Singleplayer custom planet error: ArgumentException: The Object you want to instantiate is null.

Discussion in 'Planets & Playfields' started by Zionth II, Dec 5, 2017.

  1. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    As the title says, I'm getting an error when I make a new singleplayer save on a custom planet I made. The error is driving me quite crazy, and I haven't found anything useful online. So, if anybody knows any sort of fix or any tips on how to fix this, I would be very grateful for that. I'll also put the latest log file for my game, the playfield.yaml file for the planet and the sectors.yaml file as well here, in case anybody needs any additional info.





     
    #1
  2. SixxGunZ

    SixxGunZ Commander

    Joined:
    May 22, 2017
    Messages:
    98
    Likes Received:
    35
    Lemme take a look at this when i get home and i'll try and give you an answer, my guess is a type somewhere or an extra space where there shouldnt be, yaml if a finicky language
     
    #2
  3. SixxGunZ

    SixxGunZ Commander

    Joined:
    May 22, 2017
    Messages:
    98
    Likes Received:
    35
    ***Object reference not set to an instance of an object*** thats your error btw, but i'll try and find the issue. I run into these quite often.
     
    #3
  4. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    Thank you. I ran into another quite unsolvable error before that one, but I managed to fix it after probably 30 minutes of tinkering with the playfield.yaml. This is nowhere near my first time with making custom Empyrion planets... its just that this is the first time I've done it in months- and quite a bit has changed.
     
    #4
  5. SixxGunZ

    SixxGunZ Commander

    Joined:
    May 22, 2017
    Messages:
    98
    Likes Received:
    35
    It looks like you had some spacing issues (did you use tabs or spaces?) either way, the sector you added in was a little out of wack and one thing was out of place. Try removing your sector you added and replace it with this-

    - Coordinates: [-425, -110, -268]
    Color: 0.04, 0.3, 0.37
    Icon: Circle
    OrbitLine: True
    Playfields:
    - ['0, 0, 0', Varuhen Orbit, SpaceEmpty]
    - ['0, 0, 0', Varuhen, Temperate3, 'Elven:5']
     
    #5
  6. SixxGunZ

    SixxGunZ Commander

    Joined:
    May 22, 2017
    Messages:
    98
    Likes Received:
    35
    The exception you put in to allow akua (correct me if im wrong) should go at the bottom, but try it without the allowed orbit warp to akua, I would honestly also choose another playfield besides the empty space template. It needs to be fixed manually until the devs notice the issue (has to be able to diplay in the map, it runs as is but throws errors when you open the map in that space) I would just make another copy of the orbit akua uses or another planet that is also set at 0,0,0 for the coordinates.
     
    #6
  7. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    It didn't work, sadly. I did everything you told me to (And I actually had to re-add the spaces to the sector for my planet in the sector.yaml, because I would immediately get an error upon loading up the new game screen). Do you have any additional advice?
     
    #7
  8. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,208
    Likes Received:
    5,635
    Try using this for the playfield:

    Code:
    ---
    # Playfield Configuration
    # IMPORTANT: YAML files use spaces as indentation. Please don't use TABs - tab indentation is forbidden: http://yaml.org/faq.html
    # For more detailed explanations of the different parameters, see examples in Empyrion\Content\Playfields\ExamplePlanet and ExampleSpace
    # Please do not use long comments here because in a multiplayer game the yaml file has to be sent from server to client
    
    # Playfield Characteristics
    RealRadius: 1303.797294
    ScaledRadius: 1300
    Gravity: -8.50
    AtmosphereDensity: 1.35
    AtmosphereO2: 0.55
    AtmosphereBreathable: True
    TemperatureDay: 20
    TemperatureNight: -15
    # Music: snow
    Music: snowRadiation
    Radiation: 5
    DayLength: 24
    PlanetType: Snow
    Moons: 1
    Water: WaterGreen
    SeaLevel: 30
    PvP: False
    #Seed: 123456
    #UseFixed: False
    
    # Playfield difficulty
    Difficulty: 2
    
    # Planet or Space
    PlayfieldType: Planet
    Description: "Difficulty:[c][FFFFFF] Medium-Hard[-][/c]    Origin:[c][FFFFFF] %Origin%[-][/c]
    
    
      Varuhen is a very foggy and rainy planet with dense forests, tall mountains, large seas and many varied- and occasionally rich- ore deposits. Varuhen does have a slight amount of radiation, thanks to its dense, strange and fairly ozoneless atmosphere. It does also have very cold nights and chilly days. Varuhen was once a far, far better and more welcoming planet than what it is now, before an unknown race of aliens irradiated its atmosphere and tweaked the very biological composition of it as well. The once glorious elf-inhabited planet is now an example of disaster.
    
