Progress: It has nothing to do with your POI because in your "workshop scenario" there is the same error "Argument is out of range" that you can confirm with "Continue" but after some time it comes again. I suspect a mistake in the biomes, animals, weather etc..., I have not found yet ...
OK, checked your file, couple of things. Main issue with missing POI: - POIs need to be sorted in order of importance to you. The game works it's way down the POI list. If the game runs out of space to place poi or other issues, e.g. with SpawnPOINear/Avoid, the POIs all the way down won't get spawned anymore. - I put the wreckage POI first and then second in list your Vertigo POI and it showed up right away in the game. Second issue with Argument out of range exception: I couldn't find the error. That's like looking for a needle in a haystack. maybe it's somewhere in the deco stuff. I think it would be best to copy a working game playfield and change it bit by bit until it's the way you like it. make only small changes one at a time and then reload in game and see if any errors occur. General things i noticed: Sub Biome List was a bit of a mess. In 7.0, i donÄt even think it's needed anymore. But to be safe and for legacy reasons, i put in just 1 range (Top:100) and set it up correctly. The textures defined in there have to be set height minus bedrock thickness (which is set in MainBiome setup bottom of list. Main Biome List was messed up a bit (But i'm also pretty sure, they're not really needed anymore, just to be safe): Structure here should be: Top to bottom Top Texture (Thickness e.g. 3) Filler Texture (Thickness 0) => 0 means it fills all the remaining space between bedrock and Top Texture Bedrock (Thickness e.g. 2) BiomeCluster List needs to be sorted from bottom to top: Alt: 0-10 | Sl: 0-255 Alt: 10-20 | Sl: 0-255 Alt: 20-35 | Sl: 0-255 . . . I changed your playfield yaml quite a lot to find the error, so i'm not sure, it's still the way you want it. But as i said, it would be best to rebuild it either from scratch or copy an existing working playfield and change it bit by bit to your liking. Hope this helps. /jmc
Yes I did. Uh yikes.. I hate when that happens... local files dont cause an error (aside of the issue that caused the thread). On my side, it seemed very much to be caused only by adding the planetery poi. Thanks for the input, i'll 'rush' the next update then, after testing @jmcburn's changes, after i eat for the first time today. Oh, that would be an awesome joy after the meal, having my poi on the planet without errors.. *excited* I'll update here within the next 2 hours. Thanks a bunch already, i'll read @jmcburn post after eating, cant focus atm *eat eat eat*
Hmmm... Textures are now messed up and needs rework. Weird how rearanging the 'biome' groups does that. But the strange part is, removing the POI and starting the map, I get zero erros/warnings. So in conclusion: Solution of the threads issue was: Do not use space for POI names! Probable solution of error message might be to rework the POI itself... But what?! Guess i'll strip off the POI items and start with basic game blocks to figure it out. Thank you jmcburn, LiftPizzas and Atics
Solution to error with the spawned POI, I had used the players cannon turrets instead of the alien weapons.
I have a lot of POIs on which player weapons are installed. Have never had problems?!?! Ok, they fire only when you make special arrangements but they do not produce mistakes (in our scenario).
Well, i dont know, i 'dont care'. I try stuff until there is no error message, when there is no error message, i'll update. That is the only method I can focus and/or rely on. All i know is, when i tried 'last time', with player weapons on the poi, i had an error message about index out of range. After changing the POI's weapons to alien (like its core), the error was gone. That is all/everything I can consider. Lets hope for the best