015, 01:57:34 AM
Question for RoboB0b about another <Effects> item tag: How much does the amount for Rots affect how long it takes for an item to rot away? Does a value of '1' mean an item will rot away faster than an item whose Rot amount is '5' and if so, by how much time would we be talking about here? Also, is it possible to have more than one effect on an item? For example, Storage and Food effects so you can make -- for example -- crates made of bread that are edible and still able to hold items in it?

I was interested in this as well. Rotting food is afterall a way to make winter so much more dangerous (but then there are always mushroom omelettes...).

The Rot behaviour is a bit odd when applied to corpses: they seem to rot one by one, after a certain time. Logic would dictate that if they where all killed at the same day, they rot on the same day, which they clearly do not. If we apply this to strawberries, and strawberries "cue to rot", a proper food spoiling mod might not be feasible. But maybe thats a part of the code that nobody bothered so far and did work in mysterious ways?
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: gcook725 on May 02, 2015, 03:18:57 AM
I was interested in this as well. Rotting food is afterall a way to make winter so much more dangerous (but then there are always mushroom omelettes...).

The Rot behaviour is a bit odd when applied to corpses: they seem to rot one by one, after a certain time. Logic would dictate that if they where all killed at the same day, they rot on the same day, which they clearly do not. If we apply this to strawberries, and strawberries "cue to rot", a proper food spoiling mod might not be feasible. But maybe thats a part of the code that nobody bothered so far and did work in mysterious ways?

That makes my tests make a lot more sense. Items never seemed to rot away when given the effect... Perhaps they were but I never noticed since it was only one item at a time. I guess I can see why: If you would have hundreds (or even thousands) of rottable items on a map, it would be difficult to keep track of them all without notable lag since it might check for decay on every item for every day.

Perhaps a workaround Rob could use for that code so all items can decay at once would be that once the item was generated, it would flag a day it would decay. Each day at a certain time it would check each rottable item and see which ones are flagged for that day and just make them decay away immediately.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on May 02, 2015, 04:46:07 AM
Perhaps a workaround Rob could use for that code so all items can decay at once would be that once the item was generated, it would flag a day it would decay. Each day at a certain time it would check each rottable item and see which ones are flagged for that day and just make them decay away immediately.

This is how I'd do it. You could track millions of items without having to loop through each of it every computation cycle. its not a game breaker if the game still thinks an item that supposedly rotted 1 hour ago is still there (ok, when the rotting routine catches it, it should be consistently caught, ofc).
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Wild Braas on May 02, 2015, 05:33:10 AM
Sic! When apple creates, it insert item in some array, which have itemID and rotTime=currentTime+rottingTimeout between nearest items with lesser and more rotTime. Every update you check first item in this array. If time elapsed - raise rotting from first item to currentTime>=rotTime. And without any unusable loops. That mod looks very simple imho
--
And if good has not rotted, this good not placed in this array  :-X
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: phezzan on May 02, 2015, 11:32:51 AM
This is on the right track.

All you need is a list sorted on 'next rot time'.  Ex:

Meat: Fresh (2) -> Smelly (2) -> Rotten (2) -> (Decayed out of existence)
Straw: Fresh (3) -> Rotten(3) -> (Decayed out of existence)

So if you started (day 1) with 2 fresh straw and no meat:
Straw(F)(day 4), Straw(F)(day 4)

and if on the second day (day 1) you butcher a Yak (2 days):
Straw(F)(day 3), Straw(F)(day 3), Meat(F)(day 3)

on day 3, each item will have rotted 1 level - the straw is rotten (but still exists) and the Meat is (Smelly):
Meat (S)(day 5), Straw(R)(day 6), Straw(R)(day 6)

on day 4 you butcher a yak:
Meat (S)(day 5), Straw(R)(day 6), Straw(R)(day 6), Meat (F)(day 6)

day 5:
Straw(R)(day 6), Straw(R)(day 6), Meat (F)(day 6), Meat (R)(day 7)

So each day you only need to process items from the beginning until you hit a different day.
New (and newly rotting) items are simply inserted.
Bam, aged list.
The performance of this method is pretty trivial.  Only insertion requires an array search, and usually you just append so the search can be optimized to check the end first, then do a binary search.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Impaler on May 02, 2015, 10:27:02 PM
Perhaps a workaround Rob could use for that code so all items can decay at once would be that once the item was generated, it would flag a day it would decay. Each day at a certain time it would check each rottable item and see which ones are flagged for that day and just make them decay away immediately.

This is how I'd do it. You could track millions of items without having to loop through each of it every computation cycle. its not a game breaker if the game still thinks an item that supposedly rotted 1 hour ago is still there (ok, when the rotting routine catches it, it should be consistently caught, ofc).

I use base class for all objects that experience time (and I mean everything from moving creatures to weather) and a priority queue, each tick of game time objects are popped from the queue and a wake function is called on it with the current time as argument which is the objects chance to do what ever it was planning to do AND to figure out when the next time sensitive effect should take place.  The return from the wake function is the future data of that next event produced by simply adding the interval to the earlier argument time.  Upon returning the object is re-inserted into the priority queue based on this future data, and this data is saved in the base class.  Objects are popped from the queue until one is found with a desired time saved in the base-class which is greater then the current time at which point I know everything has been updated and the simulation advances to the next time tick.  This is my only time-based loop and the whole simulation is 'pumped' with this one method.


As for the rotting of items, particularly foods, I favor a kind of 'radioactive decay' model of which will prevent sudden 'vaporization' of stored foods X days after the harvest.  This is very annoying to the player and not very realistic, anyone who has ever had a root cellar will tell you that vegetables and other produce do not spoil evenly, you need to actively monitor stores and pick out the 'bad apples' which are spoiling faster, likewise some will go longer then expected.  The radioactive style of decay is also desirable because combining together two groups of smooth decay curves always results in another smooth decay curve, very simple and easy to understand because there is no 'memory' of how old stuff is from the players perspective.  Obviously behind the scenes objects are being assigned rot times on some kind of mathematical curve which is very complex to calculate but only done once.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Merry76 on May 03, 2015, 02:25:22 AM
As for the rotting of items, particularly foods, I favor a kind of 'radioactive decay' model of which will prevent sudden 'vaporization' of stored foods X days after the harvest.  This is very annoying to the player and not very realistic, anyone who has ever had a root cellar will tell you that vegetables and other produce do not spoil evenly, you need to actively monitor stores and pick out the 'bad apples' which are spoiling faster, likewise some will go longer then expected.  The radioactive style of decay is also desirable because combining together two groups of smooth decay curves always results in another smooth decay curve, very simple and easy to understand because there is no 'memory' of how old stuff is from the players perspective.  Obviously behind the scenes objects are being assigned rot times on some kind of mathematical curve which is very complex to calculate but only done once.

I am more of a database crack, so my approach deviates from the way coders would do it - So I am only commenting on the second part of your post (sorry for that).

A "fixed" or linear decay would be the easiest to track or calculate. You could do it with a randomized component, to simulate organic decay (not radioactive. Radioactive decay is exactly the same for 2 objects, it just slows down towards very long times because of radioactive half life.). So some apples decay earlier than others, which would mirror the kind of decay we get in real life. But the effect that a rotting apple "infects" other apples to spoil too? Could be a nice machanic, but how should the game track this? The player cannot separate the bad apples from the good ones (nor does he want to, that doesnt sound too interesting), so the gnomes would have to do it. That would imply hauling jobs from your stockpile to your garbage pile for no other reasons but to put rotting stuff away. More work for gnomes is a good thing, but this would be too much for a mod, if you ask me. That sounds like a mayor feature right there.
 
Of course, a legendary strawberry shouldnt decay from existance in the same time a poor one would. Maybe legendaries could decay into masterful, which decay into the next tier etc? This was actually a bulletpoint in my earlier "introduce rot to food" suggestion. But that as well cannot be done with a mod properly, because rot just despawns items (never mind the quality) right away.
Title: Re: Gnomoria v0.9.18 RC7 release
Post by: Morokael on May 03, 2015, 07:21:17 PM
Does the current indev (0.9.18 RC7) fix the following bug?

-There are some specific items that appear stuck on the ground. They cannot be moved, they do not appear in the merchant stall as sellable, but do count for some other operations.

Thanks
Title: Re: Gnomoria v0.9.18 RC1 release
Post by: phezzan on May 04, 2015, 07:51:35 PM
I do actually have a bug at times where a gnome gets stuck when grabbing a seed with a bag. Calling his squad to a guard area and directly cancelling that fixes it, so I never have much of an issue but I don't know if it's been and/or introduced recently.

Anyway, good to see number 18 coming along!

I've seen this several times - usually when a gnome with a bucket of wine tries to pick up yak milk.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: espoire on May 05, 2015, 12:56:42 AM
Woo, moddable materials! Thanks, RoboB0b! I've been waiting on this; I was considering adding glass and some new metals to the endgame (mostly new worn metals for goblins at extremely-high KW).

Now it just needs some debugging. I'd report them on bugzilla.gnomoria.com, but it won't load for me, and hasn't for weeks now. http://isup.me/bugzilla.gnomoria.com says it's not just my computer acting up, either.

None of my workshops in 0.9.18 RCx are obeying the Craft Ingredients/Accept Generated Jobs options, so I have to manually craft all the materials for everything.

Also, dirt/clay/stone/straw stockpiles are seriously broken; my gnomes will spend all day moving the same piles back and forth between adjacent cells.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: Willbulle on May 05, 2015, 12:21:12 PM
RC8
General
  • Added <lots of stuff>
I was hoping for fixes ::)

Let's see (0.9.18 RC8):
https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06c.sav

1) unpause game, dont move, wait 2-3 ingame minutes -> crash

 World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()


2) click jeweler, open jeweler, crash or click forge, open forge, crash

Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Item.Name(String itemID, String materialID, Item item)
   at Game.GUI.WorkshopCraftUI.c7d660c71b288e24750b9b555f0204063(WorkshopJob c88b87b04036ba23c4e7e168d67e91db2)
   at Game.GUI.WorkshopCraftUI.CreateJobQueue(Int32 left)
   at Game.GUI.WorkshopCraftUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)

3) dont move, just scroll down to -52 where the automaton is stuck on the scaffolding wait ca 30 in games minutes, crash.
(it cant be  refueled from above, so haulers keep failing but that's another issue )
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)

I also have a stuck automaton on level 1 on that save that gets fuel, but doesnt go anywhere.


[/list]
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: gcook725 on May 05, 2015, 01:09:20 PM
RC8
General
  • Added materials.xml to mod files.  More detailed info is in the file in comments
  • Added material settings for generating terrain to terrainsettings.xml
  • Added some options for generating trees, plants, gems and ore during map generation
  • Added material for where grass grows to grasssettings.xml
  • Added material for fuel for automatons in automatonsettings.xml
  • Added materials and weights for generating items out of prospector to prospectorsettings.xml
  • Added material options to prioritize material for choosing artificial limbs in itemsettings.xml
  • Added materials to goblinsettings.xml for determining insults to goblin factions
  • Renamed some tags in XML related to materials

Sweet! Materials to mod! Also interesting that, at least the way its written here, we should now have some control over terrain generation (at least for ores, trees/plants, and that kind of stuff). These two things should allow for a far wider range of mods to be possible than before.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: mjc5731 on May 06, 2015, 08:29:46 AM
hey @robobob will this eventually get steam workshop compatibility ???

thanks love the game btw
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: twinky69 on May 06, 2015, 09:05:45 AM
Anyone else having it crash straight to desktop?  Tried deleting and redoing the mod files.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: Eganowa on May 06, 2015, 09:27:50 AM
Can some one check this out?
I started a new game seed: 2700482317
On the 6th day it starts to rain and the game crashes
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: Bazmodin on May 06, 2015, 07:16:36 PM
Getting this error whenever I try to replace a floor with a stone block or try to build a stone ramp.  This is when using both changed mod files and the sample mod files.

////////////////////////////////////////////////////////////////
    Date: 5/6/2015 7:12:04 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world33
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: p24t on May 06, 2015, 07:40:09 PM
Vanilla world started fresh to RC8.  Second fight with a monitor lizard.   Some gnomes most likely equipped the copper gear pieces between first and second battles.   CTD spit out the following:

Date: 5/6/2015 9:34:21 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world27
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.MaterialDef(String id)
   at Game.Weapon.CalculatePhysicalDamage(DamageType damageType, Single velocity)
   at Game.Attack..ctor(Weapon weapon, AttackDef attackDef, Single baseDamage, Single velocity)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodySection.Damage(Attack attack, List`1& hitEffects)
   at Game.Body.Damage(Attack attack, BodySection sectionHit, List`1& hitEffects, List`1& statusEffects)
   at Game.Character.AttackTarget(Single dt)
   at Game.Behaviors.EngageTarget.cf8888104ff4a5243cf2117363d43a6fb(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Condition`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
Title: Re: Gnomoria v0.9.18 RC11 release
Post by: Merry76 on May 08, 2015, 09:36:48 AM
RC11
Fixed
  • Continuously restocking item piles (dirt, stone, etc)

This is bigger than you probably realize. I have literally waited months for this :)
Title: Re: Gnomoria v0.9.18 RC11 release
Post by: RoboB0b on May 08, 2015, 10:43:11 AM
RC11
Fixed
  • Continuously restocking item piles (dirt, stone, etc)

This is bigger than you probably realize. I have literally waited months for this :)

Hmm, I'm a little worried there might still be a problem if that's the case.  There was something that looks like was introduced in RC2 that really messed them up but is now fixed.  I guess we'll just have to wait and see if there is another issue.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: Willbulle on May 08, 2015, 12:12:17 PM
RC8
General
  • Added <lots of stuff>

RC12
General
  • Fixed <lots of stuff>
[/color]



Nice ! :)

RC12 fixed a lot indeed, good work.
Let's see (0.9.18 RC8):
https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world06c.sav

1) unpause game, dont move, wait 2-3 ingame minutes -> crash

 World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()

--> Is fixed
2) click jeweler, open jeweler, crash or click forge, open forge, crash

Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Item.Name(String itemID, String materialID, Item item)
   at Game.GUI.WorkshopCraftUI.c7d660c71b288e24750b9b555f0204063(WorkshopJob c88b87b04036ba23c4e7e168d67e91db2)
   at Game.GUI.WorkshopCraftUI.CreateJobQueue(Int32 left)
   at Game.GUI.WorkshopCraftUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)


--> Is fixed

3) dont move, just scroll down to -52 where the automaton is stuck on the scaffolding wait ca 30 in games minutes, crash.
(it cant be  refueled from above, so haulers keep failing but that's another issue )
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)

--> Is fixed, but clicking that automaton now crashes
 Date: 08/05/2015 21:05:30
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.ViewTileUI.cb3b1c7ae68d4a14a899dff25935bc92b()
   at Game.GUI.ViewTileUI..ctor(Manager manager, MapCell cell)
   at Game.GUI.TileSelectionManager.c9d6e4f38d80358811f61c54159c7168a(MapCell c4bef12c5be3541105f24cdf8c019cc28)
   at Game.GUI.TileSelectionManager.HandleInput(Single dt)



I also have a stuck automaton on level 1 on that save that gets fuel, but doesnt go anywhere.
Clicking that automaton on level 1 does work, though.
 I eventually managed to get fuel to the automaton stuck on the scaffolding at -52 (by building a prio 1 coal stockpile next to it, since refueling from above didnt work) and it got unstuck.
 Now it's on level 1 with the other one waiting for somehing ... it's clickable, though.



A new game I had started that was crashing before (sprite something) now works fine.



I also got some issue on spawn but I'm not sure I can reproduce it. I'll post a new save if I can.
Date: 08/05/2015 21:15:26
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Faction.GenerateStartingItems(Character character)
   at Game.Faction.SpawnMember(Vector3 pos, RaceClassDef raceClassDef, BehaviorType behaviorType)
   at Game.Faction.SpawnFromList(Vector3 pos, Int32 count, List`1 squads, BehaviorType behaviorType)
   at Game.UndeadFaction.c865ff7857abca1ca29c8e6b989646bf5()
   at Game.UndeadFaction.Update(Single dt)
   at Game.AIDirector.Update(Single dt)
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: RoboB0b on May 08, 2015, 03:32:34 PM
--> Is fixed, but clicking that automaton now crashes
 Date: 08/05/2015 21:05:30
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.ViewTileUI.cb3b1c7ae68d4a14a899dff25935bc92b()
   at Game.GUI.ViewTileUI..ctor(Manager manager, MapCell cell)
   at Game.GUI.TileSelectionManager.c9d6e4f38d80358811f61c54159c7168a(MapCell c4bef12c5be3541105f24cdf8c019cc28)
   at Game.GUI.TileSelectionManager.HandleInput(Single dt)



I also have a stuck automaton on level 1 on that save that gets fuel, but doesnt go anywhere.
Clicking that automaton on level 1 does work, though.
 I eventually managed to get fuel to the automaton stuck on the scaffolding at -52 (by building a prio 1 coal stockpile next to it, since refueling from above didnt work) and it got unstuck.
 Now it's on level 1 with the other one waiting for somehing ... it's clickable, though.

I also got some issue on spawn but I'm not sure I can reproduce it. I'll post a new save if I can.
Date: 08/05/2015 21:15:26
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Faction.GenerateStartingItems(Character character)
   at Game.Faction.SpawnMember(Vector3 pos, RaceClassDef raceClassDef, BehaviorType behaviorType)
   at Game.Faction.SpawnFromList(Vector3 pos, Int32 count, List`1 squads, BehaviorType behaviorType)
   at Game.UndeadFaction.c865ff7857abca1ca29c8e6b989646bf5()
   at Game.UndeadFaction.Update(Single dt)
   at Game.AIDirector.Update(Single dt)

Should all be fixed in RC13.  It was crashing viewing the scaffolding where that first automaton was standing.  The other automaton is waiting to be repaired.  It was taking a long time as all the profressions with Engineering set had the Mechanic priority lower down.  If a gnome was the one that took the repair job it was failing looking for the necessary components because it mixed up the race and looked for bronze bandages instead of bronze armor plates.  So that one is fixed but he might still hang out for a while.  I had to move Mechanic up to top priority for testing.

The last one should be fixed.  Looks like any enemy spawn that had a chance to spawn without a piece of armor was crashing when it rolled to not spawn armor.  Thanks for finding all these!
Title: Re: Gnomoria v0.9.18 RC13 release
Post by: Merry76 on May 09, 2015, 01:43:34 AM
Found a fun little bug in the newest RC as I was trying to track down a crash in my main fortress: If dirt clumbs get dropped by a golem, they somehow count as "body parts", meaning they will be stocked as such in the stockpiles. They will also be stocked one at a time, which makes golem cleanup VERY slow.

Will try to figure out the dirt is still considered dirt (meaning it can be used to place floors and such), given that I can circumvent the following crash that happens soon after:

////////////////////////////////////////////////////////////////
    Date: 09/05/2015 10:40:23
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world22
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   bei Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   bei Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   bei Game.GUI.Controls.Manager.EndDraw()
   bei Game.GnomanEmpire.Draw(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.DrawFrame()
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

(happened after clicking a "granite golem has died" message... I only have granite golems at a very specific spot, so I should be able to track down if its the death that causes this or if the room is borked.

Edit: it aparently happens consistent when Scrolling to level -50, in my four coloured golem zoo. No clue why the golem died, and I cannot check either (because of the crash)...

Anyway, here is an easy to get reproducable crash: load up this save, roll one level down to -50:

https://www.dropbox.com/s/zid7se6tsmqtr81/Merry76_CrashWhenScrollingToLv-50.sav?dl=0 (https://www.dropbox.com/s/zid7se6tsmqtr81/Merry76_CrashWhenScrollingToLv-50.sav?dl=0)

Edit2: Its an unmodified, freshly patched RC13 :)
Title: Re: Gnomoria v0.9.18 RC13 release
Post by: vanda on May 09, 2015, 02:29:17 AM
I started a new game and I created a 4x4 dirt only stockpile on top of four 1xdirt piles that was there after mining jobs and gnomes wouldn't stock at all, if I create a stockpile on 4x4 blank squares they start stocking right away. Please fix.
Title: Re: Gnomoria v0.9.18 RC13 release
Post by: Lobstarooo on May 09, 2015, 06:26:32 AM
My current savegame still crashes every time I load it. Loads fine, then as soon as I start moving the camera downwards it just crashes. Tried a few times, can actually move to a different direction but there's something onscreen that just hangs it. Here's the log:

////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 09/05/2015 15:14:10
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

If needed I can attach the savegame as well.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: Willbulle on May 09, 2015, 01:17:47 PM
Should all be fixed in RC13.  It was crashing viewing the scaffolding where that first automaton was standing.  The other automaton is waiting to be repaired.  It was taking a long time as all the profressions with Engineering set had the Mechanic priority lower down.  If a gnome was the one that took the repair job it was failing looking for the necessary components because it mixed up the race and looked for bronze bandages instead of bronze armor plates.  So that one is fixed but he might still hang out for a while.  I had to move Mechanic up to top priority for testing.

The last one should be fixed.  Looks like any enemy spawn that had a chance to spawn without a piece of armor was crashing when it rolled to not spawn armor.  Thanks for finding all these!

Great, thank you for the fixes and the explanation :)

Edit : Still cant open the engineer shop :
Date: 10/05/2015 14:43:01
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.WorkshopCraftUI.c6a4ddefb15310cbead65413531b236bc()
   at Game.GUI.WorkshopCraftUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.WorkshopUI..ctor(Manager manager, Workshop workshop)
   at Game.Workshop.ShowBuildMenu()
   at Game.Workshop.ShowDetailsUI()
   at Game.GUI.ViewTileUI.c1afabf1b27595dc03ae09d3d2f1b7b8e.c11f278a88797e8404288516c29655e39(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)

I tried to deconstruct, reconstruct, but still get same error after.


I also got what seems to be a combat crash (possibly against zombies) :
Date: 10/05/2015 14:38:03
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.MaterialDef(String id)
   at Game.Weapon.CalculatePhysicalDamage(DamageType damageType, Single velocity)
   at Game.Attack..ctor(Weapon weapon, AttackDef attackDef, Single baseDamage, Single velocity)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodySection.Damage(Attack attack, List`1& hitEffects)
   at Game.Body.Damage(Attack attack, BodySection sectionHit, List`1& hitEffects, List`1& statusEffects)
   at Game.Character.AttackTarget(Single dt)


Title: Re: Gnomoria v0.9.18 RC8 release
Post by: phezzan on May 10, 2015, 09:41:46 AM
None of my workshops in 0.9.18 RCx are obeying the Craft Ingredients/Accept Generated Jobs options, so I have to manually craft all the materials for everything.

I have this as well, but not everything is broken...

0.9.18 RC13
build jobs still generate requests for tables, but the tables do not generate requests for sticks (and sticks do not request planks).
Stone blocks are requested, but a knife wont request a knife blade or a hilt.
Title: Re: Gnomoria v0.9.18 RC8 release
Post by: phezzan on May 10, 2015, 05:27:11 PM
I also got what seems to be a combat crash (possibly against zombies) :
Date: 10/05/2015 14:38:03
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world06
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.MaterialDef(String id)
   at Game.Weapon.CalculatePhysicalDamage(DamageType damageType, Single velocity)
   at Game.Attack..ctor(Weapon weapon, AttackDef attackDef, Single baseDamage, Single velocity)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodySection.Damage(Attack attack, List`1& hitEffects)
   at Game.Body.Damage(Attack attack, BodySection sectionHit, List`1& hitEffects, List`1& statusEffects)
   at Game.Character.AttackTarget(Single dt)

Me too - I am fighting unarmored goblins with my marble hammer, marble axe, marble sword, wooden shield, copper sword.
My armor is limited - yak bone shirts, goblin / yak skill helmets, starting copper breastplate / helmet, Half a bronze plate bits (1 pauldron, 1 greave, 1 gauntlet, 1 boot)

The goblins would be unarmed, but I think one of them is swinging a marble door.
I'm using a custom mod - no new materials or items.
I tried disabling the mod (renamed the directory) reloaded the save (verified it reverted to vanilla), still crashes with this stacktrace:

Here's the save:
https://www.dropbox.com/s/6zcrnrj282vwswr/crash_0.9.18.sav?dl=0
Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 2015-05-10 18:58:40
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.MaterialDef(String id)
   at Game.Weapon.CalculatePhysicalDamage(DamageType damageType, Single velocity)
   at Game.Attack..ctor(Weapon weapon, AttackDef attackDef, Single baseDamage, Single velocity)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodyPart.Damage(Attack attack, Int32 damageTypeIndex, List`1& hitEffects)
   at Game.BodySection.Damage(Attack attack, List`1& hitEffects)
   at Game.Body.Damage(Attack attack, BodySection sectionHit, List`1& hitEffects, List`1& statusEffects)
   at Game.Character.AttackTarget(Single dt)
   at Game.Behaviors.EngageTarget.cf8888104ff4a5243cf2117363d43a6fb(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Condition`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
...
Title: Re: Gnomoria v0.9.18 RC13 release
Post by: gcook725 on May 10, 2015, 06:45:24 PM
So, because of the changes to terrainsettings.xml, Gnomoria will throw out a crash with mods made before RC8. Here's the crashlog

////////////////////////////////////////////////////////////////
    Date: 5/10/2015 6:29:54 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World:
 Message: Value cannot be null.
Parameter name: dictionary
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2..ctor(IDictionary`2 dictionary, IEqualityComparer`1 comparer)
   at Game.TerrainSettings.cb535bbf5ea1e4029d482a3fb9c5ea743(TerrainSettings cca24b46d7f804a53009f6f14d6380524)
   at Game.TerrainSettings.ReadDefsMod(String path)
   at Game.GameDefs.ReadDefs()
   at Game.GnomanEmpire.LoadContent()
   at Microsoft.Xna.Framework.Game.Initialize()
   at Game.GnomanEmpire.Initialize()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

For those of you who are working on mods, it appears that it is fixable by copying over a fresh new version of terrainsettings.xml and grasssettings.xml, though it trees and vegetation does not seem to spawn on world generation. I'm unsure how to fix that yet, but when I figure it out, I'll edit this post with a solution.

EDIT: It appears that trees and other vegetation will spawn again if you copy and replace designationsettings.xml with a the new one in Mod Files.
Title: Re: Gnomoria v0.9.18 RC13 release
Post by: Eganowa on May 11, 2015, 05:57:16 AM
There is a bug while fighting a goblin raider, where it crashes the game after a couple of hits.
Checked if it makes a difference if the Gnomes are unarmed, armed with tools(other stuff) or weapons. It doesn't.
Goblin Fighters don't trigger it.

Could a specific combat action become corrupted?

Playing a vanilla version, no mods.
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: vanda on May 11, 2015, 02:53:33 PM
Thanks for the stockpile fix, and your hard work in general, very much appreciated  :)
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: vanda on May 12, 2015, 02:09:33 AM
I celebrated too soon, the stockpiles now stock more than just the designated item, so far it is only stocking raw stone and wheat piles into my dirt only stockpile, but this is on a new world save with not many items discovered/gathered/crafted. I assume it has something to do with items that pile together on one tile like dirt, raw stone and wheat.
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: Merry76 on May 12, 2015, 11:09:55 AM
My world stopped crashing in RC14, my guess would be that it was the pillars I used to enshrine the golems with ;)

Also, I figured out what killed the golem (its not a bug): the enigneer has a pistol as a sidearm, and he takes potshots at them when he has to stock stuff. Good for him.

Edit: also, my idea that golem-spawned dirt was special was wrong. It apears that dirt now gets stocked in EVERY stockpile, and only to one per square. That pretty much blocks up the economy something fierce.
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: p24t on May 12, 2015, 11:38:55 AM
It apears that dirt now gets stocked in EVERY stockpile, and only to one per square.

Seeing the same - pile-based items seem to get stocked one-per-pile.  They go into any stockpile (even if the pile has no items selected to stock) in piles of one.  They're listed in the contents as "Pile", maybe since that's not a category of item it's bypassing pile content restrictions?
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: Willbulle on May 12, 2015, 12:17:43 PM
RC14
Fixed
  • Crash splintering ribs and puncturing internal organs
RC13
Fixed
  • Repairing automatons looking at the mechanics healing item instead of patients, ie when a gnome was attempting to repair an automaton it was looking for bronze bandages to repair a bronze automaton
  • Looks like any enemy spawn that had a chance to spawn without a piece of armor was crashing when it rolled to not spawn armor.
RC9
Fixed
  • Crash rendering torches while being held in the left hand
  • Crash when raining

I'm starting to find your patch notes much more entertaining than the patches themselves. haha ! :D
I'm waiting eagerly for the fix "crash due one footed gnome jumping three times while holding a pillar in the right hand while singing in the rain"..

PS: havent testd RC14 yet, but thank you for the hard work.[/list]
Title: Re: Gnomoria v0.9.18 RC14 release
Post by: Arryu on May 12, 2015, 12:53:45 PM
I'm getting a crash when I try to place a tin axle. The crash occurs when I press the "build" button after selecting tin from the material drop down menu.
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: gcook725 on May 12, 2015, 06:20:10 PM
I'm... not entirely sure what is causing problems here, but putting comments ANYWHERE in the <ConstructionIDToWorkshopID> section of workshopsettings.xml will throw out this crash on startup.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 5/12/2015 9:15:36 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World:
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at GameLibrary.WorkshopSettings.ParseXML(String path)
   at Game.GameDefs.ReadDefs()
   at Game.GnomanEmpire.LoadContent()
   at Microsoft.Xna.Framework.Game.Initialize()
   at Game.GnomanEmpire.Initialize()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

I mean, its easy to avoid the crash by just NOT putting any commented code in that section of the file... but I'm rather curious as to why this is the case?
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: vanda on May 12, 2015, 06:40:47 PM
I found another bug :/ I'm clearly very observant lately.

Either the auto queue jobs isn't working properly, or the work stations accept generated jobs isn't working but crafting jobs aren't automatically queuing up for the ingredients of build jobs.

Hopefully it's a simple fix.
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: gcook725 on May 13, 2015, 06:01:37 AM
I found another bug :/ I'm clearly very observant lately.

Either the auto queue jobs isn't working properly, or the work stations accept generated jobs isn't working but crafting jobs aren't automatically queuing up for the ingredients of build jobs.

Hopefully it's a simple fix.

This has been noted before, however if you could find exactly what is able to queue jobs at which workshops, it might help. Looking at the handful of reports, most people note that some things queue properly (such as stone tables queuing up stone blocks), but most things don't.
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: Litcube on May 13, 2015, 08:31:12 AM
Rob,

What can we do to help you fix performance?  Saves?
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: gcook725 on May 13, 2015, 12:23:00 PM
So I mentioned way earlier that there appears to be a crash related to stocking certain items -- such as logs. I found the source of the crash after a bit of debugging because I ran into it again. It appears that adding items to the <TransportContainers> tag in the 'itemsettings.xml' file will cause the crash... Unless I'm just doing something wrong. Here's the crash code:
Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 5/13/2015 3:21:07 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world08
 Message: Index was outside the bounds of the array.
////////////////////////////////////////////////////////////////
   at Game.StockManager.FindStockJob(Character character)
   at Game.Character.c52de7b831e37872d1e31717e59d4ebaa()
   at Game.Character.cce6e84cf08ff47dc83efe5a3e5f3898d(JobGroup c017624ba3f931aafe85e9252511b39af)
   at Game.Character.FindJob()
   at Game.Behaviors.TakeJob.cce6e84cf08ff47dc83efe5a3e5f3898d(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


EDIT: Also a question for RoboB0b or anyone who can answer for me; how exactly is the final value of an object calculated?

For example, in the current version of my mod that I'm working on, I'm testing values for glass (material value 1). With a recipe of 2 sand (0 value), 1 pot ash (0 value), and 1 coal (1 value) to make a single batch (value of 1) which ends up to a total value of 1. Then 1 glass batch (value of 1) with 1 coal (value of 1) to make a tile (value of 1), which ends with a value of 3. Then when that tile is constructed into a wall (value of 10) it ends with a final value of 35? Nothing has a quality to modify value. I'm just unsure of how the value of items are calculated at this point because its definitely not simply additive. Doesn't seem to be an average per se either.