    
      Start: [c][FFFFFF]Escape Pod[-][/c]"
    
    # Sun
    SunFlare: EnvironmentalEffects/SunFlareYellow
    
    # Atmosphere and Sky
    AtmosphereEnabled: True
    AtmosphereColor: "0.70, 0.86, 0.82"
    SkyColor: "0.86, 0.80, 0.82"
    SkyHorizonColor: "1, 0.5, 0"
    
    # Light
    DayLightIntensity: 1.15
    NightLightIntensity: 0.50
    DayShadowStrength: 0.97
    NightLightColor: "0.86, 0.90, 0.62"
    
    # Fog
    AtmosphereFog: 0.5
    FogCloudIntensity: 1
    FogIntensity: 0.8
    FogStartDistance: 400
    GroundFogIntensity: 0.6
    GroundFogHeight: 5
    
    # Clouds
    CloudsDensity: 0.8
    CloudsSharpness: 0.35
    CloudsBrightness: 0.6
    CloudsOpacity: 0.75
    CloudsZenithColor: "0.86, 0.90, 0.47"
    CloudsHorizonColor: "0.47, 0.94, 0.78"
    
    # Wind Speed
    WindSpeed: 5
    
    # Special Effects
    SpecialEffectsLocal:
      - Name: FireFliesOrange
        Biome: [ Forest ]
        Time: Day
        MaxHeight: 50
    
    SpecialEffectsGlobal:
    # Weather
      - Name: CloudsMedium
        Type: Weather
        InitialDelay: 0
        Delay: 2
        Lifetime: 150
      - Name: Clouds
        Type: Weather
        InitialDelay: 10
        Delay: 5
        Lifetime: 300
      - Name: Fog
        Type: Weather
        InitialDelay: 12
        Delay: 18
        Lifetime: 350
      - Name: Wind
        Type: Weather
        InitialDelay: 24
        Delay: 12
        Lifetime: 180
      - Name: RainHeavy
        Type: Weather
        InitialDelay: 8
        Delay: 10
        Lifetime: 1200
      - Name: Storm
        Type: Weather
        InitialDelay: 16
        Delay: 20
        Lifetime: 400
    # Global Effect
      - Name: FirefliesOrange
        Biome: [ Plains, Sea, Forest ]
        Time: Night
        InitialDelay: 1
        Delay: 4
        Lifetime: 600
        PlyDist: 100
        SpawnY: 30
        Struct: True
      - Name: BirdFlocksCrows
        Biome: [ Plains, Sea, Forest ]
        Time: Day
        InitialDelay: 1
        Delay: 4
        Lifetime: 600
        PlyDist: 100
        SpawnY: 30
        Struct: True
    
    ### Terrain and Decorations
    # Terrain and Local Decoration
    Terrain:
        Name: Desert
        PoleLevel: 30
        NoiseStrength: 0.35
        ColorChange:
            YFadeCenter: 80
            YFadeRange: 40
            YFadeMin: 0
            YFadeMax: 0
    
    MainBiome:
        Textures:
            - [ RockGrey08, 5 ]
            - [ RockAsteroids, 0 ]
            - [ BedrockLava, 2 ]
    
        # Decorations:
            # - [ RockGrey03, 0.001 ]
    
    SubBiomes:
        - Altitude: 22
          Textures:
            - [ SeaGround, 20 ]
        - Altitude: 27
          Textures:
            - [ RockGrey08, 25 ]
            - [ SandBrown, 1 ]
        - Altitude: 42
          Textures:
            - [ RockGrey08, 40 ]
            - [ StoneGrass, 1 ]
        - Altitude: 66
          Textures:
            - [ Cliff, 64 ]
            - [ RockGrassCliff, 1 ]
          # Decorations:
            # - [ RocksmallA02, 0.1 ]
        - Altitude: 86
          Textures:
            - [ RockGreen02Cliff, 84 ]
          # Decorations:
            # - [ RocksmallA02, 0.1 ]
        - Altitude: 255
          Textures:
            - [ Cliff, 253 ]
            - [ Snow08Cliff, 1 ]
    
    BiomeTextureReplacements:
    
