Get an error message on startup: I realize it was my AV once again block me from doing anything with any new app I don't manually permit access to. On an additional note though, the database import for prefabs failed the first time, but worked the second
In addition to the above issue, EPD is unable to set the token meta tags within personal containers. It formats the token with quantity and no meta tag, even if you use the meta tag. Also deleting BIN files is a shaky option at best. It doesn't quite work for all my folders, if it works at all. Would like some error message stating that the operation failed, as well as some reason why.
Thx for the reports. Already fixed. Should be ok in next update. Will take a look. Did not change or use that feature lately. But seems to be broken. It seems it doesn't delete ANY files at the moment (at least not on my end), as the Files (generic files) records for all of the tree's subfolders are empty for whatever reason. EDIT: The delete works, if you enable 'Show all files' before clicking on delete. Although that's not intentional, it's a workaround for now. Will see what I can do about it. I have reworked the whole startup background tasks the last week. Hopefully they run more stable now. /jmc
@jmcburn. Hi. How do you open a playfied with _static.yaml and _dynamic.yaml. For the _dynamic, I can't open. The playfield in question is include in the zip. The goal is to fix a error with don't know what is the error (see here). Thanks in advance and have a nice day.
Well, EPD tells you there's an error in line 5 of your yaml. Code: PlanetAxis: [23.54002,23.54004] You can't have decimal values here, only integers. So this will work: Code: PlanetAxis: [24,24] Hope this helps. /jmc
Hello JMC i have a small problem, when i want to load a generated playfield i get this error. But in the line I do not recognize any ? Do you have an idea? Greetings Mofa
The playfields generated by the the game (savegames) were somewhat broken for a few months and cannot be edited with EPD. But I heard from the devs that this might get fixed (or even is fixed, did not check yet) in newer savegames. 'Biome' Tag is not allowed, not used by the game. I think this was just a test by the devs for a short time, but does not work in the game anymore. The game ignores it most possibly, but I (or EPD) can't. But I think there are a lot more problematic (and old, unused) properties in that yaml, than just that Biome line. EDIT: Newer ones from about mid July onwards should work again. The problematic ones should be somewhere between February and July. /jmc
Do you know if the "Terrains" folder in "Content\Terrains" is used by the game at any point or is it just a leftover from the old(s) generation systems ?
As far as i know, the terrains are not used anymore and just still in for legacy reasons. At least they're not used anymore for the current 'Procedural Base+Stamps' method. Basically they *could* still be used, I think, but most of the modern features like AI pathfinding or even POI placement most likely will fail or bug out on those legacy terrains. And even if it would work flawlessly with all the recent features, it would be a lot more recource hungry than the current system and therefore slower. /jmc
The problem with the old legacy method was to make accurate splat maps. I think that by playing with stamps it may be easier to have textures properly aligned with the terrain geometry now. I noticed many "legacy" stamps (.raw) in that Stamps folder, some of them I never saw in game like this one : There's a lot of work in there. I'm still checking stuff for now, but without your marvelous editor I would not bother trying anything like shifting stamps and playing with biomes...
Some other things: 1. Noticed there is no reimport prefabs option... I assume this is automatic on startup? 2. for Spawnzonerate, there is some confusion on selecting the correct type of name for fixed POIs. For fixed POIs, it appears to select the prefab name, not the group name for spawnzone rate selection, which creates a preflight error (and also fails to actually work in game). I'd suggest populating the dropdown in spawnzonerate with the available group name, if it exists. If it does not exist, create a specific preflight error stating this blueprint does not have a group name, which will not work in game for spawnzonerate. 3. Would like a warning in preflight for POIs referenced out of order in POISpawnNear and POISpawnFar. So say I have POI1 (first) POI2 (second) POI3 (third), if I put in POI1 to spawn near POI3, this won't work actually and POI1 will not spawn correctly. ideally EPD would warn you this would happen, so you can avoid this in the future.
Thx for the feedback. Moved to Tools Menu. Automatic import is only done on very first start, would take too long if it happened every startup. Thx, I'll think about how to achieve this, but I'll have to fix some other issues before that, I'm afraid. So much to do, so little time. Noted, but same as No. 2 Preflights get updated/enhanced as soon as I can. /jmc