I'm actually wondering if there is a problem with value somehow as well. For example, according to the wiki, a copper bar should be worth 5 and a gold bar should be worth 25... which would make sense since the material value of copper is 2 and gold is 12. 2 + 2 + 1 = 5 and 12 + 12 + 1 = 25... but in game for the current build the values are 7 and 27 respectively, 2 higher than they should be? This theme seems to hold true for the other metal bars as well: Platinum is 51 instead of 49, Lead is 19 instead 17, etc. I wonder what's adding that extra 2 value and if that is what is making the worth of the glass items seem so... wonky.
Title: Re: Gnomoria v0.9.18 RC15 release
Post by: TekDragon on May 14, 2015, 09:58:30 AM
ie when a gnome was attempting to repair an automaton it was looking for bronze bandages to repair a bronze automaton

As a doctor, I can assure you that this is actually the way medicine works.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: RoboB0b on May 14, 2015, 12:22:31 PM
Finally got the axle crash fixed.  I ended up not liking how it was working before and changed some things.  It was manually orienting based on surrounding connections but now you just manually rotate them when placing.  Old saves properly convert.

I know about issues with generating jobs and will get to it soon.  I'll have to add some more XML settings to get it all working right.  It's tied together with generating items that come from merchants and ultimately needs to be seeded with a material that makes sense for base items.  I'll look into the Value stuff too to see if there is a bug or if I can find the missing piece for you.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: gcook725 on May 14, 2015, 12:54:08 PM
Finally got the axle crash fixed.  I ended up not liking how it was working before and changed some things.  It was manually orienting based on surrounding connections but now you just manually rotate them when placing.  Old saves properly convert.

I know about issues with generating jobs and will get to it soon.  I'll have to add some more XML settings to get it all working right.  It's tied together with generating items that come from merchants and ultimately needs to be seeded with a material that makes sense for base items.  I'll look into the Value stuff too to see if there is a bug or if I can find the missing piece for you.

Hey, thanks! If it would help, I can also give additional information involving values based on my new items and materials, since their values seem to be all over the place. Won't be able to do tjat until way late tonight when I get off work though.

Oh, and also, thanks for the fav and retweet on Twitter!
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: phezzan on May 15, 2015, 08:09:22 AM
I know about issues with generating jobs and will get to it soon.  I'll have to add some more XML settings to get it all working right.  It's tied together with generating items that come from merchants and ultimately needs to be seeded with a material that makes sense for base items. 

Not sure if it's related, but sometimes items get their creator's name instead of a material.

Have saves :)
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Vanzanz on May 15, 2015, 11:01:20 AM
I know about issues with generating jobs and will get to it soon.  I'll have to add some more XML settings to get it all working right.  It's tied together with generating items that come from merchants and ultimately needs to be seeded with a material that makes sense for base items. 

Not sure if it's related, but sometimes items get their creator's name instead of a material.

Have saves :)

 ::) Dimble had a patent on that torch making technique.... He intends to sue for patent infringement....
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: gcook725 on May 15, 2015, 11:23:37 AM
I know about issues with generating jobs and will get to it soon.  I'll have to add some more XML settings to get it all working right.  It's tied together with generating items that come from merchants and ultimately needs to be seeded with a material that makes sense for base items. 

Not sure if it's related, but sometimes items get their creator's name instead of a material.

Have saves :)

I believe this is the same long standing bug where if you craft something using a legendary item (for example, using a legendary stick for a torch), it inherits the name of the creator for its material.

If I had to guess the cause of this, when an item is made legendary, it's material is changed to be legendary and when its used the game gets confused for the material and just names it after the creator.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Willbulle on May 15, 2015, 11:52:59 AM
I believe this is the same long standing bug where if you craft something using a legendary item (for example, using a legendary stick for a torch), it inherits the name of the creator for its material.

I see that more a feature than a bug.. :)

Regarding job generation, torch crafting (for build) got generated at armorer and chairs do get created for build job too (correctly at carpenter)
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: phezzan on May 17, 2015, 01:04:44 PM
If I had to guess the cause of this, when an item is made legendary, it's material is changed to be legendary and when its used the game gets confused for the material and just names it after the creator.

Then I must have a legendary distillery and a legendary tailor shop.  I have a mix of (bandages, bags) named after their creator and 'cotton'.
I think the creator name is temporary and goes away under certain circumstances - also 'Fizzle beer' can be stored in the same barrel as 'Duregar beer', 'Heaphestus beer', 'Pink beer', and the occasional 'wheat beer'.

Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Eganowa on May 18, 2015, 12:44:56 AM
There is a minor bug where if a gnome falls asleep on a floor tile a second gnome that will path through that tile will become blocked until the first one awakens.

In my game two builders have a building floor order, one of them falls asleep the second one gets blocked.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: gcook725 on May 19, 2015, 12:44:18 PM
Question for RoboB0b whenever you get the chance to answer: Why are there two separate sprites for doors on the tilesheet? Couldn't you have just used the same sprite and just set the <FlipHorizontally> tag to true?

Mostly asking because I'm working on the sprites and stuff for new doors for Glassworks.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Pelazza on May 19, 2015, 02:19:18 PM
tonight i have found a bug: if i use the ''Q'' for view the axles the game crash
and i too i have the issue for the missing ingredients
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Extruder on May 19, 2015, 11:43:49 PM
Hi all. I found this: (http://gyazo.com/2a74e58e4a3d4fed3f4d3bc654dbdea0)
http://gyazo.com/2a74e58e4a3d4fed3f4d3bc654dbdea0
and gnomes craft torches in weaponsmit.
Title: Re: Gnomoria v0.9.18 RC16 release
Post by: Eganowa on May 20, 2015, 12:45:06 AM
Found some more bugs

1. If you build a incline the game will crash if you change the view on the level above the incline (in both paused and running game).
 - building a incline down will result in a automatic crash
 - building a incline up does not crash until you go one or more level up with the view (spotting enemies, merchants, ambassadors on a higher level than the incline also trigger this)

2. Don't know if it's a bug, but I don't think we should be supposed to plant trees or build torches on ramps. It does not crash the game and you can preform a remove ramp on such tiles.

Edit: May 20, 2015, 04:16:52 AM
3. Something is wrong with Linkage (tested only with copper)

 my power line looks something like this 
P=power source
vA=vertical Axle
G=gearbox
A=axle

lvl 0      P
           vA
lvl-1      G   A

 - the axle connecting to the gear box on lvl-1 is recognized as 4 a directional tile (much like a workshop) it has only one point of entry for energy instead of two (only 1 side out of 4 will have a effect)
 - when you connect the right side of the axle to a gear box, and both get/are powered the game will crash

Edit:
4. Minor bug, while a prospector is taking materials from a stockpile and other gnomes try to refill it from the stockpile pull command, they take a pile and drop it next to or on the pile that was being refilled.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: RoboB0b on May 21, 2015, 01:59:57 PM
The item value bug was introduced along with some earlier refactoring.  It ended up rounding values for components which cascaded to an inflated final item value.

The comments in XML crash was from me rushing through pushing the patch out.  I knew I'd have to go back and add in error logs for invalid mods and planned on doing better error checking along the way.  There will be some more crashes like that in parsing XML and I'll just fix them as we go before focusing on squashing them when I get to error logging.

I knew generating workshop jobs was broken from the begging of the mod support changes.  That and generating items (starting items, enemy equipment, merchant trades, etc) both rely on workshop recipes for defining components.  Some items, like chairs, have different recipes and associated workshops which ultimately determine the final material.  The ambiguity can be resolved based on the desired material but ultimately needs to know potential materials for core items like logs, raw stone, etc.  I added in XML settings into workshopsettings.xml to define that stuff.  Now that this stuff is in place, I can start working on exposing merchants as well as starting items but for now I'm still focusing on bugs.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: phezzan on May 21, 2015, 11:41:02 PM
Do the WorkshopSettings changes require a new game?
(I believe I merged my mod directory correctly, but maybe not)

////////////////////////////////////////////////////////////////
    Date: 2015-05-22 02:33:51
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at GameLibrary.WorkshopSettings.PickWeightedMaterial(String itemID, Random rand, String materialID)
   at Game.AIDirector.cda99bcd9cf781c14e577e57c0e3ac715(String ca10cdf81a94f4ce4930ae56993222ae1, String c51992c01330ac0431330817da9bfbcfc)
   at Game.AIDirector.FindCraftableItems(String itemID, String materialID)
   at Game.AIDirector.cda99bcd9cf781c14e577e57c0e3ac715(String ca10cdf81a94f4ce4930ae56993222ae1, String c51992c01330ac0431330817da9bfbcfc)
   at Game.AIDirector.FindCraftableItems(String itemID, String materialID)
   at Game.Fortress.GenerateWorkshopJob(Vector3 position, String itemID, String materialID)
   at Game.Job.AllComponentsExist(Character character)
...

Further investigation:
May have something to do with ceramic tiles in my kiln.  Suspending the kiln or deleting that job instantly causes the crash, but suspending other active workshops / deleting other jobs doesn't crash.
Deleting my mod's workshopsettings.xml (which is identical to the one in /Mod Files/... ) prevents the crash.

In workshopsettings.xml I noticed a few things that might be oversights (or just proof of my bad intuition)
- Bronze / Ceramic is not listed anywhere
- RawCoal (Coal) is not a key
- RawHide lacks: BearHide OgreHide ToughOgreHide
- Seed lacks: Grape Mushroom
- Clipping lacks: OrangeWood, and 'Apple' is not a Wood like the other items
- Skull might lack 'Goblin Skull' ... but I'm not sure what the right ID for that is.

Similarly a workshop item confusion exists. In Workshops.xml I've added Ceramic Bolts and Musket rounds above Ceramic Statuette.  Placing a build order for a Ceramic Statuette adds a Musket Round to the queue, but I haven't discovered Musket Rounds.  This appears to be solvable by reordering CraftableItems in the workshop so that research items are last.

Save is available.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: Razekh on May 22, 2015, 02:21:04 AM
This item value bug that was just fixed, is it related to why bars made from slivers were worth so much more than those made from ore? Does this fix mean that sliver bars are now worth the same as ore bars? I certainly hope so, and if not, could the values of sliver bars be adjusted so they are worth the same as those from ores?
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: espoire on May 22, 2015, 05:05:33 AM
for now I'm still focusing on bugs.

I found a really obscure (and problematic) bug on live (v0.9.17). If a gnome with a prosthetic hand/foot then loses the entire limb, weird things start happening. I have a gnome with a prosthetic arm, but no hand (and won't go attach one). I have a gnome with a foot but no leg (can walk fine, and won't attach a leg). I have a gnome with a prosthetic leg and a different prosthetic foot on the same leg that's not associated with the prosthetic leg in question (the gnome has three prosthetic feet; haulers keep running to her to try to stock the extra, and fail to do so). When one of my messed-up gnomes died, several others spontaneously regrew missing limbs.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: RoboB0b on May 22, 2015, 09:54:41 AM
This item value bug that was just fixed, is it related to why bars made from slivers were worth so much more than those made from ore? Does this fix mean that sliver bars are now worth the same as ore bars? I certainly hope so, and if not, could the values of sliver bars be adjusted so they are worth the same as those from ores?

Yes.  It takes 10 slivers to craft a bar and 2 ore.  Every component was rounding, so bars from slivers would have been more than from ore.  Looking at it again, slivers are half the value they should be to make bars made from either equivalent.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: RoboB0b on May 22, 2015, 11:09:47 AM
Do the WorkshopSettings changes require a new game?
(I believe I merged my mod directory correctly, but maybe not)

////////////////////////////////////////////////////////////////
    Date: 2015-05-22 02:33:51
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at GameLibrary.WorkshopSettings.PickWeightedMaterial(String itemID, Random rand, String materialID)
   at Game.AIDirector.cda99bcd9cf781c14e577e57c0e3ac715(String ca10cdf81a94f4ce4930ae56993222ae1, String c51992c01330ac0431330817da9bfbcfc)
   at Game.AIDirector.FindCraftableItems(String itemID, String materialID)
   at Game.AIDirector.cda99bcd9cf781c14e577e57c0e3ac715(String ca10cdf81a94f4ce4930ae56993222ae1, String c51992c01330ac0431330817da9bfbcfc)
   at Game.AIDirector.FindCraftableItems(String itemID, String materialID)
   at Game.Fortress.GenerateWorkshopJob(Vector3 position, String itemID, String materialID)
   at Game.Job.AllComponentsExist(Character character)
...

Further investigation:
May have something to do with ceramic tiles in my kiln.  Suspending the kiln or deleting that job instantly causes the crash, but suspending other active workshops / deleting other jobs doesn't crash.
Deleting my mod's workshopsettings.xml (which is identical to the one in /Mod Files/... ) prevents the crash.

In workshopsettings.xml I noticed a few things that might be oversights (or just proof of my bad intuition)
- Bronze / Ceramic is not listed anywhere
- RawCoal (Coal) is not a key
- RawHide lacks: BearHide OgreHide ToughOgreHide
- Seed lacks: Grape Mushroom
- Clipping lacks: OrangeWood, and 'Apple' is not a Wood like the other items
- Skull might lack 'Goblin Skull' ... but I'm not sure what the right ID for that is.

Similarly a workshop item confusion exists. In Workshops.xml I've added Ceramic Bolts and Musket rounds above Ceramic Statuette.  Placing a build order for a Ceramic Statuette adds a Musket Round to the queue, but I haven't discovered Musket Rounds.  This appears to be solvable by reordering CraftableItems in the workshop so that research items are last.

Save is available.

No new game should be required.  I peeked and there is definitely a bug with reading it in for mod files.  I should have a fix up for it today.

There is no naturally occuring Bronze ore or Ceramic soil.  It gets solved with the ConversionMaterial setting in recipes.  RawCoal and Coal should be in there and somehow got lost in the transfer.  It was there before being exposed.  Some of the other missing materials never got updated as the new materials were added but weren't used so it didn't affect anything or a minimal effect like generating a steel helmet might mean that the leather straps never end up being made from BearHide.  I'll get it all fixed up though since there isn't a reason to leave stuff out or not be consistent.
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: Willbulle on May 22, 2015, 01:15:36 PM
found a new bug (RC17):

it happens around 15:40-16:00 game time, 60% of the time. If you get "the sun has set" message, then it hasn't happened and probably wont.
I got it 5 times in a row, then not 10 times, then at random, and now I can't reproduce :(


Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world11
 Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at Game.StorageContainer.Destroy()
   at Game.Item.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)

https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world11.sav


Note: also check the armorer on floor 1, he autoqueued one gold armor plate for the 2 gold breastplates. This one should be there since I already have the 8 needed armor plates
Title: Re: Gnomoria v0.9.18 RC17 release
Post by: RoboB0b on May 22, 2015, 01:59:49 PM
found a new bug (RC17):

it happens around 15:40-16:00 game time, 60% of the time. If you get "the sun has set" message, then it hasn't happened and probably wont.
I got it 5 times in a row, then not 10 times, then at random, and now I can't reproduce :(


Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world11
 Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at Game.StorageContainer.Destroy()
   at Game.Item.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)

https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world11.sav (https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world11.sav)


Note: also check the armorer on floor 1, he autoqueued one gold armor plate for the 2 gold breastplates. This one should be there since I already have the 8 needed armor plates

Haven't had it crash yet but I'll give it more tries.  You have 0 gold armor plates in this save.  32 bronze and 2 steel.

EDIT: Got it fixed and getting a patch ready
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: Willbulle on May 23, 2015, 05:50:29 AM
Nice, thx :)

I couldnt reproduce either after a while and it went on anyways.
 Re: the gold armor plates, boththe armorer and merchants think I have them.  (or are ghost items that are in the item count but not in the actual save ?)

 I guess they are now in a closed off area, otherwise they should come up to a prio 1 stockpile I created just for armor plates. I set it to stock steel plates and it was full within a few minutes.
 Now, I just need to find a gullible merchant that'll buy em out without seeing them first. ;-)

Edit : those armor plates are coming from 2 existing breastplates that got broken, so maybe the count came up, but not the objects as such.
Edit 2 : I've stopped making plates altogether, just to see if some were produced during fight when armor breaks.
I did get that crash again during a goblin invasion and a very messy fight :
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world11
 Message: Collection was modified; enumeration operation may not execute.
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
   at System.Collections.Generic.List`1.Enumerator.MoveNext()
   at Game.GameEntityManager.c888bc36af8719ea94bfb1f01dc886761()
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)

same as before... It could also be a builder as one of them isnt military, but he'd have picked a very bad timing.
I had the same fight again, but no crash.

Title: Re: Gnomoria v0.9.18 RC19 release
Post by: AstralDream on May 23, 2015, 09:05:43 AM
Crash:
////////////////////////////////////////////////////////////////
    Date: 2015-05-23 18:03:43
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Indeks wykraczał poza granice tablicy.
////////////////////////////////////////////////////////////////
   w Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   w Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   w Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   w Game.Body..ctor(Character character)
   w Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   w Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   w Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   w Game.CraftItemJob.Complete(Character character)
   w Game.JobBoard.CompleteJob(Job job, Character character)
   w Game.Character.CompleteJob()
   w Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   w Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   w Game.Character.Update(Single dt)
   w Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   w Game.GameEntityManager.Update(Single dt)
   w Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   w Game.GnomanEmpire.Update(GameTime gameTime)
   w Microsoft.Xna.Framework.Game.Tick()
   w Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   w Microsoft.Xna.Framework.GameHost.OnIdle()
   w Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   w Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   w System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   w System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.Run(Form mainForm)
   w Microsoft.Xna.Framework.WindowsGameHost.Run()
   w Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   w A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

And this one, om rebuilding automaton, with bronze items:
////////////////////////////////////////////////////////////////
    Date: 2015-05-23 18:40:29
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Indeks wykraczał poza granice tablicy.
////////////////////////////////////////////////////////////////
   w Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   w Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   w Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   w Game.Body..ctor(Character character)
   w Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   w Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   w Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   w Game.CraftItemJob.Complete(Character character)
   w Game.JobBoard.CompleteJob(Job job, Character character)
   w Game.Character.CompleteJob()
   w Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   w Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   w Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   w Game.Character.Update(Single dt)
   w Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   w Game.GameEntityManager.Update(Single dt)
   w Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   w Game.GnomanEmpire.Update(GameTime gameTime)
   w Microsoft.Xna.Framework.Game.Tick()
   w Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   w Microsoft.Xna.Framework.GameHost.OnIdle()
   w Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   w Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   w System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   w System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.Run(Form mainForm)
   w Microsoft.Xna.Framework.WindowsGameHost.Run()
   w Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   w A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Next crash:
////////////////////////////////////////////////////////////////
    Date: 2015-05-23 20:40:59
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   w Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   w Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   w Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   w Game.GUI.Controls.Manager.EndDraw()
   w Game.GnomanEmpire.Draw(GameTime gameTime)
   w Microsoft.Xna.Framework.Game.DrawFrame()
   w Microsoft.Xna.Framework.Game.Tick()
   w Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   w Microsoft.Xna.Framework.GameHost.OnIdle()
   w Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   w Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   w System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   w System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   w System.Windows.Forms.Application.Run(Form mainForm)
   w Microsoft.Xna.Framework.WindowsGameHost.Run()
   w Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   w A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: Willbulle on May 24, 2015, 02:17:07 AM
Got a new one that's reproducible this time: :)


Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world11
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)



https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world11.sav
Open save, wait a little, rotate view, crash
 This occurs when axles are displayed only, and I think only when that lever got built.

Edit : check out the axles leading to the pressure plates or to the mechanical wall, they dont turn.
I removed/rebuilt the one to the tin wall and it now turns, but the one under the bone floor doesnt work even after reconstruction.
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: gcook725 on May 24, 2015, 06:06:30 PM
Was just taking a peek at the new <CoreItemIDToMaterialIDs> tag... interesting that you can set the weights for randomly choosing an item. Guessing that's for when you don't select a material for an item when crafting it? I had always thought they pulled from the closest possible item that met the requirements for the recipe instead of randomly selecting one.

Wondering how one could use this to do something interesting. All I can think of is using it so that more certain materials are more valuable in to all of gnomekind and therefore have a predisposition to using that type of item/material above others.
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: phezzan on May 24, 2015, 08:25:59 PM
I've also got a crash with engaged axles, only from a single camera rotation. Non powered axles are no problem, and if the game is paused there is no problem.

Axle is installed in grassy dirt.
Linkage is a straight line: Windmill  - PressurePlate (Enabled) - Axle (default rotation for this camera angle).

The crash occurs when the windmill is in the top right, axle is in the bottom left... which probably isn't good enough given all the possible rotations.

Here's the save, but it probably won't load without my mod
https://www.dropbox.com/s/t4hi8r843tyetv3/world01.sav?dl=0

So here's my mod folder:
https://www.dropbox.com/s/ct7h2gyfidpuven/KMod.7z?dl=0

I tried removing the all the animation data (commented out) from the construction...
Identical crash.

I tried eliminating the " <SpriteEffect>FlipHorizontally</SpriteEffect> " (by adding flipped sprites to the tileset and replacing all 'FlipHorizontally' Axles sprites with those).
Identical crash.

I wondered if it depended on 'show axles' or ... so instead of 'show axles' I removed the floor.
Identical crash.

////////////////////////////////////////////////////////////////
    Date: 2015-05-24 19:56:42
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: RoboB0b on May 25, 2015, 10:38:00 AM
Was just taking a peek at the new <CoreItemIDToMaterialIDs> tag... interesting that you can set the weights for randomly choosing an item. Guessing that's for when you don't select a material for an item when crafting it? I had always thought they pulled from the closest possible item that met the requirements for the recipe instead of randomly selecting one.

Wondering how one could use this to do something interesting. All I can think of is using it so that more certain materials are more valuable in to all of gnomekind and therefore have a predisposition to using that type of item/material above others.

The random weights are for choosing non-primary materials for generating items.
Title: Re: Gnomoria v0.9.18 RC19 release
Post by: gcook725 on May 25, 2015, 03:45:11 PM
Not entirely sure if this is a bug, or just a general function of the engine...

Whenever you have a transparent floor, anything other than the tops of walls directly beneath it is not visible. In fact, it just shows plain blackness underneath transparent floors with an empty space beneath it.

Is there a way around this (or a fix on your end, Rob)... or is it just something I'll have to live with for Glassworks?
Title: Re: Gnomoria v0.9.18 RC20 release
Post by: phezzan on May 25, 2015, 10:42:46 PM
Bug and potential fix for RC19 (and probably 20)

I killed a golem -> crash.   I believe this was a wheat straw golem... (or perhaps a wheat grain golem?)

////////////////////////////////////////////////////////////////
    Date: 2015-05-25 22:50:54
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: The given key was not present in the dictionary.
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Game.Prospector.Prospect(MaterialType materialType)
   at Game.Golem.ReleaseParts(Int32 amount, Boolean coreSpawned)

Added a 'core' to items.xml and no crash killing a dirt golem (dropped a dirt core).
The core doesn't appear to have my flavor text in-game so I'm guessing I just got unlucky the first time.

Code: [Select]
  <Item>
    <ID>Core</ID>
    <Name>golem core...</Name>
    <ObtainDescription>Have more fun with golems</ObtainDescription>
   
    <HasQuality>false</HasQuality>
    <SpriteID>
      <SpriteID>GolemCore</SpriteID>
    </SpriteID>
  </Item>

Title: Re: Gnomoria v0.9.18 RC20 release
Post by: Merry76 on May 26, 2015, 11:16:37 AM
Code: [Select]
  <Item>
    <ID>Core</ID>
    <Name>golem core...</Name>
    <ObtainDescription>Have more fun with golems</ObtainDescription>
   
    <HasQuality>false</HasQuality>
    <SpriteID>
      <SpriteID>GolemCore</SpriteID>
    </SpriteID>
  </Item>

That reminds me: are special characters allowed in names and ID's?

Because I think the dots in that name would probably kill 90% of the code I am writing (but SQL server does dislike quite some characters tbh).
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: phezzan on May 27, 2015, 07:25:41 PM
Noticed grasssettings.xml has a comment about GrassMaterialID but doesn't use it.
Title: Re: Gnomoria v0.9.18 RC20 release
Post by: RoboB0b on May 28, 2015, 09:51:28 AM
Code: [Select]
  <Item>
    <ID>Core</ID>
    <Name>golem core...</Name>
    <ObtainDescription>Have more fun with golems</ObtainDescription>
   
    <HasQuality>false</HasQuality>
    <SpriteID>
      <SpriteID>GolemCore</SpriteID>
    </SpriteID>
  </Item>

That reminds me: are special characters allowed in names and ID's?

Because I think the dots in that name would probably kill 90% of the code I am writing (but SQL server does dislike quite some characters tbh).

Should be fine for IDs.  The only issue with names is that it's a BMP font and won't have an image for most special characters.

Noticed grasssettings.xml has a comment about GrassMaterialID but doesn't use it.

Ah yeah it's optional and the default is "Grass".  I'll update the comments.
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: RhoOphuichi on May 28, 2015, 10:32:35 AM
Is it possible to have animations in a workshop? I'm thinking about things like: glowing coals, waterwheels, gristmills, felting hammers, fluttering cloth, etc. Even workshops that include already-existing animated elements like torches or steam engines.

If it isn't possible, can it be...?
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: pixartist on May 31, 2015, 10:19:30 AM
In the latest indev version my gnomads refuse to pick up milk and my milk stock stays at 0 :(
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Kelderek on May 31, 2015, 05:19:30 PM
My game is crashing after I setup a new military squad with all new formation/position/uniform.  The game should crash immediately after you un-pause it.  I was attempting to make a new squad for my miners with a uniform that chooses a pickaxe and torch.  I can avoid this error if I load up this save and then remove that squad/formation/position/uniform before un-pausing.  The save file is linked below.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 5/31/2015 8:06:19 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world33
 Message: The given key was not present in the dictionary.
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Game.Uniform.FindItem(Character squadMember, EquipmentType slotIndex)
   at Game.Behaviors.LookForWeapon.c76a91fc7de406c44cd6372d7f2414037(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

dropbox save game (https://www.dropbox.com/s/d206ybqlg5rcio0/world33.sav?dl=0)
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: RhoOphuichi on June 01, 2015, 10:06:56 AM
Can the EquippedJobPenalty item tag be used with a negative number to give a boost?
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Merry76 on June 01, 2015, 03:31:22 PM
Can the EquippedJobPenalty item tag be used with a negative number to give a boost?

Sounds reasonable. Working gloves and aprons?
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: RhoOphuichi on June 01, 2015, 04:42:22 PM
Sounds reasonable. Working gloves and aprons?

Exactly my thought. Just wondered if anybody had tried it yet.
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Willbulle on June 02, 2015, 01:27:49 PM
Crash on building bronze automaton:
load save, unpause, wait a few in game minutes, crash
load save, hold engineer shop, no crash, unhold engineer, wait until it's staffed again, crash

https://dl.dropboxusercontent.com/u/62444857/Gnomoria/world11.sav

Date: 02/06/2015 22:24:29
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world11
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)


PS: if you load that save, please check how many bronze armor plates I have. There's only about 30 in the stockpile where there should be a lot more.
 Still not convinced armor plates dont get destroyed in combat while staying in the plates count.
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Phtal on June 03, 2015, 09:39:18 AM
Crash on building bronze automaton:
load save, unpause, wait a few in game minutes, crash
load save, hold engineer shop, no crash, unhold engineer, wait until it's staffed again, crash

Same Crash here http://forums.gnomoria.com/index.php?topic=7964.0 (http://forums.gnomoria.com/index.php?topic=7964.0), i tried it with bronze and Malachite parts and several different Cores - i cant build any automaton.
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Roest on June 03, 2015, 10:09:51 AM
My game crashes a few seconds after loading with v0.9.18 RC21. Still runs with v0.9.17.

https://dl.dropboxusercontent.com/u/31546018/world04.sav
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: Willbulle on June 03, 2015, 11:08:59 AM
My game crashes a few seconds after loading with v0.9.18 RC21. Still runs with v0.9.17.

https://dl.dropboxusercontent.com/u/31546018/world04.sav
Cool map. :)


Broken gear the gnomes tries to equip that isnt there ?
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world04xx
 Message: The given key was not present in the dictionary.
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Game.Uniform.FindItem(Character squadMember, EquipmentType slotIndex)
   at Game.Behaviors.LookForWeapon.c76a91fc7de406c44cd6372d7f2414037(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: RoboB0b on June 05, 2015, 02:56:28 PM
Is it possible to have animations in a workshop? I'm thinking about things like: glowing coals, waterwheels, gristmills, felting hammers, fluttering cloth, etc. Even workshops that include already-existing animated elements like torches or steam engines.

If it isn't possible, can it be...?

That sounds like a reasonable thing to add.

Can the EquippedJobPenalty item tag be used with a negative number to give a boost?

That should work yes.
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: aldregan on June 05, 2015, 03:05:27 PM
Since this one is taking so long anyway, what are the odds that we could get crypts added this round?  I would really like to bury the gnomes that fall to the goblins.  :(
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: ლ(ಠ益ಠლ) on June 05, 2015, 03:06:32 PM
Is it possible to have animations in a workshop? I'm thinking about things like: glowing coals, waterwheels, gristmills, felting hammers, fluttering cloth, etc. Even workshops that include already-existing animated elements like torches or steam engines.

If it isn't possible, can it be...?

That sounds like a reasonable thing to add.


Would it e possible to add an option to remove workshop highlights, just like with stockpiles, groves, farms.. etc.
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: Lord Bellom on June 06, 2015, 03:00:54 AM
I know your hard at work and trust me I know what your doing and really appreciate it. But would it be possible to have some of this update soon? I'm still waiting on those early crash fixings.
Title: Re: Gnomoria v0.9.18 RC21 release
Post by: RhoOphuichi on June 06, 2015, 12:38:23 PM
Is it possible to have animations in a workshop? I'm thinking about things like: glowing coals, waterwheels, gristmills, felting hammers, fluttering cloth, etc. Even workshops that include already-existing animated elements like torches or steam engines.

If it isn't possible, can it be...?

That sounds like a reasonable thing to add.

Can the EquippedJobPenalty item tag be used with a negative number to give a boost?

That should work yes.

Awesome! I'm ready to animate some workshops...
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: Cuillere on June 07, 2015, 10:38:07 AM
Hi !

I don't know how to do a bug report but here is my save. I have two main bugs :

- crashs. If you run the save i think it will crash in less than three minutes. It crashs randomly but very often, i have to save every minutes if i want to play.
- stucks. My hauling gnomes get stucked very often. I have to change their work to destuck them. On this save, check Axelbert Farmer, Twospamblelva Farmer, Doohist farmer. It happens to gnomes and automatons.

https://www.dropbox.com/s/jdx5i58c7f91sla/world03.sav?dl=0
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: ლ(ಠ益ಠლ) on June 08, 2015, 11:01:54 PM
Every time I build automaton the game crashes upon completion of the order. Tried loading with 9.17, but the game never loads. The bar moves perpetually..:

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/8/2015 11:23:31 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 6/8/2015 11:30:39 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 6/8/2015 11:35:24 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


Title: Re: Gnomoria v0.9.18 RC22 release
Post by: RhoOphuichi on June 09, 2015, 08:50:27 AM
I have been using custom new game settings to test my mod, and with the new release I noticed two things:
Code: [Select]
<ItemToGenerate>
    <Item>
      <ItemID>Workbench</ItemID>
    </Item>
    <Offset>-2 4</Offset>
</ItemToGenerate>
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: gcook725 on June 09, 2015, 10:05:44 AM
I have been using custom new game settings to test my mod, and with the new release I noticed two things:
  • In RC22, there's no newgamesettings.xml (though I notice that a copied file works fine) - not sure if this is intended.
  • In RC21 (not tested in 22 yet) items I've created for the mod don't show up in crates, even if they seem to be working in all other respects (i can build them at workshops, wear them, stockpile them, etc.
  • I can't create individual items with <ItemToGenerate>. For example, the following code does nothing; it doesn't create a workbench, but it also doesn't crash the game or anything. I've tried this with several items of various types without luck.
Code: [Select]
<ItemToGenerate>
    <Item>
      <ItemID>Workbench</ItemID>
    </Item>
    <Offset>-2 4</Offset>
</ItemToGenerate>

Unsure about the first point since my Mod Files folder has newgamesettigns.xml right where it should be and I never copied it over to it.

I haven't really tested using that xml file yet though, so I can't really mention anything with the second and third points. Don't need to change it for Glassworks so I never bothered, even though I can technically use it to debug faster by generating the items I want to test immediately.
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: Merry76 on June 09, 2015, 11:17:44 AM
I was thinking of creating a small mod cooker tool the other day. However, the thought that I'd have to merge the .PNG files kind of makes it a hard to do thing (not impossible, but beyond my capabilites, I am afraid).

If anyone has an idea on how we could address this issue, I'd be glad to hear it.
Title: Re: Gnomoria v0.9.18 RC22 release
Post by: ლ(ಠ益ಠლ) on June 09, 2015, 12:36:59 PM
Game crashes when gnomes attempt to path-find across a thatch incline.. For example when you build an incline by itself, game works great. As soon as you place incline instead of stairs, the game crashes upon completion..