    # Biome Definition and Main Decoration
    Biome:
    # Water Area
       - Altitude: [ 1, 12 ]
         Slope: [ 0, 5 ]
         BiomeClusterData:
             - Name: "Sea"
               Id: 1
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ CoralBig01, 2]
                   - [ CoralBig08, 2]
                   - [ FingerSponge03-01, 1]
                   - [ CoralStone03-05, 2]
                   - [ Hydrilla2, 2]
                   - [ SeaWeed02-04, 3]
                   - [ RealRock1Water, 1]
                   - [ RealRock5Water, 1]
                   - [ CrystalStraight, 1]
                   - [ PromethiumStone, 1]
               Grass:
                   - Name: "GrassGreen01"
                     Density: 1200
                     YScale: 1
                     Preset: "GrassDense"
                   - Name: "GrassGreen01"
                     Density: 500
                     YScale: 1.5
                     Preset: "GrassPatches"
             - Name: "Sea"
               Id: 1
               ClusterSize: 10
               NbOfClusters: 10
               Decorations:
                   - [ SeaWeed02-04, 20]
                   - [ Hydrilla2, 10]
               Grass:
                   - Name: "GrassGreen01"
                     Density: 1200
                     YScale: 1
                     Preset: "GrassDense"
                   - Name: "GrassGreen01"
                     Density: 500
                     YScale: 1.5
                     Preset: "GrassPatches"
       - Altitude: [ 1, 23 ]
         Slope: [ 0, 15 ]
         BiomeClusterData:
             - Name: "Sea"
               Id: 1
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ CoralBig01, 0]
               Grass:
                   - Name: "GrassGreen01"
                     Density: 600
                     YScale: 1
                     Preset: "GrassDense"
       - Altitude: [ 1, 24 ]
         Slope: [ 0, 180 ]
         BiomeClusterData:
             - Name: "Sea"
               Id: 1
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ CoralBig01, 0]
    # Forest
       - Altitude: [ 28, 52 ]
         Slope: [ 0, 12 ]
         BiomeClusterData:
             - Name: "Forest"
               Id: 2
               ClusterSize: 250
               NbOfClusters: 11
               Decorations:
                   - [ WhiteOak, 1.6]
                   - [ AlienBirch, 1.2]
                   - [ HollyWoodJuniper, 0.7]
                   - [ HollyWoodJuniperBare, 0.5]
                   - [ ElderberryBush, 0.6]
                   - [ SnakeWeed2, 0.4]
                   - [ CattailWinter, 0.8]
                   - [ PixieStalks, 0.5]
                   - [ InsanityPepper, 0.15]
                   - [ ChineseBayan, 1]
                   - [ BaldCypress, 1]
                   - [ AlienPlant07, 0.3]
                   - [ AlienPlant14, 0.2]
                   - [ DeadTree01, 0.1]
                   - [ DeadTree02b, 0.1]
                   - [ RealRock2, 0.15]
                   - [ RealRock1, 0.15]
                   - [ CobraLeavesPlant, 0.5]
                   - [ DimpleDome, 0.2]
                   - [ AlienPlantWorm1, 0.2]
                   - [ AlienPlant11, 0.7]
                   - [ SkeletonWhaleFull, 0.05]
               Grass:
                   - Name: "GrassGreen04"
                     Density: 2000
                     YScale: 0.8
                     Preset: "GrassDense3"
                   - Name: "GrassGreen03"
                     Density: 1000
                     YScale: 1.2
                     Preset: "GrassPatches2"
                   - Name: "Plant01"
                     Density: 250
                     YScale: 1.15
                     Preset: "GrassPatches3"
    # Open Plains
             - Name: "Plains"
               Id: 5
               ClusterSize: 60
               NbOfClusters: 5
               Decorations:
                   - [ RealRock10Dark, 8]
                   - [ RealRock3Dark, 6]
                   - [ RealRock4Dark, 8]
                   - [ RealRock8Dark, 4]
                   - [ DesertPlant20, 10]
                   - [ PixieStalks, 2]
                   - [ Snakeweed, 5]
                   - [ AkuaBush1, 1]
                   - [ HollyWoodJuniper, 0.3]
                   - [ HollyWoodJuniperBare, 0.1]
               Grass:
                   - Name: "GrassGreen06"
                     Density: 200
                     YScale: 0.8
                     Preset: "GrassDense3"
             - Name: "Plains"
               Id: 3
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ BushGreen01, 0.1]
                   - [ BushGreen02, 0.1]
                   - [ ElderberryBush, 0.15]
                   - [ AmericanElm, 0.3]
                   - [ CornDogBush, 0.3]
                   - [ Snakeweed, 0.5]
                   - [ DesertPlant20, 0.25]
                   - [ CattailWinter, 0.5]
                   - [ RealRock10Dark, 0.005]
                   - [ RealRock1Dark, 0.005]
                   - [ RealRock3Dark, 0.005]
                   - [ RealRock4Dark, 0.005]
                   - [ RealRock8Dark, 0.02]
                   - [ BulbShroom, 0.1]
               Grass:
                   - Name: "GrassGreen06"
                     Density: 2000
                     YScale: 0.8
                     Preset: "GrassDense3"
                   - Name: "Flower01"
                     Density: 1000
                     YScale: 0.9
                     Preset: "GrassPatches2a"
                   - Name: "Flower02"
                     Density: 70
                     YScale: 0.8
                     Preset: "GrassPatches2"
       - Altitude: [ 28, 55 ]
         Slope: [ 0, 20 ]
         BiomeClusterData:
             - Name: "Plains"
               Id: 3
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ RealRock1Dark, 0]
               Grass:
                   - Name: "GrassGreen06"
                     Density: 2000
                     YScale: 0.8
                     Preset: "GrassDense3"
                   - Name: "Plant01"
                     Density: 250
                     YScale: 1.5
                     Preset: "GrassPatches3a"
       - Altitude: [ 24, 55 ]   # 24 and not 28 to make sure water sound is not played on dry land
         Slope: [ 0, 180 ]
         BiomeClusterData:
             - Name: "PPlains"
               Id: 3
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ CoralBig01, 0]
    #Mountains
       - Altitude: [ 55, 66 ]
         Slope: [ 0, 20 ]
         BiomeClusterData:
             - Name: "Mountains"
               Id: 4
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ CornDogBush, 5]
                   - [ Snakeweed, 10]
               Grass:
                   - Name: "GrassGreen06"
                     Density: 2000
                     YScale: 0.8
                     Preset: "GrassDense3"
                   - Name: "Plant01"
                     Density: 250
                     YScale: 1.5
                     Preset: "GrassPatches3a"
       - Altitude: [ 55, 66 ]
         Slope: [ 0, 27 ]
         BiomeClusterData:
             - Name: "Mountains"
               Id: 4
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ RealRock1Dark, 0]
               Grass:
                   - Name: "GrassGreen06"
                     Density: 2000
                     YScale: 0.8
                     Preset: "GrassDense3"
                   - Name: "Plant01"
                     Density: 250
                     YScale: 1.5
                     Preset: "GrassPatches3a"
       - Altitude: [ 66, 86 ]
         Slope: [ 0, 15 ]
         BiomeClusterData:
             - Name: "Mountains"
               Id: 4
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ AlaskaCedarBare, 0.5]
                   - [ HollyWoodJuniperBare, 0.2]
                   - [ RealRock4Dark, 0.4]
                   - [ RealRock5Dark, 0.4]
       - Altitude: [ 86, 180 ]
         Slope: [ 0, 15 ]
         BiomeClusterData:
             - Name: "Mountains"
               Id: 4
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ RealRock1Snow, 0.3]
                   - [ RealRock10Snow, 0.3]
                   - [ BushWinter01, 0.08]
                   - [ BushWinter02, 0.08]
                   - [ BushWinter03, 0.08]
                   - [ CrystalPyramidBlue, 0.15]
       - Altitude: [ 28, 180 ]
         Slope: [ 0, 180 ]
         BiomeClusterData:
             - Name: "Mountains"
               Id: 4
               ClusterSize: 0
               NbOfClusters: 0
               Decorations:
                   - [ RealRock1Snow, 0.1]
                   - [ BlueSpruceWinter, 0.8]
                   - [ HollyWoodJuniperBare, 0.5]
                   - [ AlaskaCedarBare, 0.7]
                   - [ BushWinter01, 0.2]
                   - [ BushWinter02, 0.2]
                   - [ BushWinter03, 0.2]
                   - [ CrystalPyramidBlue, 0.25]
                   - [ CrystalStraight, 0.5]
    
