OK Maybe starting fresh isn't that good idea then. Why don't you start slowly by editing an existing playfield instead. The error is pretty self explanatory IMO, isn't it? it states that terrain level is less or equal BaseLevel Terrain level needs to be higher than BaseLevel. Try something like 40-70 for terrain level. /jmc
If you didn't already, create a folder in the templates (.\content\playfields\mytemplate). Copy your playfield.yaml in there. You also need a terrain.ecf in there that defines the textures. Either create a new one or copy one from some other template folder. Have you set up at least 1 biomecluster where 'Selection Criteria' is simply 'true'? Otherwise you'll get an error (COQ) on start. If you have all that, load the game and for a quick test, simply open the console when on main menu and enter loadplayfield mytemplate or whatever you named the folder. That should quickly load the playfield, but only the terrain with deco, no creatures or POIs. But foir a first quick tets this should be enough. For a complate test of creatures, POIs, Drones, ... you'll need to create a new scenario with a sector.yaml. But that's a whole different topic then. That can't be explained in a few sentences. /jmc
Yeah that should work, I think. If you create more than 1 biomeclusters, this one (=fallback cluster) needs to be the last in list. The biomecluster list is sorted top priority to low priority, from top to bottom in list, so the first cluster in list will overrule all the others down the list. That's why the fallback needs to be last. If no selection criteria in the above clusters is met, this one takes over and fills the rest of the playfield. /jmc
check the log. It should at least give a hint, what the problem might be. Or send me the template folder including terrain.ecf (you did add that to the folder, right?). I'll check it tomorrow, it's late. /jmc
I'd recommend starting out by editing an existing playfield until you get the hang of it. that way you can play around with making different changes to see how they all work.
Major Preflight Rework: Now you can check your playfield without saving (for those of you, who just want to know, what the cause of the playfield error might be without writing a new yaml). That's especially interesting for people, who rather use notepad than EPD for editing playfields. You now will have a separate button in the toolbar for checking the playfield after loading it. The new preflight will get a visual overhaul too, Now also positive checks are displayed in green and checks are a little more understandable (hopefully). That way you can quickly see, what's working and what not. What do you think? Now already checking: - general terrain setup - biome existence - biome clusters existence - fallback cluster existence and is its position last in biomecluster list - missing POI and biome references in CreatureSetup - SpawnZones: Is a biome set for every entity. What I would need from you: - What checks should I perform here? - Do you know of special annyoing cases you always forget to check? - Do some settings rule out others? - Do some settings require others to be set? /jmc
Verify integrity of DroneBaseSetup (if exists) Verify integrity of PatrolVesselBaseSetup (if exists) POI out of order (for POISpawnNear or POISpawnAvoid) No default biome No Pole biome Pole biome validation (pretty sure it must have very specific selectors) Missing values from playfield yaml that is needed for load Invalid Extra values for drones (Ensure Orbit Drone Extra is *only* 1!) Invalid reference to group name (or blueprint file) (aka... Verifying which of the two you should use) Biome references null texture Default type resources do not have texture voxel (warning) Any POI spawn near reference missing a corresponding range Invalid use of AUXPoi (can only use 1:1)
In addition to those changes, please be sure to explain what each value means in the Base Attack tooltip (1 is drone attack, 0 is no attacks)
Thx a lot for the list, will try to get those checks working. Problem is that I don't know ALL of the dos and don'ts, especially when it comes to dronebases or PVs. Some of the checks in your list don't seem to be necessary though to get a working playfield, like PoleBiome existence. I already thought about having a third category besides 'OK' and 'Error', something like 'Warning' (yellow) for those things that are not necessary, but that's a second step. For now I'll only add checks that make the game crash or errors that make something not work or show up. /jmc
Thx, my bad. For programmers this might be obvious, but maybe not for everyone. Did not think about that. Will add a description. /jmc
According to Eleon, a Pole Biome *must* be defined, and have the same selectors as it has in the example files. However, according to Airelon, it is not totally necessary to follow those selectors (it must be a latitude, but it could be a pole biome that can creep into the regular map). I would definitely use warnings as well, because they would produce unintended behavior, but not crash the playfield outright, so not an error which would prevent a user from saving it. Validation for Dronebases or PVs would only occur if the following exists: -a mention of a DroneBaseSetup or PlanetVesselBaseSetup on *any* POI (we can't assume someone knows what's appropriate) -a DroneBaseSetup or PlanetVesselBaseSetup information listed incorrectly or missing certain properties -The above exists, but isn't defined in a POI We should not assume the technical ability of anyone using these tools. I can tell you firsthand that almost everyone using this is not a coder by nature. If they were I find they tend to want to use copy/paste yaml, despite the fact it'll introduce errors more easily.
Playfield starts fine and works without any crashes without a pole biome. Tested a lot lately. You just need a fallback biome cluster where selection criteria is 'true'. And this one needs to be the last 'regular' cluster in list (before any special clusters like 'SpecialBiome' or StarterBiome). I think it *was* necessary one time, but back then you needed to define it via 'IsPoleBiome: True'. /jmc
Hi there, i have a Problem. I create with 'SolarSystemGenerator' a Orbit. Import in EPD and become an error? Why? ThX Mofa