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/9/2015 2:01:44 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 6/9/2015 12:26:46 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC22 release
Post by: RoboB0b on June 09, 2015, 12:49:40 PM
I have been using custom new game settings to test my mod, and with the new release I noticed two things:
  • In RC22, there's no newgamesettings.xml (though I notice that a copied file works fine) - not sure if this is intended.
  • In RC21 (not tested in 22 yet) items I've created for the mod don't show up in crates, even if they seem to be working in all other respects (i can build them at workshops, wear them, stockpile them, etc.
  • I can't create individual items with <ItemToGenerate>. For example, the following code does nothing; it doesn't create a workbench, but it also doesn't crash the game or anything. I've tried this with several items of various types without luck.
Code: [Select]
<ItemToGenerate>
    <Item>
      <ItemID>Workbench</ItemID>
    </Item>
    <Offset>-2 4</Offset>
</ItemToGenerate>

Maybe double check you are editing the file in your mod folder?  ItemToGenerate is working fine for me.  Are you adding your new items to storage.xml?  I was able to get a new item to show up in a crate in newgamesettings
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: gcook725 on June 09, 2015, 01:37:24 PM
@RoboB0b: I mentioned earlier that floor tiles cannot be transparent because they don't allow anything to be rendered under them. Other constructions with transparencies seem to allow this still though. I was wondering if you could weigh in on whether this is something you are willing or able to change in the future. Mostly bringing this up again since it'll change whether or not I keep a certain floor tile or not in Glassworks.
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: RoboB0b on June 09, 2015, 01:49:35 PM
@RoboB0b: I mentioned earlier that floor tiles cannot be transparent because they don't allow anything to be rendered under them. Other constructions with transparencies seem to allow this still though. I was wondering if you could weigh in on whether this is something you are willing or able to change in the future. Mostly bringing this up again since it'll change whether or not I keep a certain floor tile or not in Glassworks.

Hatch is a floor tile with transparency.  Did you remove the BlocksLOS (line-of-sight) construction flag?
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: gcook725 on June 09, 2015, 02:01:15 PM
@RoboB0b: I mentioned earlier that floor tiles cannot be transparent because they don't allow anything to be rendered under them. Other constructions with transparencies seem to allow this still though. I was wondering if you could weigh in on whether this is something you are willing or able to change in the future. Mostly bringing this up again since it'll change whether or not I keep a certain floor tile or not in Glassworks.

Hatch is a floor tile with transparency.  Did you remove the BlocksLOS (line-of-sight) construction flag?

Interesting. That was the problem. The strange thing is that my glass walls I have also have the BlockLOS flag though and you can see through those fine.
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: RoboB0b on June 09, 2015, 03:03:19 PM
@RoboB0b: I mentioned earlier that floor tiles cannot be transparent because they don't allow anything to be rendered under them. Other constructions with transparencies seem to allow this still though. I was wondering if you could weigh in on whether this is something you are willing or able to change in the future. Mostly bringing this up again since it'll change whether or not I keep a certain floor tile or not in Glassworks.

Hatch is a floor tile with transparency.  Did you remove the BlocksLOS (line-of-sight) construction flag?

Interesting. That was the problem. The strange thing is that my glass walls I have also have the BlockLOS flag though and you can see through those fine.

With walls it will still render the floor directly behind it since there are a lot of instances of portions of that cell being visible but characters can't see through it and it will block light from torches, etc.
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: gcook725 on June 09, 2015, 06:08:06 PM
With walls it will still render the floor directly behind it since there are a lot of instances of portions of that cell being visible but characters can't see through it and it will block light from torches, etc.

Ah, I see.

Also a request. Currently we have an AllowedMaterial tag for workshops. Is it possible to have a RestrictedMaterial tag as well that merely prevents that specific material from being usable?

For example, I'm adding a glass table to Glassworks that uses the default table and just adds a SpriteIDByMaterialID tag to add it in. I'm also adding in Framed Glass Tables that take a normal wood or stone table and puts a glass pane in the middle of it, but I don't want glass tables to be an possible component. At present the only way that can be done that I can see is to only use AllowedMaterial tags to define each of the allowed materials (all the wood and all the stone). This is both tedious and also clutters the component selection menu in-game since it shows ALL the wood and stone tables possible to craft the new framed tables. With a RestrictedMaterial tag, that could prevent all of those problems since it would only need to be present once and it would only show the types of tables you have already crafted as it would do normally.
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: ლ(ಠ益ಠლ) on June 09, 2015, 07:52:06 PM
RC23
Fixed
  • Crash rendering newly crafted automatons.
  • Crash having a Torch in a uniform
  • Crash rendering Thatch inclines

YESSS! Thank you!!
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: RoboB0b on June 09, 2015, 08:11:28 PM
With walls it will still render the floor directly behind it since there are a lot of instances of portions of that cell being visible but characters can't see through it and it will block light from torches, etc.

Ah, I see.

Also a request. Currently we have an AllowedMaterial tag for workshops. Is it possible to have a RestrictedMaterial tag as well that merely prevents that specific material from being usable?

For example, I'm adding a glass table to Glassworks that uses the default table and just adds a SpriteIDByMaterialID tag to add it in. I'm also adding in Framed Glass Tables that take a normal wood or stone table and puts a glass pane in the middle of it, but I don't want glass tables to be an possible component. At present the only way that can be done that I can see is to only use AllowedMaterial tags to define each of the allowed materials (all the wood and all the stone). This is both tedious and also clutters the component selection menu in-game since it shows ALL the wood and stone tables possible to craft the new framed tables. With a RestrictedMaterial tag, that could prevent all of those problems since it would only need to be present once and it would only show the types of tables you have already crafted as it would do normally.

I'll add RestrictedMaterial
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: Wolff Laarcen on June 09, 2015, 08:57:37 PM
Using current build + Glassworks.  Crash when attempting to start a new game.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/9/2015 10:51:52 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Item.Value(String itemID, String materialID, ItemQuality quality)
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.Value()
   at Game.Fortress.c2cc11e224d4f35a8f8ddf93907bc006d(Item cd902b5d288751de1bcdd87db003787f5)
   at Game.AIDirector.c34a1a5809f49b068ab6f61d7283103c4(Vector2 c78f15c0ad4abf903e07de76dc6b14402, ContainerGenSettings c0a0d787cc85871726c8b140e08e04cd2)
   at Game.AIDirector.c9af4bd2855f50147898ee596025ede8e(Vector2 c78f15c0ad4abf903e07de76dc6b14402)
   at Game.AIDirector.c61573fcd5d88b2ed4f173e74dccd93de()
   at Game.GnomanEmpire.FinishGeneratingWorld(CreateWorldOptions worldOptions)
   at Game.GUI.CreateWorldLoadScreen.Update(Single dt)
   at Game.GnomanEmpire.c8e1ed55b98c25d9215393318d5e71efc(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: gcook725 on June 09, 2015, 10:21:41 PM
Using current build + Glassworks.  Crash when attempting to start a new game.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/9/2015 10:51:52 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Item.Value(String itemID, String materialID, ItemQuality quality)
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.c2c5e0fc15bea234b551919f1def90bd1()
   at Game.Item.Value()
   at Game.Fortress.c2cc11e224d4f35a8f8ddf93907bc006d(Item cd902b5d288751de1bcdd87db003787f5)
   at Game.AIDirector.c34a1a5809f49b068ab6f61d7283103c4(Vector2 c78f15c0ad4abf903e07de76dc6b14402, ContainerGenSettings c0a0d787cc85871726c8b140e08e04cd2)
   at Game.AIDirector.c9af4bd2855f50147898ee596025ede8e(Vector2 c78f15c0ad4abf903e07de76dc6b14402)
   at Game.AIDirector.c61573fcd5d88b2ed4f173e74dccd93de()
   at Game.GnomanEmpire.FinishGeneratingWorld(CreateWorldOptions worldOptions)
   at Game.GUI.CreateWorldLoadScreen.Update(Single dt)
   at Game.GnomanEmpire.c8e1ed55b98c25d9215393318d5e71efc(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


This was an issue with Glassworks. Fixed the issue posted a response in the Glassworks thread.
Title: Re: Gnomoria v0.9.18 RC23 release
Post by: ლ(ಠ益ಠლ) on June 10, 2015, 07:08:32 PM
Automatons are using armor plates instead of bandages to heal gnome patients!?

(http://s9.postimg.org/3wwrgzluz/copper_bandages.jpg) (http://postimg.org/image/3wwrgzluz/)


And rebuilding automatons crashes the game, because whoever is rebuilding it, attempts to rebuild it WITHOUT the automaton core:

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/11/2015 6:31:48 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Index was outside the bounds of the array.
////////////////////////////////////////////////////////////////
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   at Game.Body..ctor(Character character)
   at Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   at Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   at Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   at Game.CraftItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


Also the quivers aren't being stocked.
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Roest on June 13, 2015, 12:57:33 AM
RC24 seems to haven broken saving. When hitting F4 to save I can see it creates the temporary data and temp files, but they disappear again and it never creates the .sav file.

Hrmpf right when I though I had fixed Glassworks for me and wanted to start a new game :(
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: naffarin on June 13, 2015, 03:27:08 AM
Hi,

for me RC24 broke loading and saving worlds. From Procmon Output he seems to be missing 7z.dll from the installation directory. I also tried to provide 7z.dll from my local installation so he could resolve the dll dependency but on load the temporary file temp remains a 0 byte length. Saving generates the temporary data file but after calling 7z for packing both temp and data are deleted without a world file being created
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Phtal on June 13, 2015, 04:11:38 AM
for me RC24 broke loading and saving worlds
same here
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: besstiolle on June 13, 2015, 06:52:38 AM
Quote
for me RC24 broke loading and saving worlds

+1

I'm not able to load a previous saving World (RC23)  :-\
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: p24t on June 13, 2015, 07:05:01 AM
RC24: Hardcore mode.
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: RoboB0b on June 13, 2015, 03:51:18 PM
Somehow 7z.dll didn't make it into the depot.  I added it now and it should auto update on Steam.  The build didn't change at all so it's still RC24.
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Splicer on June 13, 2015, 07:16:18 PM
Automatons trying to heal gnomes with armor plates
:3
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Vanzanz on June 15, 2015, 08:33:27 AM
Automatons trying to heal gnomes with armor plates
:3

"... we are the borg.  Resistance is futile.  Prepare to be Assimilated."  ::)

"I'm not the one you should be afraid of." - Riddick
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: RoboB0b on June 15, 2015, 12:33:42 PM
Automatons trying to heal gnomes with armor plates
:3

"... we are the borg.  Resistance is futile.  Prepare to be Assimilated."  ::)

"I'm not the one you should be afraid of." - Riddick

My first thought was the poor gnome victim saying "I didn't ask for this..."
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Merry76 on June 15, 2015, 01:49:50 PM
My first thought was the poor gnome victim saying "I didn't ask for this..."

Please tell me you planned for this and this feature/glitch was just released a bit too early  ;D
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: besstiolle on June 15, 2015, 11:35:37 PM
Maybe another problem, can someone confirm ?

an hatch open will let my gnome walk on the path  ???

i had to change my hatch for a mechanical wall to fix the problem (it was for a golem farm)

It's the first time i saw this behaviour so it may be a regression into the dev branch ?
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Phtal on June 17, 2015, 03:15:41 PM
https://drive.google.com/file/d/0B2lxV9Ax4KxFUHJfaF9kQVh2eDA/view?usp=sharing

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 17.06.2015 23:59:32
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world04
 Message: Der Index war außerhalb des Arraybereichs.
////////////////////////////////////////////////////////////////
   bei Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   bei Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   bei Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   bei Game.Body..ctor(Character character)
   bei Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   bei Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   bei Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   bei Game.CraftItemJob.Complete(Character character)
   bei Game.JobBoard.CompleteJob(Job job, Character character)
   bei Game.Character.CompleteJob()
   bei Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   bei Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   bei Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   bei Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   bei Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   bei Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   bei Game.Character.Update(Single dt)
   bei Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   bei Game.GameEntityManager.Update(Single dt)
   bei Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   bei Game.GnomanEmpire.Update(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: ლ(ಠ益ಠლ) on June 19, 2015, 12:06:42 AM
The game keeps crashing when rebuilding automatons, because the mechanic attempts to rebuild the automaton without the automaton core... The actual core sits in a stockpile untouched and unmoved, while mechanic assumes the pile of parts contains the core

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/22/2015 8:55:04 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Index was outside the bounds of the array.
////////////////////////////////////////////////////////////////
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   at Game.Body..ctor(Character character)
   at Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   at Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   at Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   at Game.CraftItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Phtal on June 20, 2015, 11:53:00 AM
thats what i said above xD
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: JadedSins on June 21, 2015, 01:01:11 AM
:Begin Scene:
*Bleeding gnome enters room, covered in fresh wounds, lays in bed
*Automaton healer picks up bronze armor plate, walks over to bed
*Starts to weld it to bleeding/injured gnome
*Screaming in background
*Screaming stops after death gurgle"There... All Better" says the Automaton healer
*Stocker Automaton walks in, carries burnt gnome corpse out of hospital
*Zoomout showing bloody walls/floor, mass grave, and corral of gnomads
:End Scene:

Quality nightmare fuel, your welcome...
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Brandon816 on June 22, 2015, 01:36:14 PM
I'm now recalling the cutscene in Quake 4 where your character is going through the stroggification process, getting cut up and having plates bolted to him.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: RoboB0b on June 22, 2015, 04:08:16 PM
I was busy last week with E3 and got that automaton rebuild crash fixed today.  I'm working on exposing the last few XML files all related to characters and factions.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Vanzanz on June 22, 2015, 05:16:15 PM
I was busy last week with E3 and got that automaton rebuild crash fixed today.  I'm working on exposing the last few XML files all related to characters and factions.

Aww my borg never turned into a butterfly...  :D  Thanks for making this awesome game! and being an inspiration! and doing super cool stuff we don't understand!!!  ;)
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: ლ(ಠ益ಠლ) on June 22, 2015, 05:44:09 PM
I was busy last week with E3 and got that automaton rebuild crash fixed today.  I'm working on exposing the last few XML files all related to characters and factions.

Yess! You're the best!

UPDATE:

The job for rebuilding automatons doesn't seem to be generating. None of my workers have noticed the task and nobody is trying to complete it. They go to priority 7 workshop, instead of priority 4 rebuilding automaton.. Even when I disable all workshops but the engineering, sill no automatons are being re-built...
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: Razekh on June 24, 2015, 07:33:00 AM
:Begin Scene:
*Bleeding gnome enters room, covered in fresh wounds, lays in bed
*Automaton healer picks up bronze armor plate, walks over to bed
*Starts to weld it to bleeding/injured gnome
*Screaming in background
*Screaming stops after death gurgle"There... All Better" says the Automaton healer
*Stocker Automaton walks in, carries burnt gnome corpse out of hospital
*Zoomout showing bloody walls/floor, mass grave, and corral of gnomads
:End Scene:

Quality nightmare fuel, your welcome...

Now I was reminded of Fallout 3, where the mister handy robot, Andy, tried to be a doctor and treated a sprained toe... by amputation... of the wrong leg.

(http://vignette2.wikia.nocookie.net/fallout/images/0/01/Andy_TOH.jpg/revision/latest?cb=20110211021149)

Hmm, I remembered the scene as bloodier.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Roest on June 26, 2015, 02:05:44 AM
Wearing a uniform, leather in this case, seems to seriously impair (i.e. they get stuck at it) my gnomes' ability to clip and fell trees.

https://dl.dropboxusercontent.com/u/31546018/world03.sav (https://dl.dropboxusercontent.com/u/31546018/world03.sav)   this is with Glassworks though

Edit: Add planting trees to that. So anything grove related doesn't work.

Edit2: Construction also doesn't work. Funny enough, the one builder, that is missing an arm, doesn't get stuck.

Edit 3: Also the game seems to lose track of items, especially when deconstructing stuff. The blocks or planks are still in the world, they apear in the Stocks overview but not in the merchant window and cannot be put into stockpiles. Clean floor doesn't work on them either.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: ლ(ಠ益ಠლ) on June 26, 2015, 10:46:59 AM
Wearing a uniform, leather in this case, seems to seriously impair (i.e. they get stuck at it) my gnomes' ability to clip and fell trees.

https://dl.dropboxusercontent.com/u/31546018/world03.sav (https://dl.dropboxusercontent.com/u/31546018/world03.sav)   this is with Glassworks though

Edit: Add planting trees to that. So anything grove related doesn't work.

Edit2: Construction also doesn't work. Funny enough, the one builder, that is missing an arm, doesn't get stuck.

Edit 3: Also the game seems to lose track of items, especially when deconstructing stuff. The blocks or planks are still in the world, they apear in the Stocks overview but not in the merchant window and cannot be put into stockpiles. Clean floor doesn't work on them either.

Of course. Wearing armor slows gnomes down. Movement and job completion. That should not be such a surprise.. Imagine wearing armor when preparing food or planting, or even chopping down a tree. Not very easy when wearing armor.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Roest on June 26, 2015, 02:09:18 PM
Not talking about slowing down. They simply get stuck while trying to do the job. I'm not that new to Gnomoria. Plus the fact, that the one builder that is also wearing armor but is missing an arm can complete jobs, should indicate something is wrong.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: ლ(ಠ益ಠლ) on June 26, 2015, 04:32:50 PM
Not talking about slowing down. They simply get stuck while trying to do the job. I'm not that new to Gnomoria. Plus the fact, that the one builder that is also wearing armor but is missing an arm can complete jobs, should indicate something is wrong.

Hmm, all I can say is that you should direct that to Glassworks mod thread. Because playing unmodded indev, I have no problems with getting stuck anymore..
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: ლ(ಠ益ಠლ) on June 26, 2015, 09:45:49 PM
Strange crash. Can't figure out why...

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 6/22/2015 8:55:04 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Index was outside the bounds of the array.
////////////////////////////////////////////////////////////////
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodyPart..ctor(BodySection section, BodyPartDef bodyPart, String nameModifier, BodyPart containedBy, Item item)
   at Game.BodySection..ctor(Body body, BodySectionDef sectionDef, String nameModifier)
   at Game.Body..ctor(Character character)
   at Game.Character..ctor(Vector3 position, RaceClassDef raceClassDef, UInt32 factionID)
   at Game.Automaton..ctor(Vector3 position, Item automatonPart, RaceClassDef raceClass, UInt32 factionID)
   at Game.Faction.SpawnAutomaton(Vector3 position, Item automatonItem)
   at Game.CraftItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 6/26/2015 9:44:38 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Weapon.BestAttackInRange(Single distanceSquared, Random rand, Character character, BodySection sectionHit)
   at Game.Character.AttackTarget(Single dt)
   at Game.Behaviors.EngageTarget.cf8888104ff4a5243cf2117363d43a6fb(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Condition`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Num_Lock on June 26, 2015, 10:29:29 PM
Im not sure if this has been brought up yet but grass does not grow back now. I have several dirt tiles exposed to the sunlight and rain and all the sorts. They are also neighboring other grass tiles. They have been "dirt floor" for around 4 years now. They were created when I replaced surface clay with dirt so that I could have grass grow back.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: FawkesGaming on June 26, 2015, 10:31:03 PM
Im not sure if this has been brought up yet but grass does not grow back now. I have several dirt tiles exposed to the sunlight and rain and all the sorts. They are also neighboring other grass tiles. They have been "dirt floor" for around 4 years now. They were created when I replaced surface clay with dirt so that I could have grass grow back.
I think I know a "fix" for that one. Try replacing them again, I've had difficulty regrowing grass when replacing dirt during winter and occasionally when the dirt has become wet from the rain.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Num_Lock on June 26, 2015, 10:44:09 PM
Im not sure if this has been brought up yet but grass does not grow back now. I have several dirt tiles exposed to the sunlight and rain and all the sorts. They are also neighboring other grass tiles. They have been "dirt floor" for around 4 years now. They were created when I replaced surface clay with dirt so that I could have grass grow back.
I think I know a "fix" for that one. Try replacing them again, I've had difficulty regrowing grass when replacing dirt during winter and occasionally when the dirt has become wet from the rain.
I will try that once it is not winter. I did try that a little while ago but then again it is winter.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Roest on June 27, 2015, 03:23:05 AM
Not talking about slowing down. They simply get stuck while trying to do the job. I'm not that new to Gnomoria. Plus the fact, that the one builder that is also wearing armor but is missing an arm can complete jobs, should indicate something is wrong.

Hmm, all I can say is that you should direct that to Glassworks mod thread. Because playing unmodded indev, I have no problems with getting stuck anymore..

Why are you even replying to me? This is the indev branch that adds modding. So modding related problems need to be reported here. The mod modifies a few xml files that aren't even related to armor. If you knew anything about programming you'd know that it's highly unlikely the mod author can do anything about that. If the mod for some reason causes the problem we need to know why to avoid it in future mods, if it's a problem of Gnomoria Rob needs to know about it.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: ლ(ಠ益ಠლ) on June 27, 2015, 10:12:47 AM
Not talking about slowing down. They simply get stuck while trying to do the job. I'm not that new to Gnomoria. Plus the fact, that the one builder that is also wearing armor but is missing an arm can complete jobs, should indicate something is wrong.

Hmm, all I can say is that you should direct that to Glassworks mod thread. Because playing unmodded indev, I have no problems with getting stuck anymore..

Why are you even replying to me? This is the indev branch that adds modding. So modding related problems need to be reported here. The mod modifies a few xml files that aren't even related to armor. If you knew anything about programming you'd know that it's highly unlikely the mod author can do anything about that. If the mod for some reason causes the problem we need to know why to avoid it in future mods, if it's a problem of Gnomoria Rob needs to know about it.

No need to get upset here. You need to relax. Such comments aren't needed here.
In case you didn't know Glassworks has it's own thread where the creator talks about bugs. Just because the game allows modding, doesn't mean it's Gnomoria's fault. If you knew anything you would realize that un-modded game has no problems with armor while modded does. I don't think you need to be a Sherlock to see what the problem is..
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Roest on June 28, 2015, 06:21:45 AM
No need to get upset here. You need to relax. Your comments aren't needed here.
In case you didn't know Glassworks has it's own thread where the creator talks about bugs. Just because the game allows modding, doesn't mean it's Gnomoria's fault. If you knew anything you would realize that un-modded game has no problems with armor while modded does. I don't think you need to be a Sherlock to see what the problem is..

Interesting, now you are to decided whose comments are needed here. Again, you aren't helping, you don't understand the problem, the error report was not directed at you, you are just polluting this thread with useless drivel, making it harder for Rob to see the important stuff. Saying there is a thread in the mod forum is insulting. Where do you think did I get the mod, I even posted in that thread 2 weeks ago. On top of that you just show some arrogance with that Sherlock remark.

Of course, there is a possibility an unmodded indev doesn't have that problem. That is exactly the problem. Now if you would look at the mod you'd see what he modifies and adds using the mechanisms provided by Rob. For examples he modified jobsettings.xml but in that file the section for FellTree is untouched. So why should wearing armor affect jobs. This is something only Rob can find out in debug mode.

So please, let Rob decide if he considers my error report as a problem with the mod support he is currently working on or not. You are not adding any value here.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Templayer on June 28, 2015, 09:27:06 AM
No need to get upset here. You need to relax. Your comments aren't needed here.
In case you didn't know Glassworks has it's own thread where the creator talks about bugs. Just because the game allows modding, doesn't mean it's Gnomoria's fault. If you knew anything you would realize that un-modded game has no problems with armor while modded does. I don't think you need to be a Sherlock to see what the problem is..

Interesting, now you are to decided whose comments are needed here. Again, you aren't helping, you don't understand the problem, the error report was not directed at you, you are just polluting this thread with useless drivel, making it harder for Rob to see the important stuff. Saying there is a thread in the mod forum is insulting. Where do you think did I get the mod, I even posted in that thread 2 weeks ago. On top of that you just show some arrogance with that Sherlock remark.

Of course, there is a possibility an unmodded indev doesn't have that problem. That is exactly the problem. Now if you would look at the mod you'd see what he modifies and adds using the mechanisms provided by Rob. For examples he modified jobsettings.xml but in that file the section for FellTree is untouched. So why should wearing armor affect jobs. This is something only Rob can find out in debug mode.

So please, let Rob decide if he considers my error report as a problem with the mod support he is currently working on or not. You are not adding any value here.

Neither are you.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: Merry76 on June 28, 2015, 10:58:36 AM
Ok, attention everyone. Stop this bickering right now, or I am forced to stop it.

Be nice.
Title: Re: Gnomoria v0.9.18 RC25 release
Post by: gcook725 on June 28, 2015, 06:24:07 PM
@Roest and ლ(ಠ益ಠლ): I'm about to work on a patch over the next couple days for Glassworks to clean it up a bit and fix a few issues that have shown up since my last release of it. I'll take a peek at these issues to see if it has something to do with Glassworks or if it just happens to be an isolated incident. Heck, it could just be an issue with how the XML files are written even. If I find anything that leads me to believe it isn't with Glassworks, I'll post here and if it's an issue with Glassworks, I'll just patch it.

For future reference, if you want to be 100% sure it isn't a mod that's causing the problem, follow these steps:

1) Make a copy of the world you are having these issues with
2) Make a copy of the mod you want to test with
3) Without changing the name of the original mod folder, delete ALL contents INSIDE the folder
4) Start the game and attempt to replicate the problem
5) When finished testing, revert all changes (which should be easy since you DID make copies of everything... right?)

What this will do is trick the game into thinking the game is still modded and will attempt to load the files in the selected mod folder: Since there are none, it will instead load from the default data files instead. These steps are actually required since attempting to load a world when the mod folder is changed in the .ini file will cause the game to hang when loading the world.

EDIT: Hmm... I was unable to replicate the issue with either a modded or unmodded version of the most recent RC. It might just be a local issue or something else?
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: RoboB0b on July 01, 2015, 01:53:40 PM
Exposing skills.xml turned out to be more work than I was expecting but I finally got that in the latest build.  You'll be able to add new skills which can be used for combat, crafting or any other job.  All items taht don't have a weapon defined in items.xml use a default Brawling weapon which can now be edited in itemsettings.xml.  Gnomes and farm animals were added to newgamesettings.xml which rounds out settings for everything you start the game with.

Coming up soon is races, factions and body definitions.
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 01, 2015, 01:57:18 PM
Nobody is training anymore. Training grounds are empty and everyone is idling! There's nothing i can do. (reloading didn't fix the issue, they just finished their previous training session and now idling in the Great Hall). Nobody wants to return to the Training Ground to continue their training..

And now the haulers keep freezing up when trying to pick something up, once in a while. Nothing moves them and can't cancel their task. Only saving and loading the game resets them...
It only happens when they are hauling with wheelbarrow. Usually because it's already full of other items.

Also the hatches are still disappearing when opened..

Title: Re: Gnomoria v0.9.18 RC26 release
Post by: Vanzanz on July 01, 2015, 03:43:10 PM
Just an FYI.   I am downloading through Steam, and my virus scanner keeps triggering on .\gnomorialib.dll.  It is telling me that there is Win32:Evo-Gen virus in it.  Has something happened to the download?  I am using Avast, and this is the first time I have ever had issues with the download.

Vanzanz
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 01, 2015, 03:44:46 PM
Just an FYI.   I am downloading through Steam, and my virus scanner keeps triggering on .\gnomorialib.dll.  It is telling me that there is Win32:Evo-Gen virus in it.  Has something happened to the download?  I am using Avast, and this is the first time I have ever had issues with the download.

Vanzanz

No, it's false positive. Bad anti-virus
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 01, 2015, 03:48:14 PM
Not sure what these crashes were about..
Code: [Select]
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 7/1/2015 12:30:34 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   at Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   at Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   at Game.GUI.Controls.Manager.EndDraw()
   at Game.GnomanEmpire.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 7/1/2015 3:16:02 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.SkillDef(String id)
   at Game.GUI.ViewBuildJobOverviewUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.ViewBuildJobUI..ctor(Manager manager, Job job)
   at Game.BuildMechanismJob.ShowUI()
   at Game.GUI.ViewTileUI.cd1f78c01954c3963755ce2dbbeeb7dde.c7543d43a34dc8289cce53ed108368de6(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)
   at Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   at Game.GUI.Controls.Button.OnClick(EventArgs e)
   at Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   at Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   at Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   at Game.GUI.Controls.Manager.Update(GameTime gameTime)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 7/1/2015 3:46:04 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Job.IncreaseSkills(Character character)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 01, 2015, 04:25:13 PM
Building mechanisms crashes the game too

Code: [Select]
////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////
    Date: 7/1/2015 4:24:19 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Value cannot be null.
Parameter name: key
////////////////////////////////////////////////////////////////
   at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
   at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
   at Game.GameDefs.SkillDef(String id)
   at Game.GUI.ViewBuildJobOverviewUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.ViewBuildJobUI..ctor(Manager manager, Job job)
   at Game.BuildMechanismJob.ShowUI()
   at Game.GUI.ViewTileUI.cd1f78c01954c3963755ce2dbbeeb7dde.c7543d43a34dc8289cce53ed108368de6(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)
   at Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   at Game.GUI.Controls.Button.OnClick(EventArgs e)
   at Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   at Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   at Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   at Game.GUI.Controls.Manager.Update(GameTime gameTime)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC26 release
Post by: MaGicBush on July 01, 2015, 05:55:17 PM
Just an FYI.   I am downloading through Steam, and my virus scanner keeps triggering on .\gnomorialib.dll.  It is telling me that there is Win32:Evo-Gen virus in it.  Has something happened to the download?  I am using Avast, and this is the first time I have ever had issues with the download.

Vanzanz

No, it's false positive. Bad anti-virus

Same thing here I use Avast and just got this warning when Gnomoria auto-updated.. And no it's not a bad AV software lmao. I assume it is a false-positive though.
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: Merry76 on July 01, 2015, 10:07:47 PM
Same thing here I use Avast and just got this warning when Gnomoria auto-updated.. And no it's not a bad AV software lmao. I assume it is a false-positive though.

You can report it as false positive, and they probably will adjust their heuristic according to it. Thats the thing about heuristic, it is bound to trigger wrongly at times.
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: naffarin on July 01, 2015, 10:10:43 PM
Yes, avast is currently false positively reoprting gnomoria.dll as a virus.
I also have crashes on increaseskill in RC26
Code: [Select]
Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Job.IncreaseSkills(Character character)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: chaotix14 on July 01, 2015, 11:32:37 PM
The new patch seems to have somewhat broken the game. It appears that whenever a task involves picking up an item the gnomes will stand over the item for ages before picking it up and then continuing on as normal. Also when building a new set of birch plank flooring(not sure if it's specific to that in particular, so I'd just clarify) I got my first CTD with the game.


I'm gonna start a new world to see if these problems persist or it's just a case where there's unfortunately no other choice but to restart.

Edit: It appears that starting a new world solves the issue I've had with gnomes standing over items not picking them up for a long while. Of course I don't have any guarantees, but it appears to solve that issue.
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 02, 2015, 12:11:56 AM
The new patch seems to have somewhat broken the game. It appears that whenever a task involves picking up an item the gnomes will stand over the item for ages before picking it up and then continuing on as normal. Also when building a new set of birch plank flooring(not sure if it's specific to that in particular, so I'd just clarify) I got my first CTD with the game.


I'm gonna start a new world to see if these problems persist or it's just a case where there's unfortunately no other choice but to restart.

Edit: It appears that starting a new world solves the issue I've had with gnomes standing over items not picking them up for a long while. Of course I don't have any guarantees, but it appears to solve that issue.

just wait till your kingdom grows, same thing will start to happen.. You're right the patch did break it
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: chaotix14 on July 02, 2015, 12:39:15 AM
just wait till your kingdom grows, same thing will start to happen.. You're right the patch did break it

Any way to revert to RC25? Or should I just cut my losses and opt out. The RC26 moddability upgrades don't seem worth the fact that 20+ gnome kingdoms can't run properly anymore.
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: ლ(ಠ益ಠლ) on July 02, 2015, 01:04:00 AM
The worst part is that training grounds are disabled. Unless you have the entire game data backed up from R25, no you can't
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: chaotix14 on July 02, 2015, 02:03:22 AM
Training grounds disabled? Welph, might have to opt out then until stuff is fixed. It's not like the beta adds anything beyond mod support. Would be nice once it all get's to a working state, since it seems that most things will be workable via XML files, meaning that even I can try a hand at modding with this game(will most likely need some help with sprites though, as I'm horrible with that).
Title: Re: Gnomoria v0.9.18 RC27 release
Post by: RoboB0b on July 02, 2015, 10:19:53 AM
Training Grounds fixed in RC27.  There would have been crashes and issues with lots of other jobs too.  Also got the crash fix with BuildMechanisms.
Title: Re: Gnomoria v0.9.18 RC27 release
Post by: ლ(ಠ益ಠლ) on July 02, 2015, 10:27:10 AM
Training Grounds fixed in RC27.  There would have been crashes and issues with lots of other jobs too.  Also got the crash fix with BuildMechanisms.

