Heyas Just wondering, what am I doing wrong? 1) In regular game (sp, mp, creative), i made some blueprints. 2) added them to different groups (example: vertigo-ba, vertigo-cv....) 3) copied the according files to the prefab section of my scenario 4) in space, I add a fix POI directly with the name, works fine So far, so good..... 5) on planet, I add a random POI, select group 'vertigo-ba' and enter the building (and bp) its name in: 5.1) just Planetary vessel setup name 5.2) just The drone setup name 5.3) None of the two (both field empty) 5.4) Both of the two (both fields refer to the building its name) None of 5 works, all come up with the continue bug, and remain in the loading screen. When I try it with a fixed POI, it doesnt show up. Any hints please?
Correction... When i use FIXED poi, its continue bug DURING loading screen, that doesnt continue. When i use RANDOM poi, its continue bug AFTER loading screen, beeing playable afterwards. Neither of which shows up with ENTS, having 43 enteties on the field. Here's the (combined) code: Code: - GroupName: Vertigo-POI PlanetVesselBaseSetup: '' DroneBaseSetup: TD Easy CountMinMax: [1, 1] DroneProb: 0.10000000000000001 DronesMinMax: [1, 1] ReserveCount: 1 SpawnPOINear: [] SpawnPOIAvoid: [] SpawnResource: [] Properties: - Key: MapDistance Value: 15000 Fixed: - Type: POI SEA easy Tower Def Prefab: POI SEA easy Tower Def Mode: Survival Name: Tower Defence I Pos: [1750, 118, -409] Rot: [0, -42, 0] InitPower: True Properties: - Key: MapDistance Value: 15000 SpawnResource: [] Any and every hint apreciated.
The "MapDistance" with 15000 ?!? Remove the "properties" section and test again. What exception shown in the console?
Gnaa.. and obviously... the moment I post on the front page... is the very moment my blindness is over and i see / found the link.... https://empyrion.gamepedia.com/Create_and_insert_customized_POIs
Map distance is so you SEE the HUD marker from said distance. I just cannot image that this should/should/could have ANY influence on the placing of the POI itself. You know.... just IN CASE THIS F:::reaking POI WOULD NOT CAUSE AN ERROR. So i could 'see' it, and fly directly to it, to check it out. But thanks for the reply anyway. What irritates me is this.... I DID WHAT THE WIKI SAIS..... I did as 5. said... with several attempts/tries.. Error Mesage is:
No man, i did not copy paste 1:1 for (or from) that... but from other stuff... -> my point was, 'it' (not this) worked for space poi's (as in, i managed to get it working - unlike THIS which wont) But this stuff i changed wont work, and i wasnt sure, now i am, that i followd the proper order / did the right changes. But as it seems, i did, but it still wont work.
From the: ...\empyrion\Content\Playfields\ExamplePlanet\playfield.yaml Fixed: - Type: BA_Alien # Type of blueprint (BA, SV, HV, CV) - for Survival use BA_Alien Prefab: BA_Outpost-AkuaV2 # Filename of blueprint Mode: Creative # Creative or Survival ...