    ### Resource Deposits
    RandomResources:
        - Name: IronResource
          CountMinMax: [ 8, 9 ]
          SizeMinMax: [ 8, 14 ]
          DepthMinMax: [ 0, 1 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: CobaltResource
          CountMinMax: [ 6, 7 ]
          SizeMinMax: [ 6, 14 ]
          DepthMinMax: [ 0, 1 ]
          DroneProb: 0.1
    
        - Name: CopperResource
          CountMinMax: [ 6, 7 ]
          SizeMinMax: [ 6, 13 ]
          DepthMinMax: [ 0, 1 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: SiliconResource
          CountMinMax: [ 5, 6 ]
          SizeMinMax: [ 6, 13 ]
          DepthMinMax: [ 0, 2 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: PromethiumResource
          CountMinMax: [ 5, 6 ]
          SizeMinMax: [ 8, 12 ]
          DepthMinMax: [ 0, 2 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: MagnesiumResource
          CountMinMax: [ 6, 7 ]
          SizeMinMax: [ 7, 9 ]
          DepthMinMax: [ 0, 3 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: NeodymiumResource
          CountMinMax: [ 5, 6 ]
          SizeMinMax: [ 8, 12 ]
          DepthMinMax: [ 0, 2 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
        - Name: SathiumResource
          CountMinMax: [ 4, 5 ]
          SizeMinMax: [ 8, 12 ]
          DepthMinMax: [ 0, 2 ]
          DroneProb: 0.1
          MaxDroneCount: 1
    