You're fast! Everything that wasn't working seems to work without a problem now. Thanks!

P.S. Just loaded a save and game crashed soon after, something to do with smelting I believe...

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 7/2/2015 10:25:47 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Job.IncreaseSkills(Character character)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Title: Re: Gnomoria v0.9.18 RC27 release
Post by: chaotix14 on July 02, 2015, 11:00:07 AM
You gotta give the man credit, he might not be the fastest coder around, but when it comes to one man bug stomping he's one of the fastest I've seen in a long while.

Edit: Got that exact same crash as mister angry face. To me it appears that there's something funky going on with either smelting or the smelting skill increase.
Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 02/07/2015 20:01:48
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world01
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Job.IncreaseSkills(Character character)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC27 release
Post by: RoboB0b on July 02, 2015, 11:06:36 AM
Training Grounds fixed in RC27.  There would have been crashes and issues with lots of other jobs too.  Also got the crash fix with BuildMechanisms.

You're fast! Everything that wasn't working seems to work without a problem now. Thanks!

P.S. Just loaded a save and game crashed soon after, something to do with smelting I believe...

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 7/2/2015 10:25:47 AM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.Job.IncreaseSkills(Character character)
   at Game.SmeltItemJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


Thanks for finding that one.  Fix is up
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Roboute on July 02, 2015, 11:23:08 AM
With this latest update to the indev branch my game no longer starts. When I try to start it from steam it immediatelly crashes.
I tried to uninstall and re-install the game but no joy.
The stable 9.17 works perfectly, but the 9.18 experimental crashes.
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: chaotix14 on July 02, 2015, 11:35:27 AM
Odd, did you verify the files after you went up to the indev branch?
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Roboute on July 02, 2015, 11:37:30 AM
Yeah I tried to validate the files several times.
After re-installing it keeps telling me 1 file failed to validate and it will be re-downloaded but it never is downloaded
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: RoboB0b on July 02, 2015, 11:39:49 AM
Yeah I tried to validate the files several times.
After re-installing it keeps telling me 1 file failed to validate and it will be re-downloaded but it never is downloaded

Could be the false positive people are getting on the dll.  I've been trying it on my end without any issues.
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Roboute on July 02, 2015, 11:46:00 AM
Yup I think that was it, I disabled avast for 10 minutes, redid the integrity test and now it starts like normal.

Thanks Robobob :)
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: naffarin on July 02, 2015, 12:39:59 PM
All my issues have been solved with RC27 ... the only thing i could see was a gnome hanging forever on a clean job order with a wheelbarrow equipped that was already loaded (32/32).
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: ლ(ಠ益ಠლ) on July 02, 2015, 12:43:23 PM
All my issues have been solved with RC27 ... the only thing i could see was a gnome hanging forever on a clean job order with a wheelbarrow equipped that was already loaded (32/32).

To fix that go into the gnome's status, find his job and cancel it. And it won't happen again..
Title: Re: Gnomoria v0.9.18 RC27 release
Post by: ლ(ಠ益ಠლ) on July 02, 2015, 01:12:32 PM

Thanks for finding that one.  Fix is up

And thank you for changing the Population->Assign hover info to combat stats!! I've been wanting that forever!
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Vanzanz on July 02, 2015, 06:20:41 PM
Awesome, It just updated and all is GOOD!!  Thanks Robobob!
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Elfblood on July 02, 2015, 09:55:07 PM
I had 2 issues after the last update, but it doesnt seem related to the update itself.

1. One gnom got stuck at "hauling items" (seeds),  with a bag equiped wich was full of other seeds. (send him to patrol and seemed fine after that)
2. I got a "stacking items" job on a empty field in my mine, wich was yellow marked but no gnome was going after it, i also couldnt cancel it. Building something on this field canceled the job.

Title: Re: Gnomoria v0.9.18 RC28 release
Post by: chaotix14 on July 03, 2015, 02:42:06 AM
I had 2 issues after the last update, but it doesnt seem related to the update itself.

1. One gnom got stuck at "hauling items" (seeds),  with a bag equiped wich was full of other seeds. (send him to patrol and seemed fine after that)
2. I got a "stacking items" job on a empty field in my mine, wich was yellow marked but no gnome was going after it, i also couldnt cancel it. Building something on this field canceled the job.

The first one is caused by the update(and shouldn't happen after you've solved the cases of it on the version bridging save), the second one can on very rare occasion(happened to me once in RC25) happen and can also be solved by via the save and exit then reloading the save.
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: lordkatana on July 03, 2015, 10:55:26 AM
I had 2 issues after the last update, but it doesnt seem related to the update itself.

1. One gnom got stuck at "hauling items" (seeds),  with a bag equiped wich was full of other seeds. (send him to patrol and seemed fine after that)
2. I got a "stacking items" job on a empty field in my mine, wich was yellow marked but no gnome was going after it, i also couldnt cancel it. Building something on this field canceled the job.

I encounter these bugs regularly in Vanilla (.17). So they aren't new, but there are easy ways around it (have faith it wil be fixed)....
Title: Re: Gnomoria v0.9.18 RC26 release
Post by: scritty on July 05, 2015, 06:25:41 AM
just wait till your kingdom grows, same thing will start to happen.. You're right the patch did break it

Any way to revert to RC25? Or should I just cut my losses and opt out. The RC26 moddability upgrades don't seem worth the fact that 20+ gnome kingdoms can't run properly anymore.

My thinking is that opting into the "Indev Branch" should be seen as a double jeopardy.

This game is Beta - even the "none indev" is Beta. That's jeopardy one.
Then opting into Indev is saying > Even though I know this game is Beta, I want to test it even harder.

The mindset for opting into indev shouldn't be "I get the goodies first" it really should be "I want to help this developer debug his code"
Every kingdom you start using Indev is a double risk, one we are all made aware of before we start.
I opted out of Indev almost a year ago so I could actually play - rather than test.
Opting into the Indev branch of a game that is still a Beta even OUTSIDE the indev branch and expecting anything other than frequent kingdom losses?
A risk I don't want to take, essp not with kingdoms 30 years old. Losing a kingdom you've invested 250 hours in to a bug? Not something I'm prepared to take the extra risk for.
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Grank6 on July 06, 2015, 06:52:49 AM
Has hunblebundle been updated lately because last time i check it was still 0.9.17?
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Willbulle on July 06, 2015, 12:04:30 PM
0.9.17 is the stable version.
 0.9.18 is not released yet, all RC are release candidates (distributed via steam opt-in beta program)
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Grank6 on July 06, 2015, 12:28:41 PM
0.9.17 is the stable version.
 0.9.18 is not released yet, all RC are release candidates (distributed via steam opt-in beta program)
Thanks for telling me
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Athalian on July 11, 2015, 03:29:36 PM
Training grounds still not working for me in RC28 :/ Also, it seems to me that there is a lot less ore and coal in .18 than in .17. Just went to back to .17 and there is just so much more ore with abundant setting than in .18. Has this been changed?
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: ლ(ಠ益ಠლ) on July 11, 2015, 07:06:51 PM
Training grounds still not working for me in RC28 :/ Also, it seems to me that there is a lot less ore and coal in .18 than in .17. Just went to back to .17 and there is just so much more ore with abundant setting than in .18. Has this been changed?

Training grounds work without a problem for me in RC28.. Also not sure about ore changes, but ore spawn are pretty random, so sometimes your map center will be on a large cluster of ore, sometimes on a smaller one. It's all relative
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Athalian on July 12, 2015, 07:25:09 AM
Training grounds still not working for me in RC28 :/ Also, it seems to me that there is a lot less ore and coal in .18 than in .17. Just went to back to .17 and there is just so much more ore with abundant setting than in .18. Has this been changed?

Training grounds work without a problem for me in RC28.. Also not sure about ore changes, but ore spawn are pretty random, so sometimes your map center will be on a large cluster of ore, sometimes on a smaller one. It's all relative

Wonder why they seem to refuse to train for me then?

Hmm, in every game ive tried in .18 ive had next to no ore, but i guess i could just be lucky in .17
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Harbonah on July 13, 2015, 11:30:16 AM
Training grounds doesn't work for me either in RC28

and hatches disappear after the first "use"
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: ლ(ಠ益ಠლ) on July 13, 2015, 05:02:46 PM
Training grounds doesn't work for me either in RC28

and hatches disappear after the first "use"

When you power them again they will reappear. At least they did for me. Although I no longer use hatches or mechanics
Title: Re: Gnomoria v0.9.18 RC28 release
Post by: Roboute on July 14, 2015, 12:12:42 PM
I've noticed that when you use the mod files to make a mod (and even when using the base files without changing anything) all your digging and mining operations take way longer than when playing the "Vanilla" game.
The same goes for replacing walls and floors, that also takes way longer to complete.

I've tried adjusting the strength value of materials in the materials.xml but it doesn't help, even though the description says that value is used to determine mining speed.

Edit: Setting the strength of dirt to 0 in materials.xml does effect the mining speed and they mine the dirt almost instantly.
Setting it to 0.05 (standard it is at 0.5 in the mod files) makes it take very long again though, so either we need to use really low numbers or something is not computing right?
Title: Re: Gnomoria v0.9.18 RC29 release
Post by: Merry76 on July 15, 2015, 01:39:51 PM
Added race.xml to define races, can modify starting skills, visuals rest, food and drink rates and more

Hm. Gestation time only for livestock? No gnomelings anytime soon I guess. Also no reference to age, so no dying of natural causes either...

Ah well. Can live without it I guess.

What I am kind of missing is how much damage a race can do and/or sustain. Is that just a function of fitness, and cant be modded at all? I can hardly believe that because ogres are so tough - gnomes hardly get as tough, even when they reach or surpass ogre stats. Maybe I am missing something?  ::)
Title: Re: Gnomoria v0.9.18 RC29 release
Post by: RoboB0b on July 15, 2015, 03:37:12 PM
What I am kind of missing is how much damage a race can do and/or sustain. Is that just a function of fitness, and cant be modded at all? I can hardly believe that because ogres are so tough - gnomes hardly get as tough, even when they reach or surpass ogre stats. Maybe I am missing something?  ::)

Ah yeah, that's all in the body XML files which I'm working on right now :)
Title: Re: Gnomoria v0.9.18 RC29 release
Post by: Merry76 on July 15, 2015, 03:53:07 PM
Ah yeah, that's all in the body XML files which I'm working on right now :)

Saving best things for last? Well, you keep on doing what you are doing then  ;D
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 16, 2015, 02:15:28 PM
body.xml and bodypart.xml is up.  Just to add some additional notes to what is commented in the XML files, a body has some parameters and then defines body sections.  Sections start at the MainBody which acts as the root and sections are connected off that.  Every section has some section specific parameters and a body part.  Body parts are defined in bodypart.xml with some parameters and then additional contained body parts.  In combat damage starts at the outside body part and works it's way through towards contained parts.  In materials.XML PercentTransfered is the amount of damage that continues to contained body parts.  All damage continues to the next part if the current one is destroyed.

Parts can have a function associated.  Some functions like Thought, Breathe, Circulation determine life.  If any of these functions are completely disabled the creature dies.  Partially disabling them has combat penalties.  For example, two-headed ogres have 2 brains (with the Thought function on each).  It can live with 1 but has penalties.  If both brains are destroyed it dies.  Gnomes only have 1 brain and die when it's destroyed.  If they never had these functions to start with they can still live.  Zombie hearts and lungs don't have Circulation and Breathe so they can only die by destroying the brain (Thought).  Disabling Structure or Motor in a section will disable functions in connected sections (breaking the arm bone or destroying the arm muscle will propagate to the hand and lose the Grip function).  Losing Motor will also disable contained parts.  Sight, Grip and Stand should be self explanatory.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: ლ(ಠ益ಠლ) on July 16, 2015, 04:54:41 PM
Finally Automatons can become normal automatons and not act like they are made of paper armor!
A bite from unarmed goblin dents the steel leg armor plate and the automaton falls?! C'mon..
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: Merry76 on July 16, 2015, 10:43:19 PM
In combat damage starts at the outside body part and works it's way through towards contained parts.  In materials.XML PercentTransfered is the amount of damage that continues to contained body parts.  All damage continues to the next part if the current one is destroyed.

Great stuff, but I want to ask this for clarification. Does this mean after the destruction of the hand, the same attack damages the arm? Was it like this before, or is this new - because I have not seen this happen before...

Or is this more meant to mean: you have to cut through the skin to get to the flesh and then to the bone? In which case it was always like this and I am just a bit confused. Summer is taking its toll on me, it waaaay too hot for switzerland  :P

Edit: another question that just came up as I was trying to stand up and go to work: Thickness of the layers of a body is only determined by bodypart.xml, and the Fitness attribute does nothing to make a gnome tougher?

Anyway: all those functions and separate destructions are awesome - and this finally answers the "is one brain enough for a twoheaded ogre to continue fighting". Yes, yes it is. But interestingly, The game already has "left" and "right" lung, because the lung propery is "symmetrical". I had a few gnomes die in the past after being cut into one of the lungs. Is this because the gnome in question already had the other lung destroyed (a bit hard to track), or is there a small bug concerning the amount of lung that still has to be in place?

Also: How long until people make klingon gnomes with two hearts and 4 seperate lungs?  ;D
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 17, 2015, 09:22:03 AM
Or is this more meant to mean: you have to cut through the skin to get to the flesh and then to the bone? In which case it was always like this and I am just a bit confused. Summer is taking its toll on me, it waaaay too hot for switzerland  :P

This is what I meant :)

Edit: another question that just came up as I was trying to stand up and go to work: Thickness of the layers of a body is only determined by bodypart.xml, and the Fitness attribute does nothing to make a gnome tougher?

Fitness doesn't do anything to make them tougher.

Anyway: all those functions and separate destructions are awesome - and this finally answers the "is one brain enough for a twoheaded ogre to continue fighting". Yes, yes it is. But interestingly, The game already has "left" and "right" lung, because the lung propery is "symmetrical". I had a few gnomes die in the past after being cut into one of the lungs. Is this because the gnome in question already had the other lung destroyed (a bit hard to track), or is there a small bug concerning the amount of lung that still has to be in place?

They would have had their other lung destroyed previously.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: bordapapa on July 20, 2015, 09:15:54 AM
Funny thing that happened with me after updating from RC28 to RC30: I started the map with goblin tunnelers disabled, but now a goblin tunnel pops up in the middle of my base during the first siege since the update.
Is it possible that somehow the game now ignores disabled enemies when loading a save from a previous RC?
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: Merry76 on July 20, 2015, 12:58:46 PM
Fitness doesn't do anything to make them tougher.

Wow, thats new information - I guess almost everybody thought fitness was the "constitution" part of this game.

So nothing does make gnomes more resiliant (I dont mean dodge ability/nimbleness) but armour? Bummer... I am not sure I like that. Is there a way we could get to mod this? I dont exactly want to have immortal gnome-hp-sponges, but having a gnome with high stats resist an extra hit would go a long way towards surviving battles in a more reliable manner.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: vreemdevince on July 20, 2015, 06:47:20 PM
Funny thing that happened with me after updating from RC28 to RC30: I started the map with goblin tunnelers disabled, but now a goblin tunnel pops up in the middle of my base during the first siege since the update.
Is it possible that somehow the game now ignores disabled enemies when loading a save from a previous RC?

I've had the same issue, tunnelers, tunnelers everywhere. It seems the mants being disabled is still working fine for me but the "no tunneler" option has been changed, we're no longer disabling the enemy, we're disabling tunneling itself (or so I would guess from the menu), so maybe that needs another look at.

As a side note, probably noted before, the training grounds are empty.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: bordapapa on July 21, 2015, 12:24:44 AM
Funny thing that happened with me after updating from RC28 to RC30: I started the map with goblin tunnelers disabled, but now a goblin tunnel pops up in the middle of my base during the first siege since the update.
Is it possible that somehow the game now ignores disabled enemies when loading a save from a previous RC?

I've had the same issue, tunnelers, tunnelers everywhere. It seems the mants being disabled is still working fine for me but the "no tunneler" option has been changed, we're no longer disabling the enemy, we're disabling tunneling itself (or so I would guess from the menu), so maybe that needs another look at.

As a side note, probably noted before, the training grounds are empty.

Yeah, in the meantime I started a new map to test it out and found the changed tunneling option.
Besides, patrol routes are also broken like Training grounds.
Another finding: I still get goblin tunnels despite disabling them at map creation. :(
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 22, 2015, 02:59:26 PM
The goblin tunneler option didn't change.  It just got moved in the UI.  There was a long standing bug where goblin tunnelers never spawned which got fixed in RC29.  There is another issue with the goblin tunneler setting not saving properly which is fixed in the next patch.

Training grounds, patrol routes and guard areas all are working fine for me.  I'll need some more information or a save file from those that are having issues with it.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: NJekudJN on July 22, 2015, 03:48:30 PM
Just got an update for gnomoria on steam! Hooray!
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 22, 2015, 04:31:01 PM
Just got an update for gnomoria on steam! Hooray!

Didn't mean to get your hopes up but there weren't any changes in the default branch :(  I have something totally unrelated coming tomorrow and accidentally had it force an update on the default branch.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: admanter on July 22, 2015, 08:42:33 PM
Just got an update for gnomoria on steam! Hooray!

Didn't mean to get your hopes up but there weren't any changes in the default branch :(  I have something totally unrelated coming tomorrow and accidentally had it force an update on the default branch.

Thank you for letting us know right away. I've been following the latest dev branch with great excitement but dont want to jeopardize my worlds with it. Cant wait until its ready!
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: bordapapa on July 23, 2015, 05:37:15 AM
The goblin tunneler option didn't change.  It just got moved in the UI.  There was a long standing bug where goblin tunnelers never spawned which got fixed in RC29.  There is another issue with the goblin tunneler setting not saving properly which is fixed in the next patch.

Training grounds, patrol routes and guard areas all are working fine for me.  I'll need some more information or a save file from those that are having issues with it.

I'll post a save file when I get home.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: DrNoid on July 23, 2015, 10:08:59 AM
Just got an update for gnomoria on steam! Hooray!
Didn't mean to get your hopes up but there weren't any changes in the default branch :(  I have something totally unrelated coming tomorrow and accidentally had it force an update on the default branch.
Woah! Gnomoria just popped up in my Steam Library!

On Linux!

And it works!

Hooray!
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 23, 2015, 10:12:25 AM
Just got an update for gnomoria on steam! Hooray!
Didn't mean to get your hopes up but there weren't any changes in the default branch :(  I have something totally unrelated coming tomorrow and accidentally had it force an update on the default branch.
Woah! Gnomoria just popped up in my Steam Library!

On Linux!

And it works!

Hooray!

:)
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: Merry76 on July 23, 2015, 12:19:46 PM
On a non-bug related note: currently gnomes always use an attack mode that we tell them to use (example: swords use slashing, unless they meet an armoured enemy, on which they (always) stab). This is very efficient, but does little to add variety.

Would it be possible to make alternative attacks weight based and skill based? Would it be possible to add status effect to attacks beyond the destruction/damage that the organs that cause them results in?

For example:
- Unarmed could be made to punch, with a weighting of 4
- Add to it a jab (basically a faster punch, with a bit less damage), requiring fighting 50, weighting 1 (this means a fighter with 50 or above skill gets a new attack, an alternates between those he can do 4-1, meaning about every fifth attack is a jab)
- Add an uppercut, requiring 100 fighting (a heavy punch with can knockback/daze the enemy, but has a hefty cooldown) to it, with a weighting of 1 (this means attacks are now split 4-1-1... you do the math)

Also fun, if we could mod a mixed martial art... something like requiring a weapon but basing off fighting skill for an elbow strike or a knee strike between normal hacking/slashing motions.

Of course, the combat would have to detect what it actually attacks. It would be silly to cause nausea in a skeleton by kicking it in the family jewels. Maybe if a target lacks an organ that causes a status effect (no windpipe/lung for breathing, no guts for nausea) the special attack wont work or wont be executed.

Yeah its a lot of code, and probably hard to debug, but it would make the combat log awesome to read.
Title: Re: Gnomoria v0.9.18 RC30 release
Post by: RoboB0b on July 24, 2015, 10:38:33 AM
On a non-bug related note: currently gnomes always use an attack mode that we tell them to use (example: swords use slashing, unless they meet an armoured enemy, on which they (always) stab). This is very efficient, but does little to add variety.

Would it be possible to make alternative attacks weight based and skill based? Would it be possible to add status effect to attacks beyond the destruction/damage that the organs that cause them results in?

For example:
- Unarmed could be made to punch, with a weighting of 4
- Add to it a jab (basically a faster punch, with a bit less damage), requiring fighting 50, weighting 1 (this means a fighter with 50 or above skill gets a new attack, an alternates between those he can do 4-1, meaning about every fifth attack is a jab)
- Add an uppercut, requiring 100 fighting (a heavy punch with can knockback/daze the enemy, but has a hefty cooldown) to it, with a weighting of 1 (this means attacks are now split 4-1-1... you do the math)

Also fun, if we could mod a mixed martial art... something like requiring a weapon but basing off fighting skill for an elbow strike or a knee strike between normal hacking/slashing motions.

Of course, the combat would have to detect what it actually attacks. It would be silly to cause nausea in a skeleton by kicking it in the family jewels. Maybe if a target lacks an organ that causes a status effect (no windpipe/lung for breathing, no guts for nausea) the special attack wont work or wont be executed.

Yeah its a lot of code, and probably hard to debug, but it would make the combat log awesome to read.

I can add weights to attack moves and skill requirements.  I'll have to look into mixed martial arts and effects to see what can be done.  I obviously can't implement every imaginable feature but I definitely want to continue making changes to give mod makers more control and things to work with.
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: mimimito on July 28, 2015, 09:08:41 PM
I modded my new newgamesettings.xml and it doesn't seems to work :'(

Characters/Race.xml did work though...

Here is my log
Code: [Select]
Reading mod 'Blau'...

Reading vanilla items.xml
Reading vanilla material.xml
Reading vanilla workshops.xml
Reading vanilla constructions.xml
Reading vanilla sprites.xml
Reading vanilla plant.xml
Reading vanilla liquid.xml
Reading vanilla storage.xml
Reading vanilla ammo.xml
Reading vanilla mechanism.xml
Reading vanilla trap.xml
Reading vanilla blueprint.xml
Reading vanilla skill.xml
Reading Mods/Blau/Data/Characters/race.xml
Reading vanilla faction.xml
Reading vanilla bodypart.xml
Reading vanilla body.xml
Reading vanilla itemsettings.xml

...finished reading mod

Any hint?
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: RoboB0b on July 29, 2015, 09:41:04 AM
I modded my new newgamesettings.xml and it doesn't seems to work :'(

Characters/Race.xml did work though...

Here is my log
Code: [Select]
Reading mod 'Blau'...

Reading vanilla items.xml
Reading vanilla material.xml
Reading vanilla workshops.xml
Reading vanilla constructions.xml
Reading vanilla sprites.xml
Reading vanilla plant.xml
Reading vanilla liquid.xml
Reading vanilla storage.xml
Reading vanilla ammo.xml
Reading vanilla mechanism.xml
Reading vanilla trap.xml
Reading vanilla blueprint.xml
Reading vanilla skill.xml
Reading Mods/Blau/Data/Characters/race.xml
Reading vanilla faction.xml
Reading vanilla bodypart.xml
Reading vanilla body.xml
Reading vanilla itemsettings.xml

...finished reading mod

Any hint?

Ah ok, just a bug with the log.  There are a few more files not showing up.
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: Merry76 on July 29, 2015, 09:45:31 AM
Added weight, minimum skill level and damage scale to attack moves

Ohh, my wish was granted this quickly? Yay, now I have to mod something neat *G*

Slight edit: I deceided to start the ModCooker, but I am so rusted in my programming that I hardly made progress today. Programming is hard if you havent done it for a while, and it kind of bites you in the lower end if you try it. Lets see what I can make of it though. If nothing else, its a fun experiment.
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: Seigar on July 29, 2015, 12:21:19 PM
Will we be able to mod the UI in the future ? I really want to try and make my suggestion idea from a while back: http://forums.gnomoria.com/index.php?topic=3713.msg29818#msg29818
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: admanter on July 29, 2015, 01:46:47 PM
Will we be able to mod the UI in the future ? I really want to try and make my suggestion idea from a while back: http://forums.gnomoria.com/index.php?topic=3713.msg29818#msg29818

That mockup looks glorious.
I thought we have seen some UI mods already, doesnt the herald mod or the auto-merchant mod have a custom interface panel. I dont think they have graphics in them, but that could be a start. Or do you mean full on custom_inventory_panel.xml support?
Title: Re: Gnomoria v0.9.18 RC24 release
Post by: riou on July 31, 2015, 01:34:48 PM
Maybe another problem, can someone confirm ?

an hatch open will let my gnome walk on the path  ???

i had to change my hatch for a mechanical wall to fix the problem (it was for a golem farm)

It's the first time i saw this behaviour so it may be a regression into the dev branch ?
In RC31, the same bug exists. Please watch this gif file(https://vid.me/c9ki (https://vid.me/c9ki)). Gnomes walk on the open hatches and this hatches vanish when they step on the engaged pressure plate.
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: tomf80 on August 01, 2015, 11:30:47 AM
Does RC27 fix mining gnomes not swinging their pickaxes? I switched away from indev because my miners would stand next to the stone wall they were to be mining and do nothing until they got hungry or thirsty and walked away. (The mining sound also did not play.) I would have to exit and reenter the game to get them to mine again.

RC27
Fixed
DefaultJobSkill not working properly. This solves a lot of issues like training grounds not working, etc
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: Roest on August 02, 2015, 09:30:38 AM
Just noticed the discipline skill. What's it for and is used currently?
Title: Re: Gnomoria v0.9.18 RC31 release
Post by: Kelderek on August 02, 2015, 12:50:35 PM
Pressure plates and hatches seem bugged.  I'm running RC31 and pressure plates are not engaging and disengaging properly.  I have plates that are engaged with the "engage when pushed" setting, yet nothing is there to push the plate.

Also, and perhaps related to the pressure plate bug, I have hatches that have completely disappeared after a linked pressure plate is toggled.

This is basically rendering the hatches and pressure plates useless right now.
Title: Re: Gnomoria v0.9.18 RC32 release
Post by: Redimus on August 05, 2015, 10:06:02 PM
I hate to ask this since I'm sure you guys get it all the time but going back a few pages I didn't see much and scanning through the change log on the first page didn't help; is there work being done on the pathing/lag?

I'm sure RoboBob and the people playing the unstable versions are sick of the topic but it really is kind of painful that this sandbox game is fairly strict about how you play it and if you don't follow the "rules" exactly it punishes you less with a game over and more with crippling enjoyment breaking lag.
Title: Re: Gnomoria v0.9.18 RC32 release
Post by: Merry76 on August 06, 2015, 10:34:37 AM
I hate to ask this since I'm sure you guys get it all the time but going back a few pages I didn't see much and scanning through the change log on the first page didn't help; is there work being done on the pathing/lag?

Not at the moment, sorry. At least not that we know of, and I read every post in this thread.
Title: Re: Gnomoria v0.9.18 RC32 release
Post by: Bukinnear on August 10, 2015, 02:41:35 AM
The thread title is still RC32 :3
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Scmadar on August 11, 2015, 04:34:59 PM
The EnemyRaceOptions option of newgamesettings.xml seems to be broken, it never changes the checkboxes after selecting the appropriate mod.
I was trying to answer a forum question, about playing with only ogres (instead of goblins and ogres as is the default settings) - http://forums.gnomoria.com/index.php?topic=8160.msg61608#msg61608

After adding in an Ogres EnemyRaceIDGroup, nothing happened when selecting the mod in Advanced new game settings - I expected the new checkbox to appear, but I hypothesize that it only loads up that UI bit once, reading from the defaults, and never refreshes it to add in new boxes when reading from the mod files. Or it could just be broken. :)

Lemme know if I should link a copy of my mod files or anything, if it would help. That's the only file I changed though.
Edit: Should I do a bug report on this? Or is that for non-indev things only? Also the bugtracker seems broken: http://bugzilla.gnomoria.com// gives me "Whoops, looks like something went wrong."

Double Edit: https://www.dropbox.com/s/nqrmcg04w8c1dyu/Ogres.zip?dl=1 <-- my mod folder. Unzip that to (Gnomoria)\Mods to duplicate my setup.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Merry76 on August 12, 2015, 01:33:46 PM
Lemme know if I should link a copy of my mod files or anything, if it would help. That's the only file I changed though.

I guess that would help. Not that I could see the error, but RoboB0b might.

While I make sloooow progress with the ModCooker, I try to understand the XML Modfiles better. So far, in vain. I will probably never be able to "check" them automatically wether they will work or not.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Fenrir on August 13, 2015, 12:30:52 PM
Hi,
i'm interested in developing an Re:Monster (Manga/Novel) Themed mod for this game.

Now i wanted to know if it is possible to change the race of an unit while the game is running? (With different skin color/spirit)

To explain the idea:
All your "Gnomads" start as Goblins.
When they reach an age of x they evolve to Hobgoblins after there next sleep (with better stats of course)
When they reach an skill level of x in fighting they can evolve again to ogers.
OR when they would train their defense they could get trolls.
With this your "Gnomads" would slowly evolve to stronger races with different stats and abilities (when possible) like regenerating lost limbs.

This sounds of course overpowered, but i would also add different kind of enemy's to compensate.

With this you would care much more who does what and it will hurt when your beloved Apostel lord gets killed. (im not looking at you Rou...)

So the burning question are:
Can i change the race, stats and appearance of the gnomads based on an event (like sleeping)?

For the ones that might be concerned that an forum newby wouldn't have the programming expertise:
I'm a German developer for customization in the Microsoft CRM with C# and i have also developed two minecraft mods in the earlier phases (Beta 1.4 - 1.5 Release)
That's also why i'm writing this down in advance...
To many people that say you should start with smaller projects...
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Tacyn on August 13, 2015, 02:43:49 PM
http://forums.gnomoria.com/index.php?topic=7819.0 (http://forums.gnomoria.com/index.php?topic=7819.0)

Can't guarantee it.
But with this framework it might be possible.

Hi,
i'm interested in developing an Re:Monster (Manga/Novel) Themed mod for this game.

Now i wanted to know if it is possible to change the race of an unit while the game is running? (With different skin color/spirit)

To explain the idea:
All your "Gnomads" start as Goblins.
When they reach an age of x they evolve to Hobgoblins after there next sleep (with better stats of course)
When they reach an skill level of x in fighting they can evolve again to ogers.
OR when they would train their defense they could get trolls.
With this your "Gnomads" would slowly evolve to stronger races with different stats and abilities (when possible) like regenerating lost limbs.

This sounds of course overpowered, but i would also add different kind of enemy's to compensate.

With this you would care much more who does what and it will hurt when your beloved Apostel lord gets killed. (im not looking at you Rou...)

So the burning question are:
Can i change the race, stats and appearance of the gnomads based on an event (like sleeping)?

For the ones that might be concerned that an forum newby wouldn't have the programming expertise:
I'm a German developer for customization in the Microsoft CRM with C# and i have also developed two minecraft mods in the earlier phases (Beta 1.4 - 1.5 Release)
That's also why i'm writing this down in advance...
To many people that say you should start with smaller projects...

Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Fenrir on August 14, 2015, 02:15:27 AM
http://forums.gnomoria.com/index.php?topic=7819.0 (http://forums.gnomoria.com/index.php?topic=7819.0)

Can't guarantee it.
But with this framework it might be possible.

Looks promising. But if possible i want to use the official api.

Edit:
Mhh... I think I will begin with pre-code stuff like creating some spirits, deciding on the evolve paths, races, enemies and rough prerequisites.
And i should find at least one tutorial on gnomoria moding. I have to admit that i currently don't now on which platform Gnomoria is programmed on *cough*
Well this should get me occupied for some time, i will just hope that an event handler is out until then.
RoboBob im counting on you!