Ok ok.. lets compare: Example planet.yaml Code: POIs: Random: - GroupName: Wreckage # Group name of POI # Type: SV_Player # Optional for special type of POI: SV_Player, HV_Player, CV_Player. If not used, then POI is a Base (default setting) CountMinMax: [ 1, 1 ] # Range of number of POIs of this group to distribute on planet DroneProb: 0 # Probability that a POI is defended by drones DronesMinMax: [ 1, 1 ] # Range of number of drones that defend POI ReserveCount: 1 # Number of drones that will be replaced when destroyed TroopTransport: False # If troop transport will be sent PlayerStart: True # Use with first POI if player should be spawned here, use a Count of 1 for such POIs (CountMinMax: [ 1, 1 ]) Properties: - Key: PersonalContainer # Personal Container Value: "Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost" # Content of Personal Container - Key: MapDistance # Sets visibility of map markers in meters. Optional property to override the default visibility setting. Value: 500 # Reveals map marker if player is 500m away from object. If set to 0, map marker will never be revealed - Key: MapMarker # Sets color of HUD marker Value: Neutral # Neutral means the HUD marker is white - GroupName: DroneBaseAkua DroneBaseSetup: DroneBaseSetupAkua CountMinMax: [ 1, 1 ] DroneProb: 1 DronesMinMax: [ 2, 3 ] ReserveCount: 3 SpawnPOIAvoid: [Wreckage] SpawnPOIAvoidDistance: 1500 Properties: - Key: RegenAfter # Enable regeneration of POI if it has been "visited" and no player is in its vicinity Value: 250 # Regenerate timer in realtime minutes (72 realtime minutes = 24h in-game) Code: POIs: Random: - GroupName: Vertigo-POI CountMinMax: [1, 1] DroneProb: 0.10000000000000001 DronesMinMax: [1, 1] ReserveCount: 1 SpawnPOINear: [] SpawnPOIAvoid: [] SpawnResource: [] Properties: - Key: RegenAfter Value: 12 - GroupName: CivilSettlement CountMinMax: [1, 2] DroneProb: 0.10000000000000001 DronesMinMax: [1, 1] ReserveCount: 1 TroopTransport: True InitPower: True SpawnPOINear: [] SpawnPOIAvoid: [] SpawnResource: [] Properties: - Key: RegenAfter Value: 24 - Key: PersonalContainer Value: AutoMinerCore, SpaceOrange:4 The 'prefab' part is: 1. optional 2. only recomended if it not a base, but the ONLY poi i have in the group POI is a base... so0ooooooo..... /sarcasm on Yeah, my code is totaly screwed up.. its just looking the very same... /sarcasm off Hence i'm sorry for my tone/tune, but the topic is freaking me out at the moment.
Attention the syntax / semantics is very different between "random" and "fixed" POIs - and here you are again in the "random" part ;-)
Not again, but still... i was always requesting help for the random part on the planet. If you understood my the othre way around, i'm sorry for the misunderstanding.
Alright, but in your code at the top you have an error in the "fixed" part and unfortunately, every error affects loading the playfield.yaml until loading the whole scenario :-( Otherwise, if you have a POI with the GROUP NAME "Vertigo-POI" the ExamplePlanet.yaml should work!?!
Based on your error messages, i'm not entirely convinced, that this is about the POI. The error message states that an 'index' (Integer) is out of range. The fact that it worked in space could also mean that the entry that is causing the error line is not used by space playfields and thus ignored when in space. But it's too hard to diagnose with only those few lines of code. If you want, you could upload the playfield and the POI (epb file) that's causing the issue, and i'll have a look. But no promises. Errors in playfield can be really hard to find sometimes. /jmc
IIRC using spaces in the names (POI SEA easy Tower Def) is a problem. Notice that all the built-in POIs use underscores. Also there is no precedent for using null pointers. Like this: SpawnPOINear: [] It's using this data to address an array. Who knows if the parser that crashes on a tab character is doing its own bounds checking, and you're telling it element null is where it should look.
agree, spaces in names for programming is a no no. I would also reduce your drone prob...not sure if the .10000000000000001 is also screwing it up
The spaces in the groupname were also one of my concerns. Empty arrays/lists like 'SpawnPOINear: []' should not cause any problems. It's EPDs default output and at least worked just fine until Alpha 7.0. There are only some few empty/null outputs the game chokes on and I filtered those out in EPDs yaml save routine. /jmc
Yeah those spaces and arrays, gee why did i forget, it would have been obvious (to me) if it was a shell script and not a yaml After 15 years using undercores, when i finaly managed to get rid of the habit, i'll need it again, great, just great. Ok guys thanks so much already, running a test without spaces in name. I'll update in a few minutes then.
lol this drives me crazy... really.. Now listen up, about those spaces..... 1) I just re-saved the 'Tower Defence Easy' to (the struct name, the safe file name) POI_SEA_TD_EASY. 2) Copied to the the scenario folder 2.5) Quit game 3) reloaded prefabs of EPD, 4) removed old entry and added again 5) saved and started game... Guess what... Error again, BUUUUUUT, it loads 'a' POI of mine, the "SEA Space Mining HUB adm bak" without a hickup... (cant be much more spaces in that name, can it?) Well, that error message aside, but with all previous runs, i did not have ANY custom poi on the planet, so we're getting somewhere I'll do another run with this poi renamed and assigend to the space group, no need for space buildings on a planet xD Just thought i'll let you know. Cross your fingers please!