    ### Resource Asteroids
    AsteroidResources:
        - Name: IronResource
          Threshold: 0.6
          Amount: 0.5
    
        # - Name: IronResource
          # Amount: 5000
          # InitialDelay: 1
          # Delay: 24
    
        - Name: CobaltResource
          Threshold: 0.4
          Amount: 0.4
    
        # - Name: CopperResource
          # Threshold: 0.3
          # Amount: 0.3
    
        # - Name: SiliconResource
          # Threshold: 0.3
          # Amount: 0.2
    
        # - Name: PromethiumResource
          # Threshold: 0.3
          # Amount: 0.2
    
        # - Name: MagnesiumResource
          # Threshold: 0.2
          # Amount: 0.3
    
        # - Name: NeodymiumResource
          # Threshold: 0.2
          # Amount: 0.3
    
        # - Name: SathiumResource
          # Threshold: 0.2
          # Amount: 0.3
    
    ### POIs
    POIs:
        Random:
            - GroupName: Wreckage
              CountMinMax: [ 1, 1 ]
              DroneProb: 0
              DronesMinMax: [ 1, 1 ]
              ReserveCount: 1
              TroopTransport: False
              PlayerStart: True
              SpawnResource: ["IronResource:1","CopperResource:1","CobaltResource:1","SiliconResource:1"]
              ResourceDistance: 400
              Properties:
                - Key: PersonalContainer
                  Value: "AutoMinerCore:5, Core, WaterBottle:2, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost"
                - Key: MapDistance
                  Value: 700     
        
            # Spawn DroneBase far away from wreckage 
            - GroupName: DroneBaseAkua
              DroneBaseSetup: DroneBaseSetup
              CountMinMax: [ 1, 1 ]
              DroneProb: 1
              DronesMinMax: [ 2, 3 ]
              ReserveCount: 3
              SpawnPOIAvoid: [Wreckage]
              POIDistance: 1300
              Properties:
                - Key: Music
                  Value: DarkSoundscape
    
            # Spawn TS Akua and close to it some weakly defended civil settlements
            - GroupName: TS_Akua
              CountMinMax: [ 1, 1 ]
              DroneProb: 0
              DronesMinMax: [ 1, 1 ]
              ReserveCount: 1
              TroopTransport: False 
              SpawnPOIAvoid: [DroneBaseAkua, Wreckage]
              POIDistance: 1000
              SpawnResource: ["PromethiumResource:0-2"]
              ResourceDistance: 300
              Properties:
                - Key: Music
                  Value: SunnySkies
    
            # Spawn mine with some weakly defended tribal villages
            - GroupName: AbandonedMine
              CountMinMax: [ 1, 1 ]
              DroneProb: 0.1
              DronesMinMax: [ 1, 1 ]
              ReserveCount: 1
              TroopTransport: False
              SpawnPOIAvoid: [TS_Akua]
              POIDistance: 1300
              SpawnResource: ["IronResource:0-2","CobaltResource:0-2","MagnesiumResource:0-1"]
              ResourceDistance: 300
              Properties:
                - Key: Music
                  Value: DarkSoundscape
    
            # Weakly defended Civil Settlements close to TS Akua
            - GroupName: CivilSettlementO2
              CountMinMax: [ 1, 2 ]
              DroneProb: 0.5
              DronesMinMax: [ 1, 2 ]
              ReserveCount: 2
              TroopTransport: True
              SpawnPOINear: [TS_Akua]
              POIDistance: 500
              Properties:
                - Key: MapMarker
                  Value: Neutral
              
            # Spawn strong defended civil settlements randomly
            - GroupName: CivilSettlement
              CountMinMax: [ 2, 3 ]
              DroneProb: 0.9
              DronesMinMax: [ 1, 2 ]
              ReserveCount: 2
              TroopTransport: True
              SpawnPOIAvoid: [Wreckage]
              POIDistance: 1000
              Properties:
                - Key: MapMarker
                  Value: Neutral           
    
            # Tribal villages close to Abandoned Mine
            - GroupName: TribalVillage
              CountMinMax: [ 1, 2 ]
              DroneProb: 0.8
              DronesMinMax: [ 1, 2 ]
              ReserveCount: 0
              TroopTransport: False
              SpawnPOINear: [AbandonedMine]
              POIDistance: 500
              Properties:
                - Key: MapMarker
                  Value: Neutral             
    