To prevet offtopic: http://forums.gnomoria.com/index.php?topic=8166.0
Re:Gnomoria Mod Thread

P.s.
Something that never can be said to often: Good Job, i love Gnomoria and i thank Avak for showing it to me with his Let's Plays :)
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: henx125 on August 16, 2015, 01:33:03 PM
I seem to be getting a bug in RC33 where gnomes, or automatons specifically, try to use sacks to pick up things but instead just sit there endlessly instead of picking anything up. Seems to happen on piles of many seeds/grain/wheat but I have also observed it with trying to pick up coal with a wheelbarrow.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Morokael on August 16, 2015, 03:25:44 PM
Not sure if it helps, but the specific sack/wheelbarrow/bucket is the problem. If you cancel the hauling job, sell the hauling aid, and let the guy pick up another hauling aid or do it the slow way, it'll work just fine.

slight thread derail. back to the exciting modding options of RC33+
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: RoboB0b on August 17, 2015, 03:21:05 PM
Hey everyone.  I was out of town last week and catching up on everything today.  I should have a Steam Workshop integration patch coming soon and then I'll start looking into these bugs being reported.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: tomf80 on August 17, 2015, 03:24:34 PM
I have also noticed on rc33 that miners sometimes refuse to mine stairs down in a place. It turns green and the miner says he is doing it, but he is really slacking off in the Great Hall. Then the lazy but decides it's snack time, gets a snack, returns to it it, and continues to claim to be mining stairs down!

 Removing wall then mining stairs down seems to fix this issue every time. It probably happens once out of every twenty stairs down. Only happens if mining stairs down also means removing a wall first. 
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: RoboB0b on August 17, 2015, 03:32:03 PM
Hi,
i'm interested in developing an Re:Monster (Manga/Novel) Themed mod for this game.

Now i wanted to know if it is possible to change the race of an unit while the game is running? (With different skin color/spirit)

To explain the idea:
All your "Gnomads" start as Goblins.
When they reach an age of x they evolve to Hobgoblins after there next sleep (with better stats of course)
When they reach an skill level of x in fighting they can evolve again to ogers.
OR when they would train their defense they could get trolls.
With this your "Gnomads" would slowly evolve to stronger races with different stats and abilities (when possible) like regenerating lost limbs.

This sounds of course overpowered, but i would also add different kind of enemy's to compensate.

With this you would care much more who does what and it will hurt when your beloved Apostel lord gets killed. (im not looking at you Rou...)

So the burning question are:
Can i change the race, stats and appearance of the gnomads based on an event (like sleeping)?

For the ones that might be concerned that an forum newby wouldn't have the programming expertise:
I'm a German developer for customization in the Microsoft CRM with C# and i have also developed two minecraft mods in the earlier phases (Beta 1.4 - 1.5 Release)
That's also why i'm writing this down in advance...
To many people that say you should start with smaller projects...

Something like that isn't currently possible but seems reasonable.  I want to release mod support to the default branch before looking at those kinds of changes though.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: gnilbert on August 18, 2015, 08:52:48 AM
So I've been going a little crazy with the modding stuff. So first, off: THANK YOU!!

This post is in two parts. First up, I'll share a list of the things I've changed/added that have left me with a few suggestions (you can skip this part and go right to the suggestions). Then, I'll break out some specific "quality of life" requests that I keep wishing I had.


So far, I've added:

So here's what I really wish we had:

Once again - thank you very, very much for your hard work!
Gnilbert
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Roboute on August 18, 2015, 01:41:32 PM
@Gnilbert
How did you manage to give your spear +1 range?
I tried to do that myself but whatever I tried, a gnome with the weapon Always approached the enemy in melee range and never used it's extra range from it's spear to stay out of reach.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: gnilbert on August 18, 2015, 02:39:23 PM
How did you manage to give your spear +1 range?
I tried to do that myself but whatever I tried, a gnome with the weapon Always approached the enemy in melee range and never used it's extra range from it's spear to stay out of reach.

I had to use: <AttackRange>0 9</AttackRange> in the AttackMove section.
It seems like it would only require "0 4", since you want the range to be "2 tiles," but even when I created a position with the "maintain distance option," they always seemed to close in.
Title: Re: Gnomoria v0.9.18 RC33 release
Post by: Roboute on August 19, 2015, 07:55:34 AM
How did you manage to give your spear +1 range?
I tried to do that myself but whatever I tried, a gnome with the weapon Always approached the enemy in melee range and never used it's extra range from it's spear to stay out of reach.

I had to use: <AttackRange>0 9</AttackRange> in the AttackMove section.
It seems like it would only require "0 4", since you want the range to be "2 tiles," but even when I created a position with the "maintain distance option," they always seemed to close in.

Aha ok, thanks for the answer, I'll try it.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: re1wind on August 19, 2015, 03:00:00 PM
updated gnomoria, in-game version stated as 0.9.18 RC34, clicked on Steam Workshop, all selection boxes empty, clicked create (twice?), clicked back, clicked new game, clicked advanced setup, Gnomoria crashes. Restarting Gnomoria and going straight to new game> Advanced setup causes the same crash.
The two new folders are Steam workshop and Mod files.

This is the error report.

Seems to be a simple missing folder problem.  creating the folder fixes the issue. :)

Quote
////////////////////////////////////////////////////////////////
    Date: 19/08/2015 23:56:27
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World:
 Message: Could not find a part of the path 'F:\SteamLibrary\steamapps\common\Gnomoria\Mods'.
////////////////////////////////////////////////////////////////
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetDirectories(String path)
   at Game.GUI.AdvancedSetupWindow.cf072b63ff8562fea9631c10a683e1938()
   at Game.GUI.AdvancedSetupWindow..ctor(Manager manager, CreateWorldOptions worldOptions)
   at Game.GUI.NewGameWindow.c49be46459b66ba0f4806350b06db4a37(Object cc2e2f89a1ff56798ed9908dc767f13b6, EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)
   at Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   at Game.GUI.Controls.Button.OnClick(EventArgs e)
   at Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   at Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   at Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   at Game.GUI.Controls.Manager.Update(GameTime gameTime)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: henx125 on August 19, 2015, 08:26:44 PM
So I tried to make sort of a test mod by adding a simple new type of tree and all the changes that entails but I cannot seem to get the SteamWorkshop to work with it. I always get a "Failed" error or a blank status bubble after a re-try.

I've tried moving the mod's contents directly into the "Mod Files" folder as well as it's own, and I've tried leaving in all the default files that you start with in the Mod Files folder as well as getting rid of the ones I did not change to no avail.

Do I need to leave the files empty except for the newly added content for it to work, and along the same thought do I have to use the "default.png" tilesheet that is included to add new sprites or can we add our own sheets? If not then how are mod conflicts to be handled? That makes it seem like having more than one mod would overwrite the new tilesheet of the last if that were the case, and that doesn't sound right.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: Imponaut on August 20, 2015, 08:22:04 AM
Same issue here, creating the referenced Mods folder instantly resolved the issue for me as well.

So I tried to make sort of a test mod by adding a simple new type of tree and all the changes that entails but I cannot seem to get the SteamWorkshop to work with it. I always get a "Failed" error or a blank status bubble after a re-try.

I've tried moving the mod's contents directly into the "Mod Files" folder as well as it's own, and I've tried leaving in all the default files that you start with in the Mod Files folder as well as getting rid of the ones I did not change to no avail.

Do I need to leave the files empty except for the newly added content for it to work, and along the same thought do I have to use the "default.png" tilesheet that is included to add new sprites or can we add our own sheets? If not then how are mod conflicts to be handled? That makes it seem like having more than one mod would overwrite the new tilesheet of the last if that were the case, and that doesn't sound right.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: Merry76 on August 20, 2015, 09:53:31 AM
RC34
General
  • Added Steam Workshop integration

Good stuff - I guess all non Steam users still can use the usual way to get mods to run?

Also, do Steam Mods need to include every XML there is, or will the missing ones be taken from the default folder? (I'd guess that a modded items.xml needs to contain all items still...).
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: gcook725 on August 20, 2015, 10:52:53 AM
Good stuff - I guess all non Steam users still can use the usual way to get mods to run?

Also, do Steam Mods need to include every XML there is, or will the missing ones be taken from the default folder? (I'd guess that a modded items.xml needs to contain all items still...).

If I would hazard a guess, it would work the same way as downloading and manually installing a mod without the workshop. I'm guessing the workshop is really just a method for downloading the mod into your Gnomoria directory just like any other method, just it automatically downloads once you subscribe and start up the game and it will automatically update the mod whenever the mod author uploads a new version to the workshop.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: Nebokad on August 21, 2015, 04:23:37 AM
Hay there,

since last update v 0.9.18 RC34,  i got a chrash everytime i click on the "Advanced Setup" Button in "New World" Menue
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: gcook725 on August 21, 2015, 08:40:03 AM
... Rob... When did you add in the log.txt specifically for mod loading? Good god that is going to make debugging this stuff so much easier for me. No more KNOWING that there is a problem, but not knowing with any kind of precision as to where it is.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: RoboB0b on August 21, 2015, 10:55:39 AM
Got the couple crashes fixed up.

henx125, I'm not sure what is failing for you.  There are a few error cases that the Steam Workshop documentation says to handle.  If you're just getting a generic Failed message then it's something else.  I'll have it just regurgitate the Steam error to get a hint at what's happening.

The Workshop is just another way to distribute and download mods.  The other method still works fine and the Mods list in Advanced Setup lists mods from both sources.  Just like with other mods, any missing files defaults to the vanilla versions.  No need to copy every file but it would be fine if you did.

As far as file structure, inside the "Steam Workshop" folder, make a folder.  You can name that folder anything.  It's just for your reference when selecting a mod to create or update.  Copy your mod into that folder and rename it to "Mod Files".  If you want a preview image to show up when browsing the Workshop, then add a file called preview.png.

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
        preview.png

After creating the item in the Workshop, it creates a file called workshopitemid.ini with the item's ID in it.  It needs that ID to know which Workshop item to reference when making updates to the mod later.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: RoboB0b on August 21, 2015, 10:56:45 AM
... Rob... When did you add in the log.txt specifically for mod loading? Good god that is going to make debugging this stuff so much easier for me. No more KNOWING that there is a problem, but not knowing with any kind of precision as to where it is.

:)  I added it a couple revisions back I think.  I'd like to add some more logging to it to help debugging still.
Title: Re: Gnomoria v0.9.18 RC34 release
Post by: gcook725 on August 21, 2015, 11:48:35 AM
:)  I added it a couple revisions back I think.  I'd like to add some more logging to it to help debugging still.

Nice :D I didn't see it in the RC changelogs, so I had to ask.

On another subject: Have you considered a special subforum for modding, or are we just going to keep using the Addons & Textures section? I figure you won't put in an official subforum for modding until official support for it goes live to the public, but I'm just curious if you at least have plans for it in the future :P

EDIT: Also a suggestion -- is it possible for you to add the ability for modders to add in new kinds of blueprints that are independent from each other? Currently all blueprints relate only to engineering, but it would be cool if blueprints for other aspects could be learned as well. For example, unlocking new, advanced cooking recipes by "tinkering" with foods at a new cooking station workshop.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: henx125 on August 21, 2015, 01:03:36 PM
Got the couple crashes fixed up.

henx125, I'm not sure what is failing for you.  There are a few error cases that the Steam Workshop documentation says to handle.  If you're just getting a generic Failed message then it's something else.  I'll have it just regurgitate the Steam error to get a hint at what's happening.

The Workshop is just another way to distribute and download mods.  The other method still works fine and the Mods list in Advanced Setup lists mods from both sources.  Just like with other mods, any missing files defaults to the vanilla versions.  No need to copy every file but it would be fine if you did.

As far as file structure, inside the "Steam Workshop" folder, make a folder.  You can name that folder anything.  It's just for your reference when selecting a mod to create or update.  Copy your mod into that folder and rename it to "Mod Files".  If you want a preview image to show up when browsing the Workshop, then add a file called preview.png.

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
        preview.png

After creating the item in the Workshop, it creates a file called workshopitemid.ini with the item's ID in it.  It needs that ID to know which Workshop item to reference when making updates to the mod later.

Thanks! Worked perfectly now!

Edit: I lied. Been messing with it all day to try to get it to work to no avail. I did manage to get my mod uploaded to the Steam Workshop with preview image and description, but whenever I select the mod in advanced setup as the string of numbers Steam generates for it nothing is changed/added (I am subscribed to it as well and have let it download). The exact same files do however work in the local "Mods" folder, with the stipulation that I not use the extra layer of a folder named "Mod Files".  However I cannot upload the mod to the workshop without the Mod Files folder you told me to include else I get a 'failed' message, so I cannot get it to work through the Workshop as it stands now.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Bazmodin on August 21, 2015, 10:37:58 PM
Great work RoboB0b!

Appreciate all you are doing.  Not to be a pain, but I noticed while trying to add some new stone materials to my mod that if I wanted them to be fully incorporated into workshop items (tables, chairs, etc.) that I have to add tags and attributes in SIXTY FOUR different places in workshops.xml, and that's just for one new material.  Hopefully this will be refactored some time in the future?  Or if there is a better way to do it I'm all ears.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: henx125 on August 21, 2015, 10:47:50 PM
Great work RoboB0b!

Appreciate all you are doing.  Not to be a pain, but I noticed while trying to add some new stone materials to my mod that if I wanted them to be fully incorporated into workshop items (tables, chairs, etc.) that I have to add tags and attributes in SIXTY FOUR different places in workshops.xml, and that's just for one new material.  Hopefully this will be refactored some time in the future?  Or if there is a better way to do it I'm all ears.

I added a new type of wood and did not have to do anything like this, I didn't even need to edit the workshops.xml files at all and I was immediately able to create wood items and furniture with it
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Bazmodin on August 21, 2015, 10:55:11 PM

I added a new type of wood and did not have to do anything like this, I didn't even need to edit the workshops.xml files at all and I was immediately able to create wood items and furniture with it

I noticed that wood materials were suspiciously absent, but every single stone material is listed for every. single. possible. item in workshops.xml.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: gcook725 on August 22, 2015, 10:51:22 AM
I have publicly uploaded the current build version of Glassworks (v0.4.2) to the Steam Workshop for testing purposes. If anyone is interested in subscribing to see if it downloads properly, that'd be awesome.

EDIT: I seem to be running into an issue with mods downloaded through the workshop being strangely... not quite present? Okay, here's what's up. Subscribed to both my own mod as well as henx125's from the workshop. They seem to pretty much instantly download, but I can't find any indication of which in the Gnomoria files. When generating a new world, it will show new items under what mod to use, but they're just a bunch of random numbers and when loaded they have nothing from the mods. Curious. Moving Glassworks back to hidden to see if it has anything to do with how I uploaded it.

EDIT2: I for the life of me can't figure out how to update a published mod without redoing the entire thing... I'm just going to leave it as Public for now I guess and see if anyone else can find anything.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Tacyn on August 22, 2015, 03:41:03 PM
I wanted to try modding myself today.
But there is a crash problem that keeps me from testing it:
http://forums.gnomoria.com/index.php?topic=8190.0 (http://forums.gnomoria.com/index.php?topic=8190.0)

Edit: Narrowed down the problem to the default body.xml.
If it is present in a mod, the game crashes when accessing a gnome's personal tab.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Merry76 on August 22, 2015, 03:44:25 PM
Not entirely happy with the workshop implementation, I cant actually load any mod right now. The private ones fail, the friends only ones dont give an answer at all... going public seems a bit silly, since all I did was mess about with the stock settings (because I dont know if my stuff would actually work).
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: gcook725 on August 22, 2015, 04:32:23 PM
Not entirely happy with the workshop implementation, I cant actually load any mod right now. The private ones fail, the friends only ones dont give an answer at all... going public seems a bit silly, since all I did was mess about with the stock settings (because I dont know if my stuff would actually work).

Not much being missed out on if you wanna publish since it doesn't seem to be working properly on the user's end. I also cannot find a way to update published mods either without just making a new one and deleting the old.

It seems Workshop Implementation is far from finished.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Bazmodin on August 23, 2015, 04:50:44 PM
I wanted to try modding myself today.
But there is a crash problem that keeps me from testing it:
http://forums.gnomoria.com/index.php?topic=8190.0 (http://forums.gnomoria.com/index.php?topic=8190.0)

Edit: Narrowed down the problem to the default body.xml.
If it is present in a mod, the game crashes when accessing a gnome's personal tab.

I am seeing this behavior as well.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: RoboB0b on August 24, 2015, 10:40:05 AM
I found and fixed a bug over the weekend with Workshop mods not loading properly.  They download fine but it ends up loading vanilla files for everything.  I've been working on merging multiple mods and hope to have something ready soon along with that fix and a crash fix for beetles.  As far as multiple mods, I couldn't see any way around it and ended up implementing texture packing over the weekend to generate a tilesheet from other images.

When subscribing to mods, Steam decides where the downloaded files go.  It goes in a steamapps/workshop folder with the Gnomoria app ID (224500) as a folder and each mod's folder is its workshop item ID.  If you are seeing a number in the Mod dropdown box, it's because you didn't include a settings.ini in your mod.  The settings.ini has a Name and Description for your mod.  Steam names the folder the Workshop item ID number and when a settings.ini file isn't present, it defaults to the folder name for identifying the mod.

When updating a mod, just select the mod folder in the Steam Workshop menu.  The button should change to "Update" instead of "Create".
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: gcook725 on August 24, 2015, 11:19:31 AM
I found and fixed a bug over the weekend with Workshop mods not loading properly.  They download fine but it ends up loading vanilla files for everything.  I've been working on merging multiple mods and hope to have something ready soon along with that fix and a crash fix for beetles.  As far as multiple mods, I couldn't see any way around it and ended up implementing texture packing over the weekend to generate a tilesheet from other images.

When subscribing to mods, Steam decides where the downloaded files go.  It goes in a steamapps/workshop folder with the Gnomoria app ID (224500) as a folder and each mod's folder is its workshop item ID.  If you are seeing a number in the Mod dropdown box, it's because you didn't include a settings.ini in your mod.  The settings.ini has a Name and Description for your mod.  Steam names the folder the Workshop item ID number and when a settings.ini file isn't present, it defaults to the folder name for identifying the mod.

When updating a mod, just select the mod folder in the Steam Workshop menu.  The button should change to "Update" instead of "Create".

Where should we be putting our settings.ini file? Also how should the file be formatted? I don't see any examples in the Mod Files folder.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Merry76 on August 24, 2015, 12:40:55 PM
I found and fixed a bug over the weekend with Workshop mods not loading properly.  They download fine but it ends up loading vanilla files for everything.  I've been working on merging multiple mods and hope to have something ready soon along with that fix and a crash fix for beetles.  As far as multiple mods, I couldn't see any way around it and ended up implementing texture packing over the weekend to generate a tilesheet from other images.

Err, thats what my ModCooker is trying to do (and kinda does, however I couldnt test it over the weekend because the workshop didnt work. Pun intended.). But if you do it better (no doubts here), I am fine with it. It was a learning experience :)
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: RoboB0b on August 24, 2015, 02:09:46 PM
I found and fixed a bug over the weekend with Workshop mods not loading properly.  They download fine but it ends up loading vanilla files for everything.  I've been working on merging multiple mods and hope to have something ready soon along with that fix and a crash fix for beetles.  As far as multiple mods, I couldn't see any way around it and ended up implementing texture packing over the weekend to generate a tilesheet from other images.

When subscribing to mods, Steam decides where the downloaded files go.  It goes in a steamapps/workshop folder with the Gnomoria app ID (224500) as a folder and each mod's folder is its workshop item ID.  If you are seeing a number in the Mod dropdown box, it's because you didn't include a settings.ini in your mod.  The settings.ini has a Name and Description for your mod.  Steam names the folder the Workshop item ID number and when a settings.ini file isn't present, it defaults to the folder name for identifying the mod.

When updating a mod, just select the mod folder in the Steam Workshop menu.  The button should change to "Update" instead of "Create".

Where should we be putting our settings.ini file? Also how should the file be formatted? I don't see any examples in the Mod Files folder.

It goes in the root mod folder (next to the Data and Tilesheet folders).  It only has 2 lines.  "Name = " and "Description = ".  Type in name and description after the = without quotes.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: gcook725 on August 24, 2015, 02:36:04 PM
It goes in the root mod folder (next to the Data and Tilesheet folders).  It only has 2 lines.  "Name = " and "Description = ".  Type in name and description after the = without quotes.

Sweet. Thanks!
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Merry76 on August 24, 2015, 02:45:06 PM
I tried that, still get failed, an empty mod (no description or name) and when I try to load it, it loops throught the "starting" "stopping" thing.

The settings ini looks like this:

Name = Switcheroo
Description = TestingStuff

Nothing can be published or subscribed.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: henx125 on August 24, 2015, 02:49:29 PM
I tried that, still get failed, an empty mod (no description or name) and when I try to load it, it loops throught the "starting" "stopping" thing.

The settings ini looks like this:

Name = Switcheroo
Description = TestingStuff

Nothing can be published or subscribed.

Sounds like you don't have your mod data it in it's own "Mod Files" folder

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
            Settings.ini
        preview.png
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Merry76 on August 24, 2015, 03:09:41 PM
Sounds like you don't have your mod data it in it's own "Mod Files" folder

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
            Settings.ini
        preview.png

Lookit that, It works now. Thanks!

Dang, this is counter intuitive :-/

Edit: It still loads up vanilla, even after downloading my own mod... Is there any secret to it that I cant fathom right now?
Edit2: ah, its just for new worlds... Dang I am dense today...
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: RoboB0b on August 24, 2015, 03:22:29 PM
Sounds like you don't have your mod data it in it's own "Mod Files" folder

Steam Workshop
    Awesome Mod
        Mod Files
            Data
            TileSheet
            Settings.ini
        preview.png

Lookit that, It works now. Thanks!

Dang, this is counter intuitive :-/

Edit: It still loads up vanilla, even after downloading my own mod... Is there any secret to it that I cant fathom right now?

Steam workshop is broken until RC36.  It downloads the mod files but only loads vanilla >.<

I know the file structure can be a little counter intuitive.  Steam Workshop needs a couple files that aren't part of the mod at all as well as a folder of all the files to upload/download.  The actual mod files go into "Mod Files" and are the same as what you'd put in the Mods folder in the Gnomoria install directory.  The couple of files parallel to "Mod Files" are just for the Workshop.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: Merry76 on August 24, 2015, 03:24:16 PM
Its official now, learning sql server 2014 is bad for your brain. Or staying up late after that, staring at xml files while listening to debate youtube videos. Too much multitasking going on  :o
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: EriktheRead on August 25, 2015, 07:06:35 AM
I found a bug I think in the current indev. It's been a while since I played. I updated and rolled up a couple new games this last weekend. Both of them were set to shallow/abundant ore, and were huge maps.

The shallow part of that doesn't seem to be working. Usually one can find iron/lead at level thirty-five and lower, but I've had to go down to level fifty to find any on these two games. There is plenty of ore, the veins seem to go on forever, but it's all copper and tin until level fifty. I apologize if this has been mentioned before, I didn't find it anywhere.

Other settings: all enemies, .5/2/2 strength increase with time. Low hills settings.
Title: Re: Gnomoria v0.9.18 RC35 release
Post by: tomf80 on August 25, 2015, 08:49:54 AM
I have a similar experience with the shallow and abundant settings. I haven't gone down far enough to reach iron, or even tin, I don't think, but down to ten, I believe, and only found very minimal copper, a small run of silver, and quite a few gems. I am also playing on a huge map. I believe my map was generated on RC34.

It also seems like my gnomes like to leave crates and barrels in stockpiles that aren't supposed to store them and where I haven't told them to place them.

Finally, the bug with mining stairs down that I mentioned earlier still seems to be present. The square will turn green but the miner is hanging out with his friends in the great Hall instead. To get him to do the stairs I have to mine our the wall then dig the stairs. This doesn't happen every time, but it is fairly frequent.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: RoboB0b on August 25, 2015, 10:27:12 AM
I'm heading out for PAX tomorrow and it looks like I won't have multiple mod support ready before then.  I don't want to hold up the Workshop fix until after PAX, so I uploaded that fix as well as the crash fix for beetles just now.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Merry76 on August 25, 2015, 10:36:47 AM
I'm heading out for PAX tomorrow and it looks like I won't have multiple mod support ready before then.  I don't want to hold up the Workshop fix until after PAX, so I uploaded that fix as well as the crash fix for beetles just now.

Have fun there!
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: bia.morton on August 25, 2015, 10:44:00 AM
YAY  thank you :) was waiting for r36 to be able to play my save games again :D

Have fun at PAX
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: AngryGiant on August 25, 2015, 12:36:34 PM
I was able to get the Ebony Wood mod to load into a new game, but it still shows numbers instead of the mod name in the advanced options. Good news is that the new wood loaded into a new game with the update. YAY! Where is the mod install directory so I can check to see if it is on the mod side or still Gnomoria's? I tried looking through the directory and couldn't find anything (hidden files set to show). Have fun at PAX.

EDIT: Glassworks worked as well, but same issue with the numbers. Hopefully it's just on the mod's end needing to be updated.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: RoboB0b on August 25, 2015, 12:49:26 PM
I was able to get the Ebony Wood mod to load into a new game, but it still shows numbers instead of the mod name in the advanced options. Good news is that the new wood loaded into a new game with the update. YAY! Where is the mod install directory so I can check to see if it is on the mod side or still Gnomoria's? I tried looking through the directory and couldn't find anything (hidden files set to show). Have fun at PAX.

EDIT: Glassworks worked as well, but same issue with the numbers. Hopefully it's just on the mod's end needing to be updated.

http://forums.gnomoria.com/index.php?topic=7771.msg61878#msg61878

Add the settings.ini file.  Gnomoria mods go into steamapps/workshop/224500/
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: AngryGiant on August 25, 2015, 12:59:43 PM
Adding it in manually worked. Now let's just hope it was the mod in need of adding it instead of the Workshop not pulling the file. Thanks.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 25, 2015, 01:16:49 PM
I was able to get the Ebony Wood mod to load into a new game, but it still shows numbers instead of the mod name in the advanced options. Good news is that the new wood loaded into a new game with the update. YAY! Where is the mod install directory so I can check to see if it is on the mod side or still Gnomoria's? I tried looking through the directory and couldn't find anything (hidden files set to show). Have fun at PAX.

EDIT: Glassworks worked as well, but same issue with the numbers. Hopefully it's just on the mod's end needing to be updated.

It is an issue on Glasswork's end. Considering uploading Glassworks v0.4.2 again to fix that since I dunno if I'll finish getting Glassworks v0.9 ready for release by the end of tonight. The uploaded version is missing the preview image and settings file.

EDIT: Did a quick update to v0.4.3 for Glassworks and posted it on the Steam Workshop exclusively for testing purposes. I had to make a brand new Workshop item though since there wasn't an update button... however it is showing the update button properly for the new version, so that shouldn't be an issue anymore.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Ziggarius on August 25, 2015, 03:49:24 PM
I'm heading out for PAX tomorrow and it looks like I won't have multiple mod support ready before then.  I don't want to hold up the Workshop fix until after PAX, so I uploaded that fix as well as the crash fix for beetles just now.

Thanks for the fix B0b!  Just recently came back, and ran into this bug last night (literally).  Was about to start a new kingdom and disabling beetles.

The scary thing though... I can't find the beetle cocoon that was causing the crash.  At all.  :|  I sealed a cavern I opened instantly during the first season, and I haven't been into any other caverns now into Y2 Spring.  Everywhere is lit that I mined out.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 25, 2015, 04:06:33 PM
I'm heading out for PAX tomorrow and it looks like I won't have multiple mod support ready before then.  I don't want to hold up the Workshop fix until after PAX, so I uploaded that fix as well as the crash fix for beetles just now.

Thanks for the fix B0b!  Just recently came back, and ran into this bug last night (literally).  Was about to start a new kingdom and disabling beetles.

The scary thing though... I can't find the beetle cocoon that was causing the crash.  At all.  :|  I sealed a cavern I opened instantly during the first season, and I haven't been into any other caverns now into Y2 Spring.  Everywhere is lit that I mined out.

It probably spawned in that cavern you opened up. I remember hearing that beetles needed to be able to path to your gnomes to spawn, but that can get a little wonky (for example, they think they can path through diagonals when they can't). Alternatively, it spawned as soon as you opened up the cavern, but never had a chance to reach your gnomes before you sealed it off.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Ziggarius on August 25, 2015, 04:46:49 PM
I'm heading out for PAX tomorrow and it looks like I won't have multiple mod support ready before then.  I don't want to hold up the Workshop fix until after PAX, so I uploaded that fix as well as the crash fix for beetles just now.

Thanks for the fix B0b!  Just recently came back, and ran into this bug last night (literally).  Was about to start a new kingdom and disabling beetles.

The scary thing though... I can't find the beetle cocoon that was causing the crash.  At all.  :|  I sealed a cavern I opened instantly during the first season, and I haven't been into any other caverns now into Y2 Spring.  Everywhere is lit that I mined out.

It probably spawned in that cavern you opened up. I remember hearing that beetles needed to be able to path to your gnomes to spawn, but that can get a little wonky (for example, they think they can path through diagonals when they can't). Alternatively, it spawned as soon as you opened up the cavern, but never had a chance to reach your gnomes before you sealed it off.

The latter situation is impossible due to the crash from the cocoon hatching not happening for three seasons after I opened and sealed it.  But... the diagonal... there is a cavern I peeked into via a diagonal that I did NOT seal as I thought the path code had been fixed for that.   Now I got an idea where it's at.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: bia.morton on August 25, 2015, 04:48:59 PM
The latter situation is impossible due to the crash from the cocoon hatching not happening for three seasons after I opened and sealed it.  But... the diagonal... there is a cavern I peeked into via a diagonal that I did NOT seal as I thought the path code had been fixed for that.   Now I got an idea where it's at.

That could be it since i always open my diagonals and pretty much all my games have that crash right now lol will have to update when i get home :D
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: henx125 on August 25, 2015, 05:14:01 PM
I was able to get the Ebony Wood mod to load into a new game, but it still shows numbers instead of the mod name in the advanced options. Good news is that the new wood loaded into a new game with the update. YAY! Where is the mod install directory so I can check to see if it is on the mod side or still Gnomoria's? I tried looking through the directory and couldn't find anything (hidden files set to show). Have fun at PAX.

EDIT: Glassworks worked as well, but same issue with the numbers. Hopefully it's just on the mod's end needing to be updated.

http://forums.gnomoria.com/index.php?topic=7771.msg61878#msg61878

Add the settings.ini file.  Gnomoria mods go into steamapps/workshop/224500/

Yeah sorry that's on me. I'll push an update for it with a settings file now that I know it needs one and that it actually works for the workshop!

Also thanks for all the hard work on this game B0b. I'm really excited to see all the new content people add to this awesome game.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Ziggarius on August 25, 2015, 05:22:13 PM
The latter situation is impossible due to the crash from the cocoon hatching not happening for three seasons after I opened and sealed it.  But... the diagonal... there is a cavern I peeked into via a diagonal that I did NOT seal as I thought the path code had been fixed for that.   Now I got an idea where it's at.

That could be it since i always open my diagonals and pretty much all my games have that crash right now lol will have to update when i get home :D

So, I just broke open the cavern and explored it far as I could.  No beetles, no cocoons, nothing.  Turns out there's only the one cavern I've triggered.

Is it possible the beetle cocoon crash was related to a bug where the cocoon is spawning when it shouldn't be spawning, and since the saves are before the crash occurred, the beetle cocoons are no longer spawning improperly?  (also is there a way to open the save in a way that can view IF there are beetles? for science purposes!)
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Roboute on August 27, 2015, 06:02:16 AM
I could use a little help, I can't get the steamworkshop to show up in steam?
How do I acces it, or how else do I download any mods for the workshop?
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 27, 2015, 09:09:48 AM
I could use a little help, I can't get the steamworkshop to show up in steam?
How do I acces it, or how else do I download any mods for the workshop?

See the information on the first post in this topic. It gives instructions to do just that. It involves joining a special group.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: henx125 on August 27, 2015, 01:29:03 PM
You have to be apart of the indev group. The workshop for the game is still in beta so it requires you to opt in to see it.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 28, 2015, 08:21:33 PM
Wondering if anyone else has messed with adding new skills at all yet. If you have, maybe you can help me find out what's up here:
Made a new skill, Glassmaking (ID=Glassmaking, Name=Glassmaking, Title=Glassmaker), in skill.xml.
I set it up so that Glassmaking is a LaborSkill in charactersettings.xml.
I have a MenuItem for Glassworking in professionmenusettings.xml.

Started a new game with my mod. Shows nothing anywhere about Glassworking as a skill.




A FEW NOTES: I've noticed that editing professionmenusettings.xml doesn't seem to actually do anything. I can change "Doctor" to "MadScientist" or flat out delete a whole MenuItem and it wouldn't change anything.

I have checked the log file to see what files have and haven't been loaded. It is currently showing all the mentioned files being read and loaded properly.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: DrGenghis on August 29, 2015, 04:59:46 AM
Wondering if anyone else has messed with adding new skills at all yet. If you have, maybe you can help me find out what's up here:
Made a new skill, Glassmaking (ID=Glassmaking, Name=Glassmaking, Title=Glassmaker), in skill.xml.
I set it up so that Glassmaking is a LaborSkill in charactersettings.xml.
I have a MenuItem for Glassworking in professionmenusettings.xml.

Started a new game with my mod. Shows nothing anywhere about Glassworking as a skill.




A FEW NOTES: I've noticed that editing professionmenusettings.xml doesn't seem to actually do anything. I can change "Doctor" to "MadScientist" or flat out delete a whole MenuItem and it wouldn't change anything.

I have checked the log file to see what files have and haven't been loaded. It is currently showing all the mentioned files being read and loaded properly.
I have messed with it a bit and have gotten it to show up and even allow them to use special workshops that require it. Assuming it's set up properly I'm not sure why that wouldn't work without seeing the code itself. I haven't had any problems like that putting my own in. The only thing I can tell that I did differently is adding a new gnome in the new game settings that had the necromancy profession already set up. I can see it just fine in the population menu. The only thing I can think of that might do it is accidentally not putting the files in right folders.

On a side note has anyone had issues with the body.xml? I've had a ton of problems with it crashing when trying to select a gnome. I left-click the spot they're on and click on their name and it crashes. So far the only way I've gotten it to run without crashing is to delete the file. Anyone happen to know the exact reason that it's messing it up. I haven't edited it at all, it's the current indev version and no amount of reinstalling or verifying the integrity of the game cache on steam fixes it.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Tacyn on August 29, 2015, 06:35:31 AM
On a side note has anyone had issues with the body.xml? I've had a ton of problems with it crashing when trying to select a gnome. I left-click the spot they're on and click on their name and it crashes. So far the only way I've gotten it to run without crashing is to delete the file. Anyone happen to know the exact reason that it's messing it up. I haven't edited it at all, it's the current indev version and no amount of reinstalling or verifying the integrity of the game cache on steam fixes it.

yes. http://forums.gnomoria.com/index.php?topic=8190.0 (http://forums.gnomoria.com/index.php?topic=8190.0).
You're the third person I've seen mentioning it .
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 29, 2015, 10:27:28 AM
I have messed with it a bit and have gotten it to show up and even allow them to use special workshops that require it. Assuming it's set up properly I'm not sure why that wouldn't work without seeing the code itself. I haven't had any problems like that putting my own in. The only thing I can tell that I did differently is adding a new gnome in the new game settings that had the necromancy profession already set up. I can see it just fine in the population menu. The only thing I can think of that might do it is accidentally not putting the files in right folders.

Weird. That seems to be the only way to get new skills to show up properly. I'll test around with it a bit more after I get home from work today. I'm thinking it has an issue with initializing new skills unless it is designated somewhere in NewGameSettings (which means you have to make a preset job for it and give it to a starting gnome).

EDIT: Seems you do not have to give the gnome the new preset job, just make it and it properly initializes the new skill.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Merry76 on August 31, 2015, 11:51:48 AM
I am getting the old Nesting Crash again, despite not having messed with the Tileset much (I did use a custom, ModCooker Tilesheet - but it did not add any new sprites, so it was interchangeable with the original. I updated the mod so it got the standard Tileset again. No dice, the crash is still there). Mind, I have not built anything that was actually modded (too early in the game).

How did you fix it earlier RoboB0b? I guess with modded Gnomoria, we have to fix it ourselves. Just... how?

Here is the Crashlog, in case anyone can teach me how to read it:

////////////////////////////////////////////////////////////////
    Date: 31/08/2015 20:51:00
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world26
 Message: Nesting more than one SpriteBatch.Begin when using a SpriteBatch with SpriteSortMode.Immediate is not allowed.
////////////////////////////////////////////////////////////////
   bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
   bei Game.GUI.Controls.Renderer.Begin(BlendingMode mode)
   bei Game.GUI.Controls.Manager.EndDraw(Rectangle rect)
   bei Game.GUI.Controls.Manager.EndDraw()
   bei Game.GnomanEmpire.Draw(GameTime gameTime)
   bei Microsoft.Xna.Framework.Game.DrawFrame()
   bei Microsoft.Xna.Framework.Game.Tick()
   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   bei Microsoft.Xna.Framework.GameHost.OnIdle()
   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   bei System.Windows.Forms.Application.Run(Form mainForm)
   bei Microsoft.Xna.Framework.WindowsGameHost.Run()
   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   bei A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////



Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on August 31, 2015, 02:00:34 PM
I am getting the old Nesting Crash again, despite not having messed with the Tileset much (I did use a custom, ModCooker Tilesheet - but it did not add any new sprites, so it was interchangeable with the original. I updated the mod so it got the standard Tileset again. No dice, the crash is still there). Mind, I have not built anything that was actually modded (too early in the game).

How did you fix it earlier RoboB0b? I guess with modded Gnomoria, we have to fix it ourselves. Just... how?

Here is the Crashlog, in case anyone can teach me how to read it:

*snip*

What were you doing when you elicited the crash itself?
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Merry76 on September 01, 2015, 11:56:36 AM
I just need to try and look at my first level of the cave I dug out. Crashes every time. Not sure if delivering a savegame would help, because you need the mod to get it run (I guess).
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on September 01, 2015, 12:37:03 PM
I just need to try and look at my first level of the cave I dug out. Crashes every time. Not sure if delivering a savegame would help, because you need the mod to get it run (I guess).

It's crashing because of a sprite that isn't properly defined on that first level more than likely then. Are there any new sprites that could be down there? New ores or stones or anything?

What you need to do to find the culprit is anything that could be down there, go to it's construction/item in your mod and comment out its sprite so that it renders nothing at all. Try this for each possible thing that could be causing the crash until it stops crashing. When it stops crashing when you look in that area, then you know you've found the problem -- the trick then is to find out what the problem is.

I had a similar problem before with one of my items recently. Turned out I forgot to capitalize a letter in the SpriteID for it.



EDIT: Unrelated to the problem, but still related to sprites I cannot seem to get items that show with multiple materials to continue showing the colors for them after constructed. For example, a lamp made of copper and green glass will have the proper colors -- copper for the metal frame (MaterialIndex 0) and green for the glass (MaterialIndex 1) -- but doesn't seem to be able to translate that once it is made into a lamppost. Once constructed it is either all copper colored (MaterialIndex as anything other than -1), or I have to just NOT have the glass colored for the lamppost (MaterialIndex as -1). The game seems to forget that the original lamp had two materials when it constructs it into a lamppost. I suppose I could made different colored sprites for each type of glass, but that seems inefficient.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Tacyn on September 01, 2015, 02:34:11 PM
EDIT: Unrelated to the problem, but still related to sprites I cannot seem to get items that show with multiple materials to continue showing the colors for them after constructed. For example, a lamp made of copper and green glass will have the proper colors -- copper for the metal frame (MaterialIndex 0) and green for the glass (MaterialIndex 1) -- but doesn't seem to be able to translate that once it is made into a lamppost. Once constructed it is either all copper colored (MaterialIndex as anything other than -1), or I have to just NOT have the glass colored for the lamppost (MaterialIndex as -1). The game seems to forget that the original lamp had two materials when it constructs it into a lamppost. I suppose I could made different colored sprites for each type of glass, but that seems inefficient.

Have you tried constructing the lamp post from metal + glass instead of a lamp item?
Alternatively, try switching the component order of the lamp. Maybe it will then take the glass color from the lamp item.
Then use an additional metal item in the lamppost construction to get a metal color.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Merry76 on September 02, 2015, 04:15:39 AM
It's crashing because of a sprite that isn't properly defined on that first level more than likely then. Are there any new sprites that could be down there? New ores or stones or anything?

What you need to do to find the culprit is anything that could be down there, go to it's construction/item in your mod and comment out its sprite so that it renders nothing at all. Try this for each possible thing that could be causing the crash until it stops crashing. When it stops crashing when you look in that area, then you know you've found the problem -- the trick then is to find out what the problem is.

I had a similar problem before with one of my items recently. Turned out I forgot to capitalize a letter in the SpriteID for it.

Thanks for the Tip. Dang, I wish it would at least tell us what sprite caused the problem was. Its like shooting a very specific fish in the ocean if it stays like this...
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on September 02, 2015, 10:05:29 AM
Thanks for the Tip. Dang, I wish it would at least tell us what sprite caused the problem was. Its like shooting a very specific fish in the ocean if it stays like this...

Yeah, it probably does somewhere in that mess of text, but none of it makes sense to me really. Another little tip: If the game hangs when loading a kingdom, then there is probably a syntax error somewhere. Start a new world with your mod and it'll crash to give you a proper error log. If it was due to syntax, it'll tell you exactly what line it was on. Oh, one more little tip: You don't have to close the game all the way for it to recognize saved changes to your xml files -- you merely have to save and exit the kingdom.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: Num_Lock on September 03, 2015, 11:07:00 AM
Hmm. I cant seem to even start the game any more. I just says "No suitable graphics card found. Unable to create the graphics device." Any ideas? I've never saw this before. I have already tried verifying game cache and I've tried updating my driver and nothing so far. I'm running Windows 10 64 bit. With a R9 270 Graphics card.

Edit: I restarted steam and that somehow did something.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: seronis on September 07, 2015, 01:13:17 PM
I know pushing the v0.9.18 branch out to  Stable is another month or two away but id like to make an argument that before it does get pushed to Stable,  that its capable of loading the v0.9.17 save games that are currently  being used by players who dont use the InDev branch.   Additionally with stable updates occuring at a reasonable pace of every 6 months or so,   it would be appreciated if old stable versions were posted as  Beta opt-in versions.   Just like InDev is now.   Once  0.9.18 becomes stable then  0.9.17 should be given a branch so that people can access old versions if they choose.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: tomf80 on September 07, 2015, 05:52:49 PM
I know pushing the v0.9.18 branch out to  Stable is another month or two away but id like to make an argument that before it does get pushed to Stable,  that its capable of loading the v0.9.17 save games that are currently  being used by players who dont use the InDev branch.   Additionally with stable updates occuring at a reasonable pace of every 6 months or so,   it would be appreciated if old stable versions were posted as  Beta opt-in versions.   Just like InDev is now.   Once  0.9.18 becomes stable then  0.9.17 should be given a branch so that people can access old versions if they choose.

The current RC is capable of playing older saved games, but indev save games are not compatible with the current release.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: seronis on September 07, 2015, 09:36:34 PM
InDev save games dont need to be compatible with older releases.  Just once  0.9.18 becomes the new stable it should be able to flawlessly load 0.9.17 saves so that people on the Stable branch dont have to restart.  Im sure its mostly compatible already but having test loads wtih an assortment of 0.9.17 save games should be a priority.   Just to ensure the transition is smooth.
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: gcook725 on September 08, 2015, 08:01:37 AM
InDev save games dont need to be compatible with older releases.  Just once  0.9.18 becomes the new stable it should be able to flawlessly load 0.9.17 saves so that people on the Stable branch dont have to restart.  Im sure its mostly compatible already but having test loads wtih an assortment of 0.9.17 save games should be a priority.   Just to ensure the transition is smooth.

I'm pretty sure 0.9.18 can load 0.9.17 saves fine as of now. The only issues is when you want to load a mod and a prior save. At present, if you want to load a new mod, you have to start a new kingdom specifically for that mod.
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: RoboB0b on September 10, 2015, 02:05:40 PM
Ok everyone, I finally got multiple mods to merge right.  It ended up being more work than I thought but this should help a lot.  I added a quick write up in the original post but I'm expecting some questions on how it all works so ask away.

I worked on a texture packing algorithm so that draw calls can still be batched with 1 texture file.  This let's us now have every sprite in it's own file or each mod can have 1 tile sheet or whatever works best.  When loading mods it merges all the sprite definitions together and renders all the sprites to an image in memory and attempts to pack them in to fit everything.
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: AngryGiant on September 10, 2015, 02:18:02 PM
Fantastic! Any idea when the nested mods will work with the workshop? Are you planning to do an ingame UI that will create mod order/nesting or will we have to nest everything ourselves?
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: RoboB0b on September 10, 2015, 07:44:53 PM
There isn't a way to force someone to subscribe to a mod in the workshop and so no way to guarantee a mod is installed if another mod requires it.  Grouped up mods can be put together and put up on the workshop as a separate workshop item though.
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: Bonapartiste on September 10, 2015, 07:52:04 PM
Ok everyone, I finally got multiple mods to merge right.  It ended up being more work than I thought but this should help a lot.  I added a quick write up in the original post but I'm expecting some questions on how it all works so ask away.

I worked on a texture packing algorithm so that draw calls can still be batched with 1 texture file. This let's us now have every sprite in it's own file or each mod can have 1 tile sheet or whatever works best.  When loading mods it merges all the sprite definitions together and renders all the sprites to an image in memory and attempts to pack them in to fit everything.

So, just to clarify, this means that we can have any new sprites in their own file, OR all in one sheet? (I think that might answer itself, but just for clarity's sake :) )

On another note: Can two mods modify the same item? For example, if Mod 1 changes the maximum capacity of the woodcarver, and Mod 2 adds a new craftable item to the woodcarver, how does this conflict resolve itself? Does only one mod get "carried through" to the final merged-mod state?
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: gcook725 on September 10, 2015, 07:54:43 PM
@RoboB0b: You mention what to do to merge mods if we do NOT alter vanilla parameters... What if we do though? For example in Glassworks I have modified tables so that they have a unique sprite if the material is a type of glass. The same is true for all workshops that have tables. Can we just no longer modify the vanilla parameters or is there something else to do?


EDIT: Also, there appears to be some issues with how Gnomoria is handling loading mods from the Workshop. Game loads fine if the mod is installed manually, even if you install it manually into the Mods folder by copying it from the workshop\contents folder. I'm asking some of my subscribers to test this as well so we can get a larger pool. Here is the crashlog I received when trying to load my mod through the Workshop version.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 9/11/2015 2:33:19 AM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world08
 Message: The given path's format is not supported.
////////////////////////////////////////////////////////////////
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at Game.GameDefs.c0e2c84c83bb2a8a40cd49f37414849ce(String c49e969eddb43ec2e8cf5a17896154d9d)
   at Game.GameDefs.ccbb53e3eda064ad92450efc4af2c476b(SpriteDef cb3b6a1d98c8f0d458a1ebaf6ae888c03, String cf99ca40c5155fd3dcaaf352dbfddaeb5)
   at Game.GameDefs.c8d56ee1770968dd94e0d90a26dc17bc0(String c49e969eddb43ec2e8cf5a17896154d9d, String cf99ca40c5155fd3dcaaf352dbfddaeb5)
   at Game.GameDefs.c38617a6c353e1d0eb884fac6e1c4574c()
   at Game.GameDefs.ReadDefs()
   at Game.GnomanEmpire.StartNewGame(CreateWorldOptions worldOptions)
   at Game.GUI.AdvancedSetupWindow.cb8409edc08f941f6f4f49290f07bd403(Object c06a12f9330e57ac1143c202efc8a62a4, EventArgs c3abacd0606a3ff37da3197e93bd34315)
   at Game.GUI.Controls.Control.OnClick(EventArgs e)
   at Game.GUI.Controls.ButtonBase.OnClick(EventArgs e)
   at Game.GUI.Controls.Button.OnClick(EventArgs e)
   at Game.GUI.Controls.Control.cb3d2d3a500ab8084674eaf834903cea3(EventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.Control.MessageProcess(Message message, EventArgs e)
   at Game.GUI.Controls.Control.SendMessage(Message message, EventArgs e)
   at Game.GUI.Controls.Manager.cb809110bb9cd3bcd7a16d943448b835e(Object c06a12f9330e57ac1143c202efc8a62a4, MouseEventArgs c8482cd208d0dc03f97c0bb70b52dd1d3)
   at Game.GUI.Controls.InputSystem.c483c73264c5228a80c8100a185c15bb1(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.c62aa04977886846ee79ac1f192ef16a6(MouseState cb69a88ff952830ca789709e8f0a24524, GameTime c1811d3fd0a79a51ec86e55f16b03a2a2)
   at Game.GUI.Controls.InputSystem.Update(GameTime gameTime)
   at Game.GUI.Controls.Manager.Update(GameTime gameTime)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Also yes, I renamed the Tileset folder to Sprites, so that shouldn't be the issue, though if it was it also wouldn't load from the manual install version.
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: Stealth on September 10, 2015, 09:59:06 PM
does any1 have problems to load a save from the previous indev rc? my first try resulted in plain white textures for everything and after that first one it keeps on loading forever. reinstall did nothing good, starting a new one works flawless, disabo of glassworks did nothing
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: sstuglin on September 11, 2015, 10:03:13 AM

EDIT: Also, there appears to be some issues with how Gnomoria is handling loading mods from the Workshop. Game loads fine if the mod is installed manually, even if you install it manually into the Mods folder by copying it from the workshop\contents folder. I'm asking some of my subscribers to test this as well so we can get a larger pool. Here is the crashlog I received when trying to load my mod through the Workshop version.


I can independently confirm this new problem - a CTD when generating new worlds with a previously working MOD when using the Steam downloaded version, but after copying the mod files manually to the mods folder it creates a new world with the mod fine.  Tested 1PM EST Friday.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 11, 2015, 03:45:30 PM
Got both crash fixes up.  The loading save games crash was a bit confusing but I finally got it :)
Title: Re: Gnomoria v0.9.18 RC37 release
Post by: RoboB0b on September 11, 2015, 04:17:54 PM
So, just to clarify, this means that we can have any new sprites in their own file, OR all in one sheet? (I think that might answer itself, but just for clarity's sake :) )

On another note: Can two mods modify the same item? For example, if Mod 1 changes the maximum capacity of the woodcarver, and Mod 2 adds a new craftable item to the woodcarver, how does this conflict resolve itself? Does only one mod get "carried through" to the final merged-mod state?

Yeah you can have each sprite in it's own file, all in one file, or a couple of files with a couple sprites in each.

Right now for workshops specifically the first time one is defined that's the one that gets used for everything.  Combining recipe lists can be done and I can see it getting used a lot by adding new items to existing workshops.  CraftableItem doesn't have an ID so I'll have to just add the recipe lists together and assume each recipe is unique.  I'm not sure how to resolve something like the max capacity setting without just going with the first one.

In general right now everything merges but we still have to figure out the best way to resolve merge conflicts in some specific cases.

@RoboB0b: You mention what to do to merge mods if we do NOT alter vanilla parameters... What if we do though? For example in Glassworks I have modified tables so that they have a unique sprite if the material is a type of glass. The same is true for all workshops that have tables. Can we just no longer modify the vanilla parameters or is there something else to do?


The base mod gets loaded first.  Any files in there overwrite the vanilla files so that you can remove or modify vanilla stuff.  Then when reading the included mods it merges by adding in stuff without overwriting anything.  New IDs just get easily added and then if included mods reuse an ID we just have to decide how to resolve each conflict case by case.  So using the workshop example from above, if an included mod defines a workshop with an ID that was used in the vanilla or base mod (woodcarver for example), it currently ignores the new workshop definition.  I'll change it to add the recipe list from the new woodcarver to the recipe list of the already defined one.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: LittleMikey on September 12, 2015, 05:05:25 AM
So I'm trying to figure out how to get Ebony Trees and Glassworks combined together. Here's my current attempt:
http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm (http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm)
Any idea of what I did wrong? Ebony Trees aren't spawning.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 14, 2015, 01:43:20 PM
So I'm trying to figure out how to get Ebony Trees and Glassworks combined together. Here's my current attempt:
http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm (http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm)
Any idea of what I did wrong? Ebony Trees aren't spawning.

It's hard to say from that picture.  EbonyTrees looks like it's in the right folder.  Tilesheet should be Sprites but that seems like a separate issue.  Does the log show it's loading EbonyTrees xml files?  Is there an entry in terrainsettings.xml to spawn Ebony Trees at world gen?
Title: Re: Gnomoria v0.9.18 RC36 release
Post by: RoboB0b on September 14, 2015, 02:57:03 PM
EDIT: Unrelated to the problem, but still related to sprites I cannot seem to get items that show with multiple materials to continue showing the colors for them after constructed. For example, a lamp made of copper and green glass will have the proper colors -- copper for the metal frame (MaterialIndex 0) and green for the glass (MaterialIndex 1) -- but doesn't seem to be able to translate that once it is made into a lamppost. Once constructed it is either all copper colored (MaterialIndex as anything other than -1), or I have to just NOT have the glass colored for the lamppost (MaterialIndex as -1). The game seems to forget that the original lamp had two materials when it constructs it into a lamppost. I suppose I could made different colored sprites for each type of glass, but that seems inefficient.

MaterialIndex for items references that items components and for constructions the constructions components.  Something like a framed wall takes a block and a plank and uses the color of each as expected.  I'm guessing the lamppost construction just takes 1 component (a lamppost or lamp) similar to most furniture?  I made a change for the next RC so that if a construction has only 1 component then MaterialIndex references that component's components.  That should fix it for you without affecting other constructions.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: Merry76 on September 14, 2015, 03:13:04 PM
I do have some more questions about the items.xml  8)

So, I thought about screwing up the sword definitions a bit - afterall, you implemented the weighting of attacks I asked you for so I (and others) could implement some sort of different attack than just "swings his sword at X". Variety is awesome!

Problem is this:

I dont actually know how the resulting damage is actually calculated! There are so many variables that do affect the damage, but the formula eludes me (I once decompiled gnomoria, and it seems all the variables get multiplied iirc. But that may or may not have changed, and I cant remember to see any skill or attribute in there... It was obfuscated, so Its hard to guess too... (And I couldnt program for cookies back then, maybe I should try again? But then again its like digging through a girls drawer to look at what kind of underwear she likes to wear - instead of asking. Both is weird, the latter less so... So I rather ask))

We got:
WeaponSize
AttackTime
DamageScale
Point/Edge/BluntModifier (can be zero, so multiplying them all together would be weird and zero out all damage - blunt is somehow 1 by default while the others are 0??? )
ProjectileModifier (may or may not be the same as the above, but its default is 1)
VelocityModifier (makes a weapon easier to block if low, harder to block if high - also adds damage)

And maybe:
Fitness
Weaponskill
Nimbleness (could be... But then again, maybe only for defense...)
Focus (it has to do something with combat, it rises by fighting... Probably initiative?)

I would guess that for a stabby attack we would calculate something like:

(Fitness + Weaponskill) * WeaponSize * DamageScale * Point * VelocityModifier

But that would give us way too big damage numbers, so maybe its 1/100 of that? I mean, Steel sustains 4800, but blocks 360 slash, 200 Pierce and 40 Blunt. If slash is meant to do any damage at all, the calculated damage of a mediocre fighter (120 fitness, 50 Weaponskill) should be a bit above 360, say 400 (would be almost nothing, but hey... You brought an axe to a hammer fight).
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: espoire on September 15, 2015, 12:58:22 PM
Hey, RoboB0b, can I request a new feature?

In faction.xml, in TradeGood definitions, I'd like a Chance tag, which accepts a probability for the item to be offered at all.

For example:

<TradeGood>
  <ItemID>RawGem</ItemID>
  <MaterialID>Sapphire</MaterialID>
  <FixedValue>150</FixedValue>
  <Min>4</Min>
  <Max>15</Max>
  <Chance>0.05</Chance>
</TradeGood>

...could be added to a Mining Kingdom's merchant to give it a 5% chance to sell a few raw sapphires each time they visit. The other 95% of the time, this TradeGood would be skipped.

I'd like to use a setting like this to allow merchants to occasionally offer very useful items at high prices, such as high-quality weapons, tools, furniture, etc.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: espoire on September 15, 2015, 01:15:43 PM
Another request regarding faction.xml:

It seems every trader definition has a HUGE list of:

<TradeGood>
  <ItemID>PetRock</ItemID>
  <BuyModifier>0.4</BuyModifier>
</TradeGood>
<TradeGood>
  <ItemID>Table</ItemID>
  <BuyModifier>0.2</BuyModifier>
</TradeGood>
<TradeGood>
  <ItemID>BattleAxe</ItemID>
  <BuyModifier>0.05</BuyModifier>
</TradeGood>
<TradeGood>
  <ItemID>LeatherBoot</ItemID>
  <BuyModifier>0.5</BuyModifier>
</TradeGood>

...and so on, listing all the items in the game that trade for less than they're "worth". Every single trader has the same list, and it's hugely redundant.

Can we get a GlobalTradeModifiers tag that we can put all these common mods all in one place, so there doesn't need to be 20 different copies of this big list?
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 15, 2015, 03:44:49 PM
I do have some more questions about the items.xml  8)

So, I thought about screwing up the sword definitions a bit - afterall, you implemented the weighting of attacks I asked you for so I (and others) could implement some sort of different attack than just "swings his sword at X". Variety is awesome!

Problem is this:

I dont actually know how the resulting damage is actually calculated! There are so many variables that do affect the damage, but the formula eludes me (I once decompiled gnomoria, and it seems all the variables get multiplied iirc. But that may or may not have changed, and I cant remember to see any skill or attribute in there... It was obfuscated, so Its hard to guess too... (And I couldnt program for cookies back then, maybe I should try again? But then again its like digging through a girls drawer to look at what kind of underwear she likes to wear - instead of asking. Both is weird, the latter less so... So I rather ask))

We got:
WeaponSize
AttackTime
DamageScale
Point/Edge/BluntModifier (can be zero, so multiplying them all together would be weird and zero out all damage - blunt is somehow 1 by default while the others are 0??? )
ProjectileModifier (may or may not be the same as the above, but its default is 1)
VelocityModifier (makes a weapon easier to block if low, harder to block if high - also adds damage)

And maybe:
Fitness
Weaponskill
Nimbleness (could be... But then again, maybe only for defense...)
Focus (it has to do something with combat, it rises by fighting... Probably initiative?)

I would guess that for a stabby attack we would calculate something like:

(Fitness + Weaponskill) * WeaponSize * DamageScale * Point * VelocityModifier

But that would give us way too big damage numbers, so maybe its 1/100 of that? I mean, Steel sustains 4800, but blocks 360 slash, 200 Pierce and 40 Blunt. If slash is meant to do any damage at all, the calculated damage of a mediocre fighter (120 fitness, 50 Weaponskill) should be a bit above 360, say 400 (would be almost nothing, but hey... You brought an axe to a hammer fight).

https://www.gnomoriawiki.com/wiki/Weapons_and_Armor

The multiplier for attributes is the value / 100.  So every point of Fitness or Nimbleness over 100 is 1% more damage.  Weapon skill only determines chance to hit, not damage.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: Cuillere on September 15, 2015, 04:58:33 PM
https://www.gnomoriawiki.com/wiki/Weapons_and_Armor

The multiplier for attributes is the value / 100.  So every point of Fitness or Nimbleness over 100 is 1% more damage.  Weapon skill only determines chance to hit, not damage.

Hi !

I'm not a developper, just an "old" player, I play a 52 years old kingdom (6.3 millions worth) and i like to follow the developpment of this game. And by looking to your post with multiplier, i'm understanding that i trained my warriors by a wrong way. I have a lot of "normal" warriors, training on training grounds (various weapons, shield and melee weapons are at +500 stats and crossbow +300) and fighting gobelins and mants (they are the only monsters, i dont dig), and one team of monks (they are just here for fun, they are just training for 26 years). They are training for a while and i can compare how their stats increase.

A normal training - with weapons and armor - increases Fitness, focus and weapon stats. By example, Nabin with his crossbow is after 26 years of training at 245 fitness (approximatly +145 stats with training and fight), 100 nimbleness (+0 stats), 233 focus (+133 stats), crossbow 346 (+330 stats); the other stats didnt change. Meanwhile a "monk" training - way of a gnome, nude - increases Fitness, nimbleness, focus, fighting and dodge. Didymus, who started the same year has 381 fitness (+281) , 332 nimbleness (+231), 439 focus (+339), fighting 603 (+590 but we dont care) and dodge 547 (but we dont care too). Even if conditions of training werent exactly the same the whole time (they are both in a team full of crossbows/ monks, maybe sometimes a team had 4 people and the other 5, but it was a short time and it doesnt have a big effect).

The point is that monks trains fitness and focus really faster (+145 vs +281 and +133 vs +339) and a dommage stats that normal training doesnt increase : nimbleness (+231). If we calculate the %dommage won by both, the crossbow has 145% of his untrained dommages after 26 years of training and the monk has more than 500% of his untrained dommages. Even if weapons perks increase the hit chances and do so increase statistic dommages (the less you miss, the more dommage you deal in a fight), this stat is less and less effective (the more weapon attribute you have, the less you increase precision with a new point - if you need 100 points to have 50% chance of hit, you'll have 75% chance of hit with 200 points and 87.5% with 400 (or 300?)). So after, a cap, statistic dommages increased with weapon attributes are ridiculous regarding fitness and nimbleness. It means after a cap (I don't know how many, maybe 200, 300 points ?), the best way to get dommages is to train your warrior as monks and not the "normal" training.

Am I wrong ?

PS : Sorry for bad english.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: wingmanx7 on September 15, 2015, 06:31:02 PM
Hey Rob, could you add an option to override duplicate keys instead of ignoring them

Ex: Reading vanilla body.xml
      Reading Mods/TheMod/Included Mods/Mod Files/Data/Characters/body.xml
      Ignoring duplicate key: Gnome

Becomes
     "
     "
          Overriding duplicate key : Gnome
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: LittleMikey on September 16, 2015, 02:57:27 AM
So I'm trying to figure out how to get Ebony Trees and Glassworks combined together. Here's my current attempt:
http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm (http://imgur.com/1pjNt3N,mnwud7E,C9w6vxm)
Any idea of what I did wrong? Ebony Trees aren't spawning.

It's hard to say from that picture.  EbonyTrees looks like it's in the right folder.  Tilesheet should be Sprites but that seems like a separate issue.  Does the log show it's loading EbonyTrees xml files?  Is there an entry in terrainsettings.xml to spawn Ebony Trees at world gen?
Here's my log:
Code: [Select]
Reading mod 'Glassworks v0.9'...

Reading Mods/Glassworks v0.9/Data/Objects/items.xml
Reading Mods/Glassworks v0.9/Data/material.xml
Reading Mods/Glassworks v0.9/Data/Objects/workshops.xml
Reading Mods/Glassworks v0.9/Data/Objects/constructions.xml
Reading Mods/Glassworks v0.9/Data/sprites.xml
Reading vanilla plant.xml
Reading vanilla liquid.xml
Reading Mods/Glassworks v0.9/Data/Objects/storage.xml
Reading vanilla ammo.xml
Reading vanilla mechanism.xml
Reading vanilla trap.xml
Reading vanilla blueprint.xml
Reading Mods/Glassworks v0.9/Data/Characters/skill.xml
Reading vanilla race.xml
Reading vanilla faction.xml
Reading vanilla bodypart.xml
Reading vanilla body.xml
Reading Mods/Glassworks v0.9/Data/Objects/itemsettings.xml
Reading Mods/Glassworks v0.9/Data/UI/rightclickmenusettings.xml
Reading Mods/Glassworks v0.9/Data/UI/stockmenusettings.xml
Reading vanilla uniformsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/constructionsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/workshopsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/prospectorsettings.xml
Reading vanilla designationsettings.xml
Reading Mods/Glassworks v0.9/Data/Characters/charactersettings.xml
Reading vanilla goblinsettings.xml
Reading vanilla mantsettings.xml
Reading vanilla golemsettings.xml
Reading vanilla automatonsettings.xml
Reading vanilla grasssettings.xml
Reading vanilla bloodsettings.xml
Reading vanilla terrainsettings.xml
Reading Mods/Glassworks v0.9/Data/jobsettings.xml
Reading Mods/Glassworks v0.9/Data/newgamesettings.xml
Reading vanilla plantsettings.xml
Reading vanilla liquidsettings.xml
Reading vanilla mechanismsettings.xml
Reading vanilla language.xml
Reading vanilla name.xml
Reading vanilla word.xml
Reading vanilla namerules.xml
Reading Mods/Glassworks v0.9/Data/UI/professionmenusettings.xml

...finished reading mod
It looks like Ebony Trees isn't getting loaded, does the modmergeorder.ini file use the name of the mod folder or the name of the mod in Settings.ini? I tried adding both to modmergeorder. And yes, Ebony Trees should be spawning trees. Anything else I can provide to help diagnose what's wrong?
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: Merry76 on September 16, 2015, 06:55:55 AM
https://www.gnomoriawiki.com/wiki/Weapons_and_Armor

The multiplier for attributes is the value / 100.  So every point of Fitness or Nimbleness over 100 is 1% more damage.  Weapon skill only determines chance to hit, not damage.