            # Spawn crashed Talos
            - GroupName: CrashedTalosMid      # Do not use regeneration with burried POIs
              CountMinMax: [ 1, 1 ]
              DroneProb: 0.8
              DronesMinMax: [ 1, 2 ]
              ReserveCount: 3
              SpawnPOINear: [Wreckage]
              POIDistance: 1500
              TroopTransport: True
              Properties:
                - Key: MapMarker
                  Value: Neutral   
    
            - GroupName: CrashedTalosFront      # Do not use regeneration with burried POIs
              CountMinMax: [ 1, 1 ]
              DroneProb: 0.6
              DronesMinMax: [ 1, 1 ]
              ReserveCount: 3
              TroopTransport: False
              SpawnPOINear: [CrashedTalosMid]
              POIDistance: 1000
              Properties:
                - Key: MapMarker
                  Value: Neutral   
    
            - GroupName: CrashedTalosBack      # Do not use regeneration with burried POIs
              CountMinMax: [ 1, 1 ]
              DroneProb: 0.9
              DronesMinMax: [ 1, 2 ]
              ReserveCount: 3
              TroopTransport: False
              SpawnPOINear: [CrashedTalosFront]
              POIDistance: 1000
              Properties:
                - Key: MapMarker
                  Value: Neutral   
    
            # Spawn military POIs close to Drone Base
            - GroupName: EpsilonTierI
              CountMinMax: [ 1, 2 ]     
              DroneProb: 1.0           
              DronesMinMax: [ 1, 2 ]   
              ReserveCount: 3
              TroopTransport: True
              SpawnPOINear: [DroneBaseAkua]
              SpawnPOIAvoid: [TS_Akua, Wreckage]
              POIDistance: 600
              SpawnResource: ["PromethiumResource:0-1"]
              ResourceDistance: 300
    
            # Spawn military POIs randomly
            - GroupName: EpsilonTierI
              CountMinMax: [ 2, 3 ]     
              DroneProb: 1.0           
              DronesMinMax: [ 1, 2 ]   
              ReserveCount: 3
              TroopTransport: True
              SpawnPOIAvoid: [TS_Akua, Wreckage]
              POIDistance: 1000
    
        Fixed:
            - Type: BA_Player
              Prefab: BA_Outpost-AkuaV2
              Mode: Creative         
              SubMode: Normal         
              Name: Outpost Akua     
              Pos: [ -522.5, 27, -356.4 ]
              Rot: [ 0, -42, 0 ]     
              InitPower: True
    
            - Type: SV_Player
              Prefab: SV_Talon
              Mode: Creative
              SubMode: Normal
              Name: Talon MKI
              Pos: [ -522.86, 42, -328.1]
              Rot: [ 0, 91, 0 ]
    
            - Type: BA_Player
              Prefab: BA_OutpostAkua
              Mode: Debug
              Name: Outpost Akua
              Pos: [ -472, 11.2, -266.7  ]
              Rot: [ 0, -33, 0 ]
              InitPower: True
    
        FixedPlayerStart:
            - Mode: Creative         
              SubMode: Empty         
              Armor: ArmorLight
              Pos: [ -428, 25.7, -291 ]
              RotY: -50             
    
            - Mode: Creative         
              SubMode: Normal       
              Armor: ArmorLight
              Pos: [ -520, 43,-323 ] 
              RotY: 50               
    
            - Mode: Debug
              Pos: [ -482.2,25.2,-252.56 ]
              RotY: 100
    
            - Mode: Survival
              Spawn: EscapePod
              # Spawn: Structure
              # Structure: "Wreckage"
              Armor: Heavy
              Items: [ "Pistol, 50Caliber:250, Medikit02:3, AntidotePills:3, EmergencyRations:4, Drill, Chainsaw, BioFuel:4, ConstructorSurvival, EnergyCell:5", "Pistol, 50Caliber:150, Medikit02:2, AntidotePills:2, EmergencyRations:2, Drill, Chainsaw, BioFuel:3, ConstructorSurvival, EnergyCell:4", "Pistol, 50Caliber:100, Medikit02:1, AntidotePills:1, EmergencyRations:1, Drill, Chainsaw, BioFuel:2, ConstructorSurvival, EnergyCell:3", "#FreshStart: Drill, Chainsaw, BioFuel:2, ConstructorSurvival" ]
    