Ah, thats still accurate? I guess the miss formula is a bit wrong though (bracket error, also takes nimbleness as a unmodified value, which cant be right). I am still able to update the wiki (new users cant actually register anymore, the authentication picture cant be loaded), should I change it from this:

Max(1 - ((WeaponSkill / 100) * Focus * 0.1 + 0.9, 0.01)

to this?

Max(1-((WeaponSkill/100)*(Focus/100)*0.1)-0.9, 0.01)

-- > Extra brackets around the multiplications are not needed, but some people do not get multiplication before addition stack or whats it called in english speaking schools (punkt vor strich in german speaking ones).

I go and play around with the numbers now *G*
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Roboute on September 16, 2015, 07:19:21 AM
@Robobob: Would it be possible to set a prerequisite to be able to mine a certain type of stone/ore/wood/any material?

Currently a startergnome could just mine his way down to the lowest level and go for the iron on day 1.
I would love to set several prerequisite stages so it takes longer to progress, but then it will really feel as progress.

So to mine tin and copper you need at least a wooden pickaxe, to mine iron you need at least a copper pickaxe, etc. (just a random example)
That would also require a way to designate an order of materials that are better or worse than others.

It would be even more awesome if you could also set a minimum skill level before you can mine/chop/gather a certain material.
So Iron would require at least a copper pickaxe AND at least a mining skill of 200 (another random example)
In order to be able to plant and harvest carrots, your gnome neads to be at least 200 in farming (another example)

I hope something like this is doable and falls within the abilities you want modders to have :)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Roboute on September 16, 2015, 07:24:36 AM
A second feature I would love is to be able to set which types of material spawn underground, and in how many layers.

So I could say that i want the first 3 underground layers to be granite, then 5 layers of basalt, etc.

This would then tie in perfectly to the previous feature.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 16, 2015, 09:33:13 AM
Hi !

I'm not a developper, just an "old" player, I play a 52 years old kingdom (6.3 millions worth) and i like to follow the developpment of this game. And by looking to your post with multiplier, i'm understanding that i trained my warriors by a wrong way. I have a lot of "normal" warriors, training on training grounds (various weapons, shield and melee weapons are at +500 stats and crossbow +300) and fighting gobelins and mants (they are the only monsters, i dont dig), and one team of monks (they are just here for fun, they are just training for 26 years). They are training for a while and i can compare how their stats increase.

A normal training - with weapons and armor - increases Fitness, focus and weapon stats. By example, Nabin with his crossbow is after 26 years of training at 245 fitness (approximatly +145 stats with training and fight), 100 nimbleness (+0 stats), 233 focus (+133 stats), crossbow 346 (+330 stats); the other stats didnt change. Meanwhile a "monk" training - way of a gnome, nude - increases Fitness, nimbleness, focus, fighting and dodge. Didymus, who started the same year has 381 fitness (+281) , 332 nimbleness (+231), 439 focus (+339), fighting 603 (+590 but we dont care) and dodge 547 (but we dont care too). Even if conditions of training werent exactly the same the whole time (they are both in a team full of crossbows/ monks, maybe sometimes a team had 4 people and the other 5, but it was a short time and it doesnt have a big effect).

The point is that monks trains fitness and focus really faster (+145 vs +281 and +133 vs +339) and a dommage stats that normal training doesnt increase : nimbleness (+231). If we calculate the %dommage won by both, the crossbow has 145% of his untrained dommages after 26 years of training and the monk has more than 500% of his untrained dommages. Even if weapons perks increase the hit chances and do so increase statistic dommages (the less you miss, the more dommage you deal in a fight), this stat is less and less effective (the more weapon attribute you have, the less you increase precision with a new point - if you need 100 points to have 50% chance of hit, you'll have 75% chance of hit with 200 points and 87.5% with 400 (or 300?)). So after, a cap, statistic dommages increased with weapon attributes are ridiculous regarding fitness and nimbleness. It means after a cap (I don't know how many, maybe 200, 300 points ?), the best way to get dommages is to train your warrior as monks and not the "normal" training.

Am I wrong ?

PS : Sorry for bad english.

It's not intended but it might be working that way.  It scales XP gained off attack time so that 2h weapons (slow) skill up at the same rate as 1H.  There could be something off so that monks who are putting in more attacks over the same amount of time get slightly more XP.  Also, just a side note but I wanted to add in that the way the monk perk works is that they get bonus damage that scales up with fighting skill.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 16, 2015, 09:33:51 AM
Hey Rob, could you add an option to override duplicate keys instead of ignoring them

Ex: Reading vanilla body.xml
      Reading Mods/TheMod/Included Mods/Mod Files/Data/Characters/body.xml
      Ignoring duplicate key: Gnome

Becomes
     "
     "
          Overriding duplicate key : Gnome

To override body.xml put it in the base mod (TheMod) instead of Included Mods
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 16, 2015, 09:36:12 AM
Here's my log:
Code: [Select]
Reading mod 'Glassworks v0.9'...

Reading Mods/Glassworks v0.9/Data/Objects/items.xml
Reading Mods/Glassworks v0.9/Data/material.xml
Reading Mods/Glassworks v0.9/Data/Objects/workshops.xml
Reading Mods/Glassworks v0.9/Data/Objects/constructions.xml
Reading Mods/Glassworks v0.9/Data/sprites.xml
Reading vanilla plant.xml
Reading vanilla liquid.xml
Reading Mods/Glassworks v0.9/Data/Objects/storage.xml
Reading vanilla ammo.xml
Reading vanilla mechanism.xml
Reading vanilla trap.xml
Reading vanilla blueprint.xml
Reading Mods/Glassworks v0.9/Data/Characters/skill.xml
Reading vanilla race.xml
Reading vanilla faction.xml
Reading vanilla bodypart.xml
Reading vanilla body.xml
Reading Mods/Glassworks v0.9/Data/Objects/itemsettings.xml
Reading Mods/Glassworks v0.9/Data/UI/rightclickmenusettings.xml
Reading Mods/Glassworks v0.9/Data/UI/stockmenusettings.xml
Reading vanilla uniformsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/constructionsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/workshopsettings.xml
Reading Mods/Glassworks v0.9/Data/Objects/prospectorsettings.xml
Reading vanilla designationsettings.xml
Reading Mods/Glassworks v0.9/Data/Characters/charactersettings.xml
Reading vanilla goblinsettings.xml
Reading vanilla mantsettings.xml
Reading vanilla golemsettings.xml
Reading vanilla automatonsettings.xml
Reading vanilla grasssettings.xml
Reading vanilla bloodsettings.xml
Reading vanilla terrainsettings.xml
Reading Mods/Glassworks v0.9/Data/jobsettings.xml
Reading Mods/Glassworks v0.9/Data/newgamesettings.xml
Reading vanilla plantsettings.xml
Reading vanilla liquidsettings.xml
Reading vanilla mechanismsettings.xml
Reading vanilla language.xml
Reading vanilla name.xml
Reading vanilla word.xml
Reading vanilla namerules.xml
Reading Mods/Glassworks v0.9/Data/UI/professionmenusettings.xml

...finished reading mod
It looks like Ebony Trees isn't getting loaded, does the modmergeorder.ini file use the name of the mod folder or the name of the mod in Settings.ini? I tried adding both to modmergeorder. And yes, Ebony Trees should be spawning trees. Anything else I can provide to help diagnose what's wrong?

For the modmergeorder.ini file it's just the name of the folder.  So in this case EbonyTrees.  It doesn't look like it's being loaded at all though.  What does the EbonyTrees folder look like? Is the Data folder right inside it?
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 16, 2015, 09:41:52 AM
https://www.gnomoriawiki.com/wiki/Weapons_and_Armor (https://www.gnomoriawiki.com/wiki/Weapons_and_Armor)

The multiplier for attributes is the value / 100.  So every point of Fitness or Nimbleness over 100 is 1% more damage.  Weapon skill only determines chance to hit, not damage.

Ah, thats still accurate? I guess the miss formula is a bit wrong though (bracket error, also takes nimbleness as a unmodified value, which cant be right). I am still able to update the wiki (new users cant actually register anymore, the authentication picture cant be loaded), should I change it from this:

Max(1 - ((WeaponSkill / 100) * Focus * 0.1 + 0.9, 0.01)

to this?

Max(1-((WeaponSkill/100)*(Focus/100)*0.1)-0.9, 0.01)

-- > Extra brackets around the multiplications are not needed, but some people do not get multiplication before addition stack or whats it called in english speaking schools (punkt vor strich in german speaking ones).

I go and play around with the numbers now *G*

I need to figure out what's up with the wiki :/  I'm not sure if the -0.9 is a typo or not but yeah Focus should be Focus/100.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 16, 2015, 12:29:41 PM
@Robobob: Would it be possible to set a prerequisite to be able to mine a certain type of stone/ore/wood/any material?

Currently a startergnome could just mine his way down to the lowest level and go for the iron on day 1.
I would love to set several prerequisite stages so it takes longer to progress, but then it will really feel as progress.

So to mine tin and copper you need at least a wooden pickaxe, to mine iron you need at least a copper pickaxe, etc. (just a random example)
That would also require a way to designate an order of materials that are better or worse than others.

It would be even more awesome if you could also set a minimum skill level before you can mine/chop/gather a certain material.
So Iron would require at least a copper pickaxe AND at least a mining skill of 200 (another random example)
In order to be able to plant and harvest carrots, your gnome neads to be at least 200 in farming (another example)

I hope something like this is doable and falls within the abilities you want modders to have :)

Seems doable.  Not sure when I could get to it.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: Cuillere on September 16, 2015, 02:23:32 PM

It's not intended but it might be working that way.  It scales XP gained off attack time so that 2h weapons (slow) skill up at the same rate as 1H.  There could be something off so that monks who are putting in more attacks over the same amount of time get slightly more XP.  Also, just a side note but I wanted to add in that the way the monk perk works is that they get bonus damage that scales up with fighting skill.

Thank you for the answer !
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: wingmanx7 on September 16, 2015, 05:56:53 PM
Hey Rob, could you add an option to override duplicate keys instead of ignoring them

Ex: Reading vanilla body.xml
      Reading Mods/TheMod/Included Mods/Mod Files/Data/Characters/body.xml
      Ignoring duplicate key: Gnome

Becomes
     "
     "
          Overriding duplicate key : Gnome

To override body.xml put it in the base mod (TheMod) instead of Included Mods

Yes i know that, but i don't want to override the whole document, just the item with the id "Gnome". Right now(has i understand it) gnomoria sees that there is already an item with the id "Gnome" in the vanilla file and so it ignores the item in the custom body.xml file. What i'm saying is that there should be an option to override it instead of ignoring it.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Scmadar on September 16, 2015, 10:21:49 PM
Yes i know that, but i don't want to override the whole document, just the item with the id "Gnome". Right now(has i understand it) gnomoria sees that there is already an item with the id "Gnome" in the vanilla file and so it ignores the item in the custom body.xml file. What i'm saying is that there should be an option to override it instead of ignoring it.
Can you put just the 'Gnome' bit in its own file in the body.xml file? Essentially an empty file with just the 'Gnome' tag (in the proper place in the hierarchy). That should override anything from vanilla. You shouldn't need to include any other parts from the file, those will be used from vanilla if not present (I think). Reading from the log file, it looks like it would just look at the keys that are present and overwrite those keys from vanilla - though I have not tested it and am not sure if that would work or get thrown out as an invalid mod.

I may be wrong about this, maybe if the file is changed the modded version replaces the vanilla version completely? But it would be easier if anything that needs to overwrite vanilla goes in the base mod, and anything that is being added goes as a submod (makes sense to me anyway).
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: LittleMikey on September 17, 2015, 07:26:17 AM
Here's my log:
*snip*
It looks like Ebony Trees isn't getting loaded, does the modmergeorder.ini file use the name of the mod folder or the name of the mod in Settings.ini? I tried adding both to modmergeorder. And yes, Ebony Trees should be spawning trees. Anything else I can provide to help diagnose what's wrong?

For the modmergeorder.ini file it's just the name of the folder.  So in this case EbonyTrees.  It doesn't look like it's being loaded at all though.  What does the EbonyTrees folder look like? Is the Data folder right inside it?

Here's my EbonyTrees folder:
(http://i.imgur.com/N2qL7L8.png)
Everything looks like it's in the right spot to me.

*EDIT*
Here's the properties of the modmergeorder.ini, I think it's formatted correctly to be read as a .ini and not like a .ini.txt
http://i.imgur.com/Kxld4kP.png (http://i.imgur.com/Kxld4kP.png)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Merry76 on September 17, 2015, 11:12:08 AM
Weird. I tried the nesting (with just 3 almost empty mods, all more or less only containing different Stockpileorders) and it merges fine. Then again, they do not have a settings file of their own. Maybe thats the trigger?
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: wingmanx7 on September 17, 2015, 05:46:05 PM
Yes i know that, but i don't want to override the whole document, just the item with the id "Gnome". Right now(has i understand it) gnomoria sees that there is already an item with the id "Gnome" in the vanilla file and so it ignores the item in the custom body.xml file. What i'm saying is that there should be an option to override it instead of ignoring it.
Can you put just the 'Gnome' bit in its own file in the body.xml file? Essentially an empty file with just the 'Gnome' tag (in the proper place in the hierarchy). That should override anything from vanilla. You shouldn't need to include any other parts from the file, those will be used from vanilla if not present (I think). Reading from the log file, it looks like it would just look at the keys that are present and overwrite those keys from vanilla - though I have not tested it and am not sure if that would work or get thrown out as an invalid mod.

I may be wrong about this, maybe if the file is changed the modded version replaces the vanilla version completely? But it would be easier if anything that needs to overwrite vanilla goes in the base mod, and anything that is being added goes as a submod (makes sense to me anyway).

No that would only work if i were to add a new thing in body.xml. What i'm trying to do is replace code in the vanilla body.xml for an item with the same id as an existing one

Some code to clarify

Vanilla
----------------
<Item>
<ID>Gnome</ID>
Some stuff
</Item>
lots of other code

Custom
----------------
<Item>
<ID>Gnome</ID>
Some stuff with little modifications
</Item>
no other code at all

The item with the id Gnome is being ignored by gnomoria because it as the same id as an item in the vanilla folder. Instead of ignoring it, i want it to be read istead of the one that is in the vanilla folder(Ignore the one in the vanilla folder and read this one).
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Scmadar on September 17, 2015, 08:29:57 PM
No that would only work if i were to add a new thing in body.xml. What i'm trying to do is replace code in the vanilla body.xml for an item with the same id as an existing one

Some code to clarify

**basically exactly what I had meant, just was bad at communicating**

The item with the id Gnome is being ignored by gnomoria because it as the same id as an item in the vanilla folder. Instead of ignoring it, i want it to be read istead of the one that is in the vanilla folder(Ignore the one in the vanilla folder and read this one).

You're right, this does not work. Sorry about that. I did not test it out like I should have :)

What I had hoped would happen is things in the base mod overwrite and extend things in vanilla, rather than a complete replacement of everything - duplicates get overwritten instead of ignored. The Included Mods section would work as is, adding on new stuff and not changing anything if it is already there.

What actually happens is either the entire file is overwritten if it is in the base mod, or duplicate tags are ignored if it is in an included mod.

Since currently the only option to change small bits of vanilla behavior is to overwrite the entire file, I agree there needs to be an option to state what mods overwrite tags and what mods just add functionality that was not there to start with. This will help to preserve mods' compatibility with future versions of the game, e.g. if new vanilla badguys are added then the mod needs to update to include them. It is essentially forcing the mod to update every time the game does, which is Bad. Much better to include in the mod only those things you want to change, to preserve compatibility with everything else.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: wingmanx7 on September 17, 2015, 09:05:29 PM
Quote
You're right, this does not work. Sorry about that. I did not test it out like I should have :)

What I had hoped would happen is things in the base mod overwrite and extend things in vanilla, rather than a complete replacement of everything - duplicates get overwritten instead of ignored. The Included Mods section would work as is, adding on new stuff and not changing anything if it is already there.

What actually happens is either the entire file is overwritten if it is in the base mod, or duplicate tags are ignored if it is in an included mod.

Since currently the only option to change small bits of vanilla behavior is to overwrite the entire file, I agree there needs to be an option to state what mods overwrite tags and what mods just add functionality that was not there to start with. This will help to preserve mods' compatibility with future versions of the game, e.g. if new vanilla badguys are added then the mod needs to update to include them. It is essentially forcing the mod to update every time the game does, which is Bad. Much better to include in the mod only those things you want to change, to preserve compatibility with everything else.

YES! That's exactly what I was trying to say!
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Hackworth on September 18, 2015, 02:53:53 PM
I hope this patch won't be 90% Workshop integration. Are you ever going to tackle performance issues and/or reproducible crashes involving liquids? Because those are currently the top 2 reasons I've stopped playing for now.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 21, 2015, 09:44:49 AM
@Rob0Bob: A feature request for modding that I made mention of earlier but never got a reply on (so I'm figuring it got lost in the various posts or otherwise missed). Do you think it is possible to have multiple different "blueprint" branches each researched from their own version of a tinker's bench?

For example, the default tinker's bench could research blueprints for engineering while a chef's bench could be made that researches a different set of blueprints (in this case, for cooking recipes)?

The settings in blueprints.xml could ask for a blueprint set for each item or something to designate branches from one another while the <TinkerBenchID> tag in workshopsettings.xml could have a modifier tying that workshop with a specific branch of blueprints. This could help modders set up new and interesting forms of progression throughout their mods.

EDIT -- Another request: The possibility of recipes having a byproduct of some sort? For example, taking a honeycomb or something and being able to make honey out of it with a byproduct of beeswax. By default it takes the material of the first item in the recipe as per normal, but can have be defined to take the material of a different item in the recipe via <MaterialIndex>. This could lead to more interesting production chains.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 25, 2015, 12:12:25 PM
Ok everyone, I finally got the indev branch merged with the osx/linux changes and everything setup on my end to build for all platforms.  It took longer than I expected but should be much easier moving forward now.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 25, 2015, 12:17:11 PM
I hope this patch won't be 90% Workshop integration. Are you ever going to tackle performance issues and/or reproducible crashes involving liquids? Because those are currently the top 2 reasons I've stopped playing for now.

Yes performance and bugs fixes are coming up after mod support moves into the main branch
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 25, 2015, 12:20:57 PM
@Rob0Bob: A feature request for modding that I made mention of earlier but never got a reply on (so I'm figuring it got lost in the various posts or otherwise missed). Do you think it is possible to have multiple different "blueprint" branches each researched from their own version of a tinker's bench?

For example, the default tinker's bench could research blueprints for engineering while a chef's bench could be made that researches a different set of blueprints (in this case, for cooking recipes)?

The settings in blueprints.xml could ask for a blueprint set for each item or something to designate branches from one another while the <TinkerBenchID> tag in workshopsettings.xml could have a modifier tying that workshop with a specific branch of blueprints. This could help modders set up new and interesting forms of progression throughout their mods.

EDIT -- Another request: The possibility of recipes having a byproduct of some sort? For example, taking a honeycomb or something and being able to make honey out of it with a byproduct of beeswax. By default it takes the material of the first item in the recipe as per normal, but can have be defined to take the material of a different item in the recipe via <MaterialIndex>. This could lead to more interesting production chains.

I can see this stuff being useful.  I'll add it to the list of mod support additions.
Title: Re: Gnomoria v0.9.18 RC38 release
Post by: RoboB0b on September 25, 2015, 12:22:57 PM
Here's my log:
*snip*
It looks like Ebony Trees isn't getting loaded, does the modmergeorder.ini file use the name of the mod folder or the name of the mod in Settings.ini? I tried adding both to modmergeorder. And yes, Ebony Trees should be spawning trees. Anything else I can provide to help diagnose what's wrong?

For the modmergeorder.ini file it's just the name of the folder.  So in this case EbonyTrees.  It doesn't look like it's being loaded at all though.  What does the EbonyTrees folder look like? Is the Data folder right inside it?

Here's my EbonyTrees folder:
(http://i.imgur.com/N2qL7L8.png)
Everything looks like it's in the right spot to me.

*EDIT*
Here's the properties of the modmergeorder.ini, I think it's formatted correctly to be read as a .ini and not like a .ini.txt
http://i.imgur.com/Kxld4kP.png (http://i.imgur.com/Kxld4kP.png)

I hate to ask but are you running the latest version with mod merging?  I can't see why it's skipping loading the included mod entirely.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: RoboB0b on September 25, 2015, 12:27:03 PM
Quote
You're right, this does not work. Sorry about that. I did not test it out like I should have :)

What I had hoped would happen is things in the base mod overwrite and extend things in vanilla, rather than a complete replacement of everything - duplicates get overwritten instead of ignored. The Included Mods section would work as is, adding on new stuff and not changing anything if it is already there.

What actually happens is either the entire file is overwritten if it is in the base mod, or duplicate tags are ignored if it is in an included mod.

Since currently the only option to change small bits of vanilla behavior is to overwrite the entire file, I agree there needs to be an option to state what mods overwrite tags and what mods just add functionality that was not there to start with. This will help to preserve mods' compatibility with future versions of the game, e.g. if new vanilla badguys are added then the mod needs to update to include them. It is essentially forcing the mod to update every time the game does, which is Bad. Much better to include in the mod only those things you want to change, to preserve compatibility with everything else.

YES! That's exactly what I was trying to say!

I understand what you guys are getting it but doing it that way doesn't allow for vanilla things to be removed.  The current method allows you to remove, overwrite and extend (where possible)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: lordkatana on September 25, 2015, 12:49:05 PM
cheers for the post roboB0b!
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Scmadar on September 25, 2015, 01:33:26 PM
Quote
You're right, this does not work. Sorry about that. I did not test it out like I should have :)

What I had hoped would happen is things in the base mod overwrite and extend things in vanilla, rather than a complete replacement of everything - duplicates get overwritten instead of ignored. The Included Mods section would work as is, adding on new stuff and not changing anything if it is already there.

What actually happens is either the entire file is overwritten if it is in the base mod, or duplicate tags are ignored if it is in an included mod.

Since currently the only option to change small bits of vanilla behavior is to overwrite the entire file, I agree there needs to be an option to state what mods overwrite tags and what mods just add functionality that was not there to start with. This will help to preserve mods' compatibility with future versions of the game, e.g. if new vanilla badguys are added then the mod needs to update to include them. It is essentially forcing the mod to update every time the game does, which is Bad. Much better to include in the mod only those things you want to change, to preserve compatibility with everything else.

YES! That's exactly what I was trying to say!

I understand what you guys are getting it but doing it that way doesn't allow for vanilla things to be removed.  The current method allows you to remove, overwrite and extend (where possible)

True, hadn't thought about that. Maybe the base mods still overwrites and removes things, but submods can have the option to extend and overwrite duplicates as well as (the default of) extend and ignore duplicates? You already have to put the submods in the modmergeorder.ini file, so you could put an optional argument after each one to say 'this one overwrites stuff'. No argument behaves as it does currently.

If it's too much work that's cool, just would be nice to have. Thanks for the response(s) :)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Bonapartiste on September 25, 2015, 03:01:10 PM
On the latest indev on OS X, Gnomoria seems to consistently crash whenever the game is called to play an in-game sound (I've attached a log below). The normal game music is absolutely fine, it loads and plays as usual, but in-game sounds such as mining or felling trees are played as static for about a second before the game crashes. This issue does not occur on 0.9.17, only on the indev (with and without mods), on Mac.

The log message is as follows:
Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 9/25/2015 4:46:09 PM
Assembly: Gnomoria.exe
 Version: 0.9.18.0
   World: world02
 Message: Object reference not set to an instance of an object
////////////////////////////////////////////////////////////////
  at IrrKlang.ISound.get_Finished () [0x00000] in <filename unknown>:0
  at Game.SFXEvent.Update () [0x00000] in <filename unknown>:0
  at Game.Job.UpdateSFX () [0x00000] in <filename unknown>:0
  at Game.Job.Progress (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.Character.ProgressJob (Single dt) [0x00000] in <filename unknown>:0
  at Game.Behaviors.PerformJob.ProgressJob (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Action`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Sequence`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Sequence`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Selector`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Selector`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.Character.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GameEntityManager.ProcessUpdateList (Single dt) [0x00000] in <filename unknown>:0
  at Game.GameEntityManager.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.UpdatePlaying (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoUpdate (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Tick () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at Game.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
////////////////////////////////////////////////////////////////
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: migizi on September 25, 2015, 03:30:41 PM
I'm having the same issue with the game crashing when some sound effects play. I'm running the indev 0.9.18 RC39. Didn't happen on the 0.9.17 branch.

Code: [Select]
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
  at IrrKlang.ISound.get_Finished () [0x00000] in <filename unknown>:0
  at Game.SFXEvent.Update () [0x00000] in <filename unknown>:0
  at Game.Job.UpdateSFX () [0x00000] in <filename unknown>:0
  at Game.Job.Progress (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.Character.ProgressJob (Single dt) [0x00000] in <filename unknown>:0
  at Game.Behaviors.PerformJob.ProgressJob (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Action`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Sequence`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Sequence`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Selector`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.BehaviorTree.Selector`1[Game.Character].Execute (Game.Character character, Single dt) [0x00000] in <filename unknown>:0
  at Game.Character.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GameEntityManager.ProcessUpdateList (Single dt) [0x00000] in <filename unknown>:0
  at Game.GameEntityManager.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.UpdatePlaying (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoUpdate (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Tick () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at Game.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: migizi on September 25, 2015, 03:32:30 PM
I get the following error on the Linux indev 0.9.18 RC39 when I try to mine a basalt floor.

Code: [Select]
[ERROR] FATAL UNHANDLED EXCEPTION: System.DivideByZeroException: Division by zero
  at Microsoft.Xna.Framework.Audio.OpenALDevice.GenBuffer (System.Byte[] data, UInt32 sampleRate, UInt32 channels, UInt32 loopStart, UInt32 loopEnd, Boolean isADPCM, UInt32 formatParameter) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Audio.AudioDevice.GenBuffer (System.Byte[] data, UInt32 sampleRate, UInt32 channels, UInt32 loopStart, UInt32 loopEnd, Boolean isADPCM, UInt32 formatParameter) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Audio.SoundEffect.INTERNAL_loadAudioStream (System.IO.Stream s) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Audio.SoundEffect..ctor (System.IO.Stream s) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Audio.SoundEffect.FromStream (System.IO.Stream stream) [0x00000] in <filename unknown>:0
  at IrrKlang.ISoundEngine.Play2D (System.String path, Boolean loop, Boolean pause) [0x00000] in <filename unknown>:0
  at Game.AudioManager.CreateSFX (System.String sfxName, Vector3 position) [0x00000] in <filename unknown>:0
  at Game.SFXEvent.PlayNext () [0x00000] in <filename unknown>:0
  at Game.SFXEvent..ctor (System.String eventID, Vector3 position) [0x00000] in <filename unknown>:0
  at Game.MineJob..ctor (Vector3 position) [0x00000] in <filename unknown>:0
  at Game.GUI.TileSelectionManager.AddNextJob (Vector3 pos) [0x00000] in <filename unknown>:0
  at Game.GUI.TileSelectionManager.AddJobsFromSelection () [0x00000] in <filename unknown>:0
  at Game.GUI.TileSelectionManager.HandleInput (Single dt) [0x00000] in <filename unknown>:0
  at Game.Region.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.World.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.UpdatePlaying (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoUpdate (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Tick () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at Game.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: wingmanx7 on September 25, 2015, 09:32:44 PM
Quote
You're right, this does not work. Sorry about that. I did not test it out like I should have :)

What I had hoped would happen is things in the base mod overwrite and extend things in vanilla, rather than a complete replacement of everything - duplicates get overwritten instead of ignored. The Included Mods section would work as is, adding on new stuff and not changing anything if it is already there.

What actually happens is either the entire file is overwritten if it is in the base mod, or duplicate tags are ignored if it is in an included mod.

Since currently the only option to change small bits of vanilla behavior is to overwrite the entire file, I agree there needs to be an option to state what mods overwrite tags and what mods just add functionality that was not there to start with. This will help to preserve mods' compatibility with future versions of the game, e.g. if new vanilla badguys are added then the mod needs to update to include them. It is essentially forcing the mod to update every time the game does, which is Bad. Much better to include in the mod only those things you want to change, to preserve compatibility with everything else.

YES! That's exactly what I was trying to say!

I understand what you guys are getting it but doing it that way doesn't allow for vanilla things to be removed.  The current method allows you to remove, overwrite and extend (where possible)

True, hadn't thought about that. Maybe the base mods still overwrites and removes things, but submods can have the option to extend and overwrite duplicates as well as (the default of) extend and ignore duplicates? You already have to put the submods in the modmergeorder.ini file, so you could put an optional argument after each one to say 'this one overwrites stuff'. No argument behaves as it does currently.

If it's too much work that's cool, just would be nice to have. Thanks for the response(s) :)

Maybe every single item that are already in the vanilla files could have a "ReferenceId" that would allow to overwrite single items more easily (by giving the same ReferenceId to the new item).
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: DrGenghis on September 26, 2015, 04:41:41 PM
Is is currently possible to create a custom automaton? I've been fiddling with the code but haven't managed to get anything working yet. Really need to be able to for my Necromancy mod, want to be able to raise civ friendly zombies and skeletons to be used as a kind of temp soldier.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: espoire on September 26, 2015, 09:21:26 PM
> Added a parameter to set the chance a trade good will be offered for a merchant
> Added DefaultTradeModifiers to charactersettings.xml to set trade modifiers for all merchants.  Individual merchant settings will override these values

That was fast! Thanks, RoboB0b!
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Tacyn on September 28, 2015, 09:22:18 AM
@Rob0Bob: A feature request for modding that I made mention of earlier but never got a reply on (so I'm figuring it got lost in the various posts or otherwise missed). Do you think it is possible to have multiple different "blueprint" branches each researched from their own version of a tinker's bench?

For example, the default tinker's bench could research blueprints for engineering while a chef's bench could be made that researches a different set of blueprints (in this case, for cooking recipes)?

The settings in blueprints.xml could ask for a blueprint set for each item or something to designate branches from one another while the <TinkerBenchID> tag in workshopsettings.xml could have a modifier tying that workshop with a specific branch of blueprints. This could help modders set up new and interesting forms of progression throughout their mods.

EDIT -- Another request: The possibility of recipes having a byproduct of some sort? For example, taking a honeycomb or something and being able to make honey out of it with a byproduct of beeswax. By default it takes the material of the first item in the recipe as per normal, but can have be defined to take the material of a different item in the recipe via <MaterialIndex>. This could lead to more interesting production chains.

I can see this stuff being useful.  I'll add it to the list of mod support additions.

On that note. Would it be possible to combine "tinker" benches with workshops?
For example, only while a cook is using the kitchen the research on cooking blueprints would advance.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 28, 2015, 12:19:18 PM
So, I'm having some issues with Glassworks and a few people experiencing issues with mining speeds (taking hours of in game time to mine). This is peculiar since I haven't modified anything involving mining, pickaxes, or any of the metal material values. Doubly peculiar is that I cannot replicate the issue on my end at all. The only way I can even see the issue is if someone who has the problem uploads a save with tiles designated for mining already; however if I undesignate those tiles and redesignate them everything will be mined at normal speeds. It seems to only happen with Glassworks installed (though I haven't had those people try with any other mods installed) and it seems to be a somewhat rare issue since I've only seen two people complain about it thus far. I have confirmation from one person that at the very least everything is up-to-date Gnomoria and mod-wise.

Does anyone have any clues what I could possibly do to see what could be the issue here? I'm figuring its something on their end, or perhaps some strange interaction with their clients and my mod (since I haven't updated it in a way that only includes new assets to each of the mod files perhaps?)... though I can't say that with any level of certainty.