    ### Drones
    DroneBaseSetup:
        Random:
            - GroupName: DroneBaseSetup
              DronesMinMax: [ 2, 3 ]   
              ReserveCount: 3           
              DroneProb: 1.0           
              Difficulty: 5             
              PresetStyle: 2           
              # BaseAttack: DroneSmallAttackBase
              Stock:
                  - Name: DroneSmallFast01Rocket
                    Amount: 100               
                    Extra: 0                 
    
                  - Name: DroneSmallFast01Minigun
                    Amount: 300
                    Extra: 0
    
                  - Name: DroneSmallSlow01Cannon
                    Amount: 200
                    Extra: 0
    
                  - Name: DroneSmallFast01Minigun    # Base attack drones
                    Amount: Infinite
                    Extra: 1     
    
                  - Name: DroneSmallAttackBase       # Base attack drones
                    Amount: Infinite
                    Extra: 1             
    
                  - Name: DroneTroopsTransport
                    Amount: Infinite
                    Extra: 2
    
                  - Name: ZiraxMale
                    Amount: 500
                    Extra: 3
    
                  - Name: ZiraxRocket
                    Amount: 500
                    Extra: 3
    
                  - Name: Crawler
                    Amount: 150
                    Extra: 3
    
                  - Name: AlienAssassinGrey
                    Amount: 300
                    Extra: 3
    
    # Patrol drones on whole planet
    # Type determined by stock of drone base
    DroneSpawning:
        Random:
            - DronesMinMax: [ 5, 10 ]
              CenterX: -2500         
    
            - DronesMinMax: [ 5, 10 ]
              CenterX: 2500
    
    ### Creatures
    CreatureSpawning:
        - Biome: Sea
          Entities:
            - Name: WormDesertLargeHerd
              Period: Day         
              Amount: 1
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: PlantMonsters
              Period: Night
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
    
        - Biome: Forest
          Entities:
            - Name: Hexapods
              Period: Night
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: Spiders01
              Period: Night
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: Triceratopses
              Period: Day
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: TalonGuardianHerd
              Period: Always
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
    
        - Biome: Plains
          Entities:
            - Name: LizardMuleHerd
              Period: Day
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: RaptorHerd
              Period: Day
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: RaptorsNight
              Period: Night
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: TalonGuardianHerd
              Period: Night
              Amount: 2
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: PlantMonsters
              Period: Night
              Amount: 1
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
            - Name: AlienBugs01
              Period: Night
              Amount: 1
              Delay: 0
              RestrictYMinMax: [ 0, 40 ]
    
    Or use the attached playfield folder in this zip.
    If I'm right it seems the issue was to do with how many return spaces there were at line 547 & 552.
    1.jpg

    In notepad++ when doing this put the language as yaml & you can also use this site to copy & paste all of the text & it will check it for you http://yaml-online-parser.appspot.com/
     

    Attached Files:

    #8
    Last edited: Dec 6, 2017
    binhthuy71 likes this.
  9. binhthuy71

    binhthuy71 Rear Admiral

    Joined:
    Oct 17, 2016
    Messages:
    1,072
    Likes Received:
    2,788
    @Pantera, Thanks for the link! Right now I'd rather type an essay in Vi than edit a .yaml.
     
    #9
  10. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    Sorry for the late response. Nothing is working at all... I'm sorry to say that.
     
    #10
  11. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,208
    Likes Received:
    5,635
    It may be best to attach the scenario folder you are using to set all of this uphere as a zip file so it can be looked at better.

    Do you have a playfield.yaml setup for 'SpaceEmpty' ?
     
    #11
    Last edited: Dec 7, 2017
  12. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    #12
  13. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    So, I tested your playfield with EPD.

    First there was a wrong 'armor' set in playerstart (just 'Heavy' instead of 'ArmorHeavy').
    Other than that there were a lot of errors regarding (non existent or typos in) deco names and such.
    Also, i'm not 100% sure, but i don't think 'snowRadiation' is a music track available in Empyrion. At least i haven't found any reference to it in existing playfields.

    I think there are still errors in the decos and or grass sections. But it's a lot of work to check them all. So to test them all, i'd have to throw out decoration (or whole biomes) one by one to check

    But maybe @Pantera has a more comprehensive knowledge about the currently in-game existing decos and grass, as i too am not really up to date with the changes in v7 anymore. :)

    Also the biomes setup doesn't look right regarding real and dummy biomes, but that shouldn't cause the error you have.

    No offense, but i'd suggest using EPD, if you're not that experienced with all the existing in-game items and names (and also yaml syntax), so you can at least rule out those errors. I'm not saying, that EPD works with all the included items, but the chances of getting a playfield working are a lot higher. :)

    I'm still trying to get your playfield working but i'm not sure, i can, without removing some of the biomes and rebuilding them.

    I included the partially fixed playfield, but still not working. :)

    EPD:
    https://empyriononline.com/threads/tool-empyrion-playfield-designer-v1-36-1.9789/

    /jmc
     

    Attached Files:

    #13
    Needleship, Pantera and Razorwire like this.
  14. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,208
    Likes Received:
    5,635
    Honestly I couldn't find a solution so far. Copy & pasting the content of the 'Temperate' file into this 'Temperate3' file makes the error go away.
    I think what would be best for you is to start from there & use @jmcburn 's awesome playfield editing tool & edit from there with the options that are available from the tool as there is alot to look over & the tool can make it alot easeir to do.
     
    #14
    Last edited: Dec 8, 2017
    jmcburn likes this.
  15. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    I removed things (POIs, creatures, biomes) piece by piece with epd and finally got it working with very few biomes. only the top three.

    So my guess is, that there is still an error in the deco/grass setup. I'll copy it back piece by piece now from EPD's auto generated backup files to see, when the error appears again.

    But then there have to be some wrong decos in EPD's database as well, as it didn't throw any errors anymore while editing. I'll try to fix them, but as i said, i'm also not really up to date with all the new grass, flowers, and what not.

    An updated playfield reference sheet would be really nice. :)

    /jmc
     
    #15
  16. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    Thank you everyone. I'm not offended at all by my apparent lack of skill with this... it just seems like things are a lot different now with making custom planets by hand, compared to the really early days of this sort of thing. I started making custom planets a while back- I think in the time when this type of customization was new.

    I'll go ahead and use the playfield generator. If I run into an error with getting it to work, I'll post another reply either here (If it doesn't seem like the editor's fault) or on the thread where the editor is at.

    Again, thank you all so much. I really appreciate the effort put into helping out with this situation.

    Oh, fun fact: I have been writing a few series of books for about four years now, and Varuhen is from them. I'm planning on making a scenario based on the sci-fi branch of the stories, and that is why I attempted to make Varuhen as a start.
     
    #16
    binhthuy71 likes this.
  17. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    Thank you so much for the tool, jmcburn, along with everybody who posted in this thread and did their best to figure the issue out. I managed to get the base of Varuhen completed with it, although it took a couple days. I have one suggestion to jmcburn, though, and I think it would benefit a lot of people who use your tool: I don't think there is a way to edit the escape pod content and the starting buildings and such. Varuhen has radiation that scales based on altitude and the biome you're in- and plus the planet is quite cold as well. If there was a way for you to implement the ability to edit the escape pod contents and the like, that would be amazing.

    Oh, and here are some screenshots of Varuhen so far:

    https://imgur.com/a/OgcCm

    Again, thank you.
     
    #17
    jmcburn likes this.
  18. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,110
    Likes Received:
    1,753
    Great to hear, that you got it working. :)

    In EPD you can edit both, it just is a bit hidden in the submenus. ;)

    For the Personal Container content in the wreckages or other starter POIs:

    - Click on Edit to edit the selected POI
    - Under POI Properties click 'Add'
    - As 'Key ' select 'Personal Container'
    - Then click 'Add' to add items to personal Cintainer

    upload_2017-12-9_19-33-24.png

    upload_2017-12-9_19-35-36.png

    The Escape Pod Content can't be changed anymore directly (as far as i know), but you can setup the items in your players inventory based on difficulty setting:

    - Under POIs Tab you'll find 'Fixed Playerstart'
    - Click 'Add'
    - Set Mode to 'Survival'
    - Spawn Options 'Escape Pod'
    - On the right you'll find the inventories for Easy, Medium, Hard and Fresh Start
    - click add to add item and amount of each.
    - You can also set up Armor in the bottom of the Fixed Playerstart Submenu.

    upload_2017-12-9_19-44-16.png


    Pro Tip: You also can copy and paste in all of EPD's lists (as long as there is already at least ONE item in the target list). Otherwise just add one dummy, then just delete this dummy again after pasting.
    Select one or multiple items in source list, click Ctrl+C, then select one item in target list and hit Ctrl+V

    That way you can copy multiple items fast from one EPD instance to another as well as inside of the same application.

    Hope that helps a bit, otherwise let me know. :)
    If you have any further questions, just ask in the EPD thread.

    /jmc
     
    #18
    Zionth II and binhthuy71 like this.
  19. Zionth II

    Zionth II Ensign

    Joined:
    Dec 4, 2017
    Messages:
    8
    Likes Received:
    3
    Thank you so much, jmcburn. Greatly appreciated.
     
    #19
    jmcburn likes this.

Share This Page