If anyone wants to take a peek at the issue, install Glassworks from the forums page here and download this save from the Gnomoria World Pool Dropbox: https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0 (https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Merry76 on September 28, 2015, 01:28:44 PM
I havent played in a while (RL is pretty harsh to me right now, I cant really binge into Gnomoria (I want to mod and play it at the same time, but that is a pretty ill advised thing if you are low on the time budget)), but I do think the "better materials let you mine better" is a new [indev] thing, and has not been the case before. Maybe it needs a bit of rebalancing?

On that note, is there any math we can get about the mining speed and what affects it? Does depth factor into it? (mining gets harder because stuff is more compressed down there, or you have to be more careful...)
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: espoire on September 28, 2015, 01:41:39 PM
I think the "better materials let you mine better" is a new [indev] thing.

There's nothing in the notes at the start of this thread, and I haven't noticed it yet. I don't think it does that yet.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: bia.morton on September 28, 2015, 01:46:39 PM
on the note of "better materials mine better" i noticed that in certain places, workshops i believe, there is a required level 1. Any chance we can get actual level requirements? like level 1 to make sticks but level 5 to make planks, level 10 to build tinker shop etc etc etc
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 28, 2015, 01:59:04 PM
I havent played in a while (RL is pretty harsh to me right now, I cant really binge into Gnomoria (I want to mod and play it at the same time, but that is a pretty ill advised thing if you are low on the time budget)), but I do think the "better materials let you mine better" is a new [indev] thing, and has not been the case before. Maybe it needs a bit of rebalancing?

On that note, is there any math we can get about the mining speed and what affects it? Does depth factor into it? (mining gets harder because stuff is more compressed down there, or you have to be more careful...)

I did a test woth Glassworks to see if it does anything because of a mining speed issue some people have been having and didn't notice any difference.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: espoire on September 28, 2015, 02:10:39 PM
> Strength: Used when calculating damage as well as affects job speed when mining

I found this in the comments at the top of material.xml. I'm pretty sure it refers to how hard something is to remove, and not how well a pickaxe mines. Just in case, you could check to make sure no materials in Glassworks have a Strength too high. 0.5-1 is regular stone/dirt speed. 3.4 is iron ore, the highest that should occur.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: espoire on September 28, 2015, 05:31:14 PM
I know it has been brought up by others on page 33, but we do need a way for included mods to override duplicate keys instead of being ignored. It will likely be woefully difficult for me to update my mod every time the base game updates, since that's the only way to modify existing items. Maybe wrap whatever it is in <overrides> tags or something to signify that it should replace that key?
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Merry76 on September 28, 2015, 10:44:31 PM
> Strength: Used when calculating damage as well as affects job speed when mining

I found this in the comments at the top of material.xml. I'm pretty sure it refers to how hard something is to remove, and not how well a pickaxe mines. Just in case, you could check to make sure no materials in Glassworks have a Strength too high. 0.5-1 is regular stone/dirt speed. 3.4 is iron ore, the highest that should occur.

I read it the other way around, and was a bit excided that material finally seems to affect the quality of a pickaxe. It seems weird mining with a copper axe, copper is so bad for mining IRL...
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: espoire on September 28, 2015, 10:51:12 PM
I wish material and quality mattered for mining/felling trees too.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 28, 2015, 11:57:24 PM
> Strength: Used when calculating damage as well as affects job speed when mining

I found this in the comments at the top of material.xml. I'm pretty sure it refers to how hard something is to remove, and not how well a pickaxe mines. Just in case, you could check to make sure no materials in Glassworks have a Strength too high. 0.5-1 is regular stone/dirt speed. 3.4 is iron ore, the highest that should occur.

I read it the other way around, and was a bit excided that material finally seems to affect the quality of a pickaxe. It seems weird mining with a copper axe, copper is so bad for mining IRL...

Don't worry, I thought that when I read it as well lol. Mostly because that's how I would logically think since the Strength parameter affects weapon damage you would think when it refers to "job speed when mining" it would mean pickaxe as well, right? Guess it just means how hard the material is to mine instead. Would mean that silver, gold, and platinum is extremely easy to mine then since those ores have a Strength of 0.5 while stone has 0.7, right? I thought it was always harder to mine those ores than it was to mine stone? Or maybe perhaps it adds the values together when you mine?

Also a random little realization: Obsidian has the same strength as iron. Since stone swords and normal swords have the same parameters, wouldn't this effectively mean that obsidian stone swords are equivalent to iron swords? Well, except for value: Obsidian has a worth of 5 compared to iron's 8, meaning that an obsidian sword would be VASTLY cheaper KW-wise than an iron one would be, especially when you consider that you only need one obsidian block (value 5) vs 5 iron bars (value 17 each -- 8 per ore and 1 per coal -- or 85 total) to make each... excluding the value of the wooden hilt which is the same either way. Just an interesting little thought there.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Roboute on September 29, 2015, 01:49:39 AM
@gcook725
I've had the mining problem with my own mod too, I've posted about it earlier allready.
My Gnomoria is up-to-date, re-checked and even re-installed.

I found that it would even happen for me if I made a completely empty mod, only adding the materials.xml file, and not even editing 1 character in that file.
As soon as I load a game with that mod mining would slow down to a crawl, even mining the first layer of stone would be extremely slow.

Edit: I did a few tests with your mod.
- Starting a new game with your complete mod slows mining down to a crawl, even mining of dirt.
- Removing the material.xml from your mod and then starting a new game with the rest of your mod intact returns mining speed to normal.

It also seems that digging is at normal speed (digging stairs down for example), but mining the walls of the same material is really slow.
Also replacing a floor or wall with a different material is also very slow.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 29, 2015, 07:37:36 AM
@gcook725
I've had the mining problem with my own mod too, I've posted about it earlier allready.
My Gnomoria is up-to-date, re-checked and even re-installed.

I found that it would even happen for me if I made a completely empty mod, only adding the materials.xml file, and not even editing 1 character in that file.
As soon as I load a game with that mod mining would slow down to a crawl, even mining the first layer of stone would be extremely slow.

Edit: I did a few tests with your mod.
- Starting a new game with your complete mod slows mining down to a crawl, even mining of dirt.
- Removing the material.xml from your mod and then starting a new game with the rest of your mod intact returns mining speed to normal.

It also seems that digging is at normal speed (digging stairs down for example), but mining the walls of the same material is really slow.
Also replacing a floor or wall with a different material is also very slow.

Well, at least I know it isn't on my end then heh. Still weird that it seems to only happen to some people for whatever reasons. Upside, you found where the source is: materials.xml. Have you tried modifying the Strength value of the stone you're trying to mine to see if it improves? Try setting it to 0.1?


EDIT: Extension of my previous suggestion -- Can we get workshops that rely on a BlueprintID for availability as well?
Title: Re: Gnomoria v0.9.18 RC40 release
Post by: Roboute on September 29, 2015, 02:50:08 PM

Well, at least I know it isn't on my end then heh. Still weird that it seems to only happen to some people for whatever reasons. Upside, you found where the source is: materials.xml. Have you tried modifying the Strength value of the stone you're trying to mine to see if it improves? Try setting it to 0.1?

Yeah, I played arround with the strength values and it does change the mining speed, but it also changes the strength value for items made with the stone, so it is unfortunately not a real solution for me.
I had to set the strength extremely low to even approach normal mining speed, I can´t remember how low exactly but something like 0.001 or in that area.
Title: Re: Gnomoria v0.9.18 RC40 release
Post by: gcook725 on September 29, 2015, 05:15:29 PM

Well, at least I know it isn't on my end then heh. Still weird that it seems to only happen to some people for whatever reasons. Upside, you found where the source is: materials.xml. Have you tried modifying the Strength value of the stone you're trying to mine to see if it improves? Try setting it to 0.1?

Yeah, I played arround with the strength values and it does change the mining speed, but it also changes the strength value for items made with the stone, so it is unfortunately not a real solution for me.
I had to set the strength extremely low to even approach normal mining speed, I can´t remember how low exactly but something like 0.001 or in that area.

My guess is that the issue is somewhere along the lines of how Gnomoria is interacting with that value on some systems. The value might be getting inflated in some way based on how Gnomoria is running on those systems? I'm not really sure, but at least we can narrow it down to something involving that.
Title: Re: Gnomoria v0.9.18 RC40 release
Post by: espoire on September 29, 2015, 06:59:58 PM
Found a bug (also, bugzilla is still missing).

log.txt does not echo that [included mod path]/Data/Characters/charactersettings.xml gets read. It IS being read, but the log isn't logging it.

I am unsure whether I can add new DefaultTradeModifiers in an included mod or not, because there's no output about the included charactersettings.xml and I need to know which duplicate keys it's ignoring (or not).

Edit: same behavior with stockmenusettings.xml.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: Tacyn on September 29, 2015, 11:48:20 PM
EDIT: Extension of my previous suggestion -- Can we get workshops that rely on a BlueprintID for availability as well?

I think you already can.
Just make a component of the workshop unlock with a Blueprint.
Title: Re: Gnomoria v0.9.18 RC39 release
Post by: gcook725 on September 30, 2015, 12:14:44 AM
EDIT: Extension of my previous suggestion -- Can we get workshops that rely on a BlueprintID for availability as well?

I think you already can.
Just make a component of the workshop unlock with a Blueprint.

I know this already, however it would require that each workshop requires something special to be made. Also it forces Workshops to always be shown as buildable (you just won't have access to the item it needs) with the current method, which leads to the cluttering of UI's before it is needed. By making Workshops also possible to pick behind Blueprints, it allows for UI's to be kept clean as well as helping to prevent confusion and a sense of being overwhelmed when looking at a bunch of Workshops that cannot be made yet.
Title: Re: Gnomoria v0.9.18 RC40 release
Post by: Tacyn on September 30, 2015, 01:00:10 PM
So, I also wanted to add some modding suggestions.

1. Adding WeightedSpriteID and WeightedDetailSpriteID from grasssettings.xml to other items.
I'm especially thinking of stuff that repeats often such as trees, crops, and floors, but it could be used for any sprites.

2. When armor breaks and one (or the first) component can be worn in the same slot, then that component is immediately equipped instead of dropping to the ground.
I'd like to make some layered armor (e.g. padded shirt -> chain mail -> chest plate). Like this a broken armor wouldn't be an immediate death sentence.

3. Centralized item tags. Right now adding an item/construction requires changes to a dozen different .xml files.
In a lot of them just a single line (e.g. stockpile and right-click-menu).
It would be great if everything could be defined via tags in items.xml instead.
This should also simplify merging mods.


Title: Re: Gnomoria v0.9.18 RC40 release
Post by: espoire on September 30, 2015, 03:16:07 PM
I'm getting a crash to desktop while testing EspEcon (my mod). I'm not sure if I caused this problem with the mod, because the error message suggests that it has to do with the StockManager, and the only change I make to stockmenusettings.xml was adding:

Code: [Select]
<TrackedItems>
  <Name>Bandages</Name>
  <TrackedItemID>Bandage</TrackedItemID>
</TrackedItems>
<TrackedItems>
  <Name>Straw</Name>
  <TrackedItemID>Straw</TrackedItemID>
</TrackedItems>

...near the end.

Here's the error:

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 9/30/2015 4:51:27 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world09
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.StockManager.FindStockJob(Character character)
   at Game.Character.c52de7b831e37872d1e31717e59d4ebaa()
   at Game.Character.cce6e84cf08ff47dc83efe5a3e5f3898d(JobGroup c017624ba3f931aafe85e9252511b39af)
   at Game.Character.FindJob()
   at Game.Behaviors.TakeJob.cce6e84cf08ff47dc83efe5a3e5f3898d(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

...and here's another related error:

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 9/30/2015 5:03:39 PM
Assembly: gnomoria.exe
 Version: 0.9.18.0
   World: world09
 Message: Object reference not set to an instance of an object.
////////////////////////////////////////////////////////////////
   at Game.GUI.StockpileTransferUI.c859f55a5926bd2da11aef7bf12624d09()
   at Game.GUI.StockpileTransferUI.SetupPanel()
   at Game.GUI.TabbedWindow.AddPage(String name, TabbedWindowPanel panel)
   at Game.GUI.StockpileUI..ctor(Manager manager, Stockpile stockpile)
   at Game.Stockpile.ShowUI()
   at Game.GUI.RightClickMenu.Show(Vector2 mousePos)
   at Game.GUI.HUD.Update(Single dt)
   at Game.GUI.InGameHUD.Update(Single dt)
   at Game.GUI.GuiManager.Update(GameTime gameTime)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

The first one occurs whenever a gnome looks for a new Hauling job, whether that's by completing the one they're currently on or if I cancel the job they're on.

The second one occurs when I open a stockpile's detail window.

Both of these issues began shortly after I saved a game (~2years game time) and re-loaded it. This was not the first time I saved and reloaded. No issues appeared the previous two times I saved/reloaded the world.

Any tips? Is this something my mod broke/can fix?
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: RoboB0b on September 30, 2015, 03:59:07 PM
I wasn't able to reproduce the bug with long mining times when changing materials.xml.  I added material Strength to the log so we can see if it's getting read in incorrectly.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on September 30, 2015, 04:30:55 PM
I wasn't able to reproduce the bug with long mining times when changing materials.xml.  I added material Strength to the log so we can see if it's getting read in incorrectly.

For what it's worth, neither could I. I've been trying because a guy messaged me on Reddit saying it's the first thing he noticed in EspEcon.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: gcook725 on September 30, 2015, 04:51:12 PM
I wasn't able to reproduce the bug with long mining times when changing materials.xml.  I added material Strength to the log so we can see if it's getting read in incorrectly.

For what it's worth, neither could I. I've been trying because a guy messaged me on Reddit saying it's the first thing he noticed in EspEcon.

And again, I couldn't either. However, you can experience the bug if you install Glassworks from the link in my signature and download this world file from the Gnomoria public dropbox: https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0 (https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0)

I couldn't figure out exactly the cause since if you remove the mining designation and then redesignate it then mining goes perfectly fine... but until that point you can see just how slow it is at the very least.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on September 30, 2015, 05:37:20 PM
if you remove the mining designation and then redesignate it

Hmm, that's odd. I wonder if this is at all related to the bucket/bag/wheelbarrow bug where they'll attempt to collect items with a full hauling tool and stand there until they get tired? That, too, works fine if you cancel the order.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on September 30, 2015, 09:43:33 PM
That RC41 altered that "crash on stock job" bug I'm hitting. It now crashes on the second stock job after loading instead of the first.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: gcook725 on September 30, 2015, 10:46:07 PM
That RC41 altered that "crash on stock job" bug I'm hitting. It now crashes on the second stock job after loading instead of the first.

I had a similar crash with hauling involving piles not being defined properly. I can't remember what caused it exactly, but it's a pain in the butt to define new hauling containers because it requires code in 3 or 4 different places.

Have you modified storage.xml or itemsettings.xml at all?
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on September 30, 2015, 11:26:10 PM
Have you modified storage.xml or itemsettings.xml at all?

No, the only thing I can think might have done it is I made vendors sell bags/crates/barrels/sacks/wheelbarrows/buckets. Maybe the vendor-sold ones aren't initialized properly, and saving them from that state puts them in an even worse state? That IS consistent with when the issue showed up (first reload after first purchase of containers).
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: gcook725 on October 01, 2015, 12:01:20 AM
Have you modified storage.xml or itemsettings.xml at all?

No, the only thing I can think might have done it is I made vendors sell bags/crates/barrels/sacks/wheelbarrows/buckets. Maybe the vendor-sold ones aren't initialized properly, and saving them from that state puts them in an even worse state? That IS consistent with when the issue showed up (first reload after first purchase of containers).

Give it a test and let me know!

I figured it probably wouldn't be exactly the same issue as mine since mine was an "Index was out the bounds of the array" type of crash instead of the "Object reference" type. What I've found for Object references is that usually something was misspelled somewhere somehow of I used the wrong ID (Calling something a GlassWindow instead of GlassPane, for example), though it hasn't ALWAYS been the case.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: Bukinnear on October 01, 2015, 12:07:40 AM
:O Linux Support?! I love you robobob!
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on October 01, 2015, 02:16:30 AM
What I've found for Object references is that usually something was misspelled somewhere somehow

I don't make that type of mistake (it's my superpower!) As far as I can tell, I had no such mistakes in the ~14k lines of XML I wrote. I had to deliberately introduce one to see what would happen cause I thought they were just being ignored or something.

In all seriousness though, in the event of a bad ItemID - regarding shop stocks, anyway - it will crash on load. The game appears to populate the items friendly civs would offer if you send a merchant to visit the friendly civ as soon as you discover a civilization. That happens on world creation for the first Merchant City-State. Thus, I'm reasonably confident that this crash isn't due to a bad ItemID. Still working on testing it... getting a new world up to being able to host merchants takes like 3 hours. =|

Wish I had a faster way to test it. x4 or x8 game speed buttons, RoboB0b? Or the ability to mod friendly/goblin civilizations' distance? Cause 1 hour for the ambassador and then 1 hour for a merchant wouldn't be too bad.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on October 01, 2015, 02:48:06 AM
I observed a gnome treating a piece of raw cotton as if it were a container of some sort. He piled 16 other raw cotton onto the same tile of a stockpile. It now has:

Code: [Select]
cotton
wool sack
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton
cotton

I think saving during this erroneous stock job might result in the crash-on-new-stock-job bug. Unfortunately, I caught it too late to confirm this. Either way, this gnome behavior is clearly incorrect.

Edit: It happened again. I save/reloaded. No effect. Same tile. The gnomes waited to overstock this tile until it was down to the one cotton that started it all.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on October 01, 2015, 03:31:54 AM
Confirmed. Vendor-sold containers reliably crash the game. Buy one, build it into a stockpile, wait for five varieties of fail.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: espoire on October 01, 2015, 03:35:52 AM
https://drive.google.com/file/d/0BxEwgbUXEzALQURsYkpSckcyUE0/view?usp=sharing

That (EspEcon) world file is saved right before the vendor-sold-container bug. To reproduce, buy the crate(s) from the market stall. Order the gnomes to build them at the log stockpile.

Inspecting the crate details after it has been built, opening the stockpile details, a gnome stocking into it, etc. will all crash the game.

-----

I can confirm that both Crates and Bags cause this issue. I strongly suspect Barrels would, too. I'm unsure if wheelbarrows/sacks/buckets would.

-----

If I may suggest: would it be possible to make vendor inventories behave in a manner similar to the Container/ItemToGenerate tags in newgamesettings.xml? Vendors are also crashing the game if you don't specify a material for a TradeGood, and I notice the newgame stuff picks an appropriate material automatically.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: gcook725 on October 01, 2015, 09:28:12 AM
@espiore: Okay, fist thing I'm gonna mention is how to test something faster, in your case setting up for merchants. I'm sure your issue is in building rooms for the merchants and building up enough KW to attract them right? newgamesettings.xml allows you to to designate a bunch of stuff at start. Let's you start out with a ton of steel ingots and statues to make ambassadors  and drive up your KW to attract more. To my knowledge you could also start with odd items with the material of steel as well, like beds and tables. Just remove the added stuff later.

Second thing is that I'm not sure what causes that particular crash. That is some really strange behavior that I would assume to be related to storage.XML or one of the pile definitions, but you said you haven't messed with either of them.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: RoboB0b on October 01, 2015, 09:46:50 AM
I wasn't able to reproduce the bug with long mining times when changing materials.xml.  I added material Strength to the log so we can see if it's getting read in incorrectly.

For what it's worth, neither could I. I've been trying because a guy messaged me on Reddit saying it's the first thing he noticed in EspEcon.

And again, I couldn't either. However, you can experience the bug if you install Glassworks from the link in my signature and download this world file from the Gnomoria public dropbox: https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0 (https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0)

I couldn't figure out exactly the cause since if you remove the mining designation and then redesignate it then mining goes perfectly fine... but until that point you can see just how slow it is at the very least.

In that save the mining jobs had their difficulty 10x normal (it's based on the material strength of the wall being mined).  Like you said, canceling and remaking the job fixed it.  When loading they are 14 and are 1.4 after remaking the job.  I can't tell how they got to be 14 at all.
Title: Re: Gnomoria v0.9.18 RC41 release
Post by: gcook725 on October 01, 2015, 10:46:14 AM
I wasn't able to reproduce the bug with long mining times when changing materials.xml.  I added material Strength to the log so we can see if it's getting read in incorrectly.

For what it's worth, neither could I. I've been trying because a guy messaged me on Reddit saying it's the first thing he noticed in EspEcon.

And again, I couldn't either. However, you can experience the bug if you install Glassworks from the link in my signature and download this world file from the Gnomoria public dropbox: https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0 (https://www.dropbox.com/s/8eeuxr27zytetop/miningexperimentwith.sav?dl=0)

I couldn't figure out exactly the cause since if you remove the mining designation and then redesignate it then mining goes perfectly fine... but until that point you can see just how slow it is at the very least.

In that save the mining jobs had their difficulty 10x normal (it's based on the material strength of the wall being mined).  Like you said, canceling and remaking the job fixed it.  When loading they are 14 and are 1.4 after remaking the job.  I can't tell how they got to be 14 at all.

Well, that at least explains what caused that issue... now what causes the issue that causes the issue?! I would hazard a guess that Gnomoria is acting weird on some people's computers and accidentally multiplying strength values by 10 or not saving the variable properly on their systems by saving it as an int variable instead of a float or double variable. Perhaps an issue with updating frameworks? A hardware issue?
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 01, 2015, 03:38:35 PM
RC42
Fixed
  • Storage containers generated from a merchant trade not working properly
  • Fixed crash generating merchant goods when no material was set

Huzzah! Thanks for the prompt fixes!
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 01, 2015, 03:45:53 PM
Regarding the odd slow mining: we should ask the people reporting this bug which operating system their computer is running. I've had odd issues with file I/O when using Windows-made files on Linux and vice-versa.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Roboute on October 01, 2015, 04:14:35 PM
Regarding the odd slow mining: we should ask the people reporting this bug which operating system their computer is running. I've had odd issues with file I/O when using Windows-made files on Linux and vice-versa.

I'm running windows 7 home premium, service pack 1.
As far as I know all my frameworks and such are up to date (they regularly update as new games get installed)
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 01, 2015, 04:40:22 PM
I'm running windows 7 home premium, service pack 1.
As far as I know all my frameworks and such are up to date (they regularly update as new games get installed)

Well, shoot. That's extra confusing.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 01, 2015, 06:00:55 PM
Sweet! RC42 retroactively fixed old EspEcon saves too. Well done!
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 02, 2015, 10:02:03 AM
Which are the "correct" materials to use for meats/bones/hides/leather armors?

At the vendor, I tried YakFlesh, YakBone, YakHide and BearHide, respectively and I ended up with incorrect items. They all showed their materials in the vendor UI ("yak bone", "yak meat", "yak hide", and  "fine bear leather cuirass") but when I actually bought the items, I got material-less items with the correct value ("bone" [which crafted into "statuette" successfully], "meat", "hide" and "leather cuirass").

Example: http://i.imgur.com/odeBhN0.png
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: RoboB0b on October 02, 2015, 12:36:53 PM
I moved 0.9.18 to the main branch.  I'm going to continue to update mod support but didn't want to hold off getting it to everyone any longer.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: gcook725 on October 02, 2015, 12:47:14 PM
I moved 0.9.18 to the main branch.  I'm going to continue to update mod support but didn't want to hold off getting it to everyone any longer.
Wewt!

Now to hear people finally tell me the issues with Glassworks :P

Also I guess that means I better really get cracking down on finishing v1.0 for Glassworks.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: espoire on October 02, 2015, 01:41:14 PM
I moved 0.9.18 to the main branch.  I'm going to continue to update mod support but didn't want to hold off getting it to everyone any longer.

Sweet!
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Roboute on October 02, 2015, 02:30:31 PM
I moved 0.9.18 to the main branch.  I'm going to continue to update mod support but didn't want to hold off getting it to everyone any longer.

Very nice :D
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: bizantia on October 04, 2015, 07:53:36 AM
I just noticed today when I made a new world that the "goblin tunneler" option was off the initial checklist when in the Advanced Options, then when I had my first crates built I noticed they weren't all pine; instead I had some apple and birch crates.  Then...I had orange wine instead of strawberry wine in those crates.  This blew my mind just a bit :)  Thanks for the work.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: gcook725 on October 04, 2015, 08:02:11 AM
I just noticed today when I made a new world that the "goblin tunneler" option was off the initial checklist when in the Advanced Options, then when I had my first crates built I noticed they weren't all pine; instead I had some apple and birch crates.  Then...I had orange wine instead of strawberry wine in those crates.  This blew my mind just a bit :)  Thanks for the work.

Yeah, the variety of starting items is because of a tweak in the code. Now any starting items that don't have their materials defined in one of the mod files will have a random material associated with it from the pool!of possible materials it could be.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Roboute on October 07, 2015, 06:54:59 AM
I found the reason why it loads the wrong material strengths for some players :D

I started thinking that the reason might be because I am European and not American and thus use different number notations.
Especially the symbols used for digits is different, we use the , to signify digits while Americans use the . to do the same.
so a value of 1/2 would be 0.5 for the game but 0,5 for my computer.

I went into my computer settings and changed this arround to use the American settings and then I loaded a game with the glassworks mod.
And presto, normal material strengths and normal mining speeds.

But this does mean that proably all non-American symbol users will have this problem.

Edit:
Alternatively if I replace all values in the materials.xml from 0.5 to 0,5 they also load fine and have normal strengths ingame.
So I now wonder if this also affects all other values using decimals in the various xml files in mods.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Razekh on October 07, 2015, 09:56:15 AM
Interesting observation, but is the game using some external function for reading the xml then? If the game had a built in function for reading the xml, wouldn't it use the american version that RoboBob used. Shouldn't xml readers be smarter than than? And wouldn't it also affect decimal values in the unmodded versions of the files?
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: RoboB0b on October 07, 2015, 10:54:20 AM
I found the reason why it loads the wrong material strengths for some players :D

I started thinking that the reason might be because I am European and not American and thus use different number notations.
Especially the symbols used for digits is different, we use the , to signify digits while Americans use the . to do the same.
so a value of 1/2 would be 0.5 for the game but 0,5 for my computer.

I went into my computer settings and changed this arround to use the American settings and then I loaded a game with the glassworks mod.
And presto, normal material strengths and normal mining speeds.

But this does mean that proably all non-American symbol users will have this problem.

Edit:
Alternatively if I replace all values in the materials.xml from 0.5 to 0,5 they also load fine and have normal strengths ingame.
So I now wonder if this also affects all other values using decimals in the various xml files in mods.

Ah ok thank you! :)  I'm sure it would affect all decimals in XML files.  I got this fixed up for the next patch.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: gcook725 on October 07, 2015, 10:57:02 AM
I found the reason why it loads the wrong material strengths for some players :D

I started thinking that the reason might be because I am European and not American and thus use different number notations.
Especially the symbols used for digits is different, we use the , to signify digits while Americans use the . to do the same.
so a value of 1/2 would be 0.5 for the game but 0,5 for my computer.

I went into my computer settings and changed this arround to use the American settings and then I loaded a game with the glassworks mod.
And presto, normal material strengths and normal mining speeds.

But this does mean that proably all non-American symbol users will have this problem.

Edit:
Alternatively if I replace all values in the materials.xml from 0.5 to 0,5 they also load fine and have normal strengths ingame.
So I now wonder if this also affects all other values using decimals in the various xml files in mods.

I never, ever would've thought of this. Good find!

EDIT: A thing I just found... Gnomoria does not load the vanilla default.png if one is not present in the Mod. It crashes instead and complains that it could not find the file.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: MaN on October 09, 2015, 02:16:32 PM
I a little sorry to flood but I really don't understand how to update. Mod or no mod is NOT my problem !
Thanks for your attention
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Joachim Soltein on October 10, 2015, 05:23:10 AM
Got a question:
If official developers plans to add something new in the game or it's left for modders?
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Sunrider on October 10, 2015, 08:42:29 PM
Odd issue - when I click the close x on the build window whiteout selecting anything, the game crashes without fail.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: LittleMikey on October 10, 2015, 11:41:41 PM
Ok, so I've managed to merge the Grand Arboretum Mod and Glassworkd, but now my right click menu is all duplicated: http://imgur.com/cNDfLYi
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: vanda on October 11, 2015, 06:04:37 PM
Edit: Seems to be working now, not sure if it is exactly as intended though, but good enough for now.

I didn't know where put this because I'm not sure it is a bug or not so I thought I'd put in here so hopefully RoboB0b sees it.

I only just started using the restock threshold, but I noticed it doesn't work with containers, at least not crates so far.
I was hoping my single stockpile with a crate with the threshold set to 20 would mean when there was 12 items or less in the crate it would be restocked, but it is still being restocked with any number missing.

A fix/implementation of this would be greatly appreciated.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: henx125 on October 11, 2015, 06:29:32 PM
I was told long mining times was because of how European computers are expecting a comma or something when it is a period, and that you should be able to change them all out to fix it in the files
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Sunrider on October 15, 2015, 10:54:35 AM
HI Bob

... getting a bit desperate here - the attached save loads, but then crashes after three or four game minutes, it also crashes if you do a few things without running the game (so doesn't seem related to a particular gnome action .. at least the few times I was trying to cancel all tasks I couldn't even do that before the thing just crashed).

Also, when you click on 'save' it immediately jumps back to the menu, without saving, so definitely something VERY VERY wrong (not just the save but also the programme, I presume).

I was really happy with this kingdom and whilst I can put up with the occasional crash, I can't really put up with the save not working at all. I've spent a lot of time on this world (and many before then), so I really hope you can fix this problem (whatever it is) or fix the save file for me so I can use it (I'm on the latest branch indeed/official being the same right now - with Esp Econ including Glassworks ... but no mod changes or new downloads in the last days). If this doesn't work then I'm afraid I'll have to give up on Gomorra, as it just feels like a waste of time after investing hours and hours and days in a particular kingdom and then a game breaking bug rendering it all worthless.

https://www.dropbox.com/s/jmaa60vbry5vbqa/world05.sav?dl=0

Thank you!
S.
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Templayer on February 10, 2016, 04:03:25 PM
HI Bob

... getting a bit desperate here - the attached save loads, but then crashes after three or four game minutes, it also crashes if you do a few things without running the game (so doesn't seem related to a particular gnome action .. at least the few times I was trying to cancel all tasks I couldn't even do that before the thing just crashed).

Also, when you click on 'save' it immediately jumps back to the menu, without saving, so definitely something VERY VERY wrong (not just the save but also the programme, I presume).

I was really happy with this kingdom and whilst I can put up with the occasional crash, I can't really put up with the save not working at all. I've spent a lot of time on this world (and many before then), so I really hope you can fix this problem (whatever it is) or fix the save file for me so I can use it (I'm on the latest branch indeed/official being the same right now - with Esp Econ including Glassworks ... but no mod changes or new downloads in the last days). If this doesn't work then I'm afraid I'll have to give up on Gomorra, as it just feels like a waste of time after investing hours and hours and days in a particular kingdom and then a game breaking bug rendering it all worthless.

https://www.dropbox.com/s/jmaa60vbry5vbqa/world05.sav?dl=0

Thank you!
S.

Next time, I recommend saving in different slots. The game doesn't support that for some insane reason, but you can simply find the folder with saves, let it be open during the play and make a copy each time you save. I have like over 500 saves. xD (and a few that crash after several seconds due to a lava bug. To get rid of it, I had to make sure no items (... like dirt and stone) were in the flow of lava).
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: Tungz on July 19, 2016, 02:55:17 PM
Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 20.07.2016 0:43:51
Assembly: Gnomoria.exe
 Version: 1.0.0.0
   World: world02
 Message: Object reference not set to an instance of an object
////////////////////////////////////////////////////////////////
  at IrrKlang.ISound.Dispose () [0x00000] in <filename unknown>:0
  at IrrKlang.ISoundEngine.Update () [0x00000] in <filename unknown>:0
  at Game.AudioManager.UpdateSFX (Single dt) [0x00000] in <filename unknown>:0
  at Game.AudioManager.Update (Single dt) [0x00000] in <filename unknown>:0
  at Game.GnomanEmpire.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoUpdate (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Tick () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at Game.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
////////////////////////////////////////////////////////////////
I didnt find any workarounds. Debian stretch fully unplayable, any saves crashes. Indev\1.0 dont change anything. At win10 all working with the same saves. But i dont want to reboot for gnomoria lol. For doom it cost it, but for so low level graphics & time eating NO.
 :'(
Title: Re: Gnomoria v0.9.18 RC42 release
Post by: DwarfwithFakeID on August 25, 2016, 10:12:20 AM
For those with save-game crashes, it could still be from the old 'crash from someone dying by drowning while stocking things.  This happens less in later versions, but it can still happen.