[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

A place to post your add ons and ideas for them

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Dracos
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#271 Post by Dracos »

That's okay. I don't play much these days, so just really doing it to help folks that enjoy both out.

I'll modify that along and push that upstream next I get a chance.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#272 Post by Zizzo »

Dracos wrote:That's okay. I don't play much these days, so just really doing it to help folks that enjoy both out.

I'll modify that along and push that upstream next I get a chance.
Cool. My half of the changes appears to be working as intended (which is to say, no observable differences in functionality), so I'll go ahead and push it out as v15d.5.
"Blessed are the yeeks, for they shall inherit Arda..."

Dracos
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#273 Post by Dracos »

Rolled mine out today and they seem to play nicely together. Thanks.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Chronosplit
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#274 Post by Chronosplit »

OK, this is pretty bizarre even for a bug. I swear I wasn't doing anything weird.
-Exit my fortress from the normal exit, Rod of Recall was not used.
-Seems to take a long time to save on the world map, and the music didn't change...
-While it's saving, somehow I'm instantly on the last tile the game autosaved before entering the fortress (after a mob fight), standing still, no movement but time passes as in many turns. I cannot move.
-I got ambushed by a Zigur Mob during this time.
-Black screen, and I get this error with ZOmnibus on it:

Image

Reloading the save just puts me in the ambush with time moving forever again. Time is moving as I'm staying still at least; I see many prompts of days going in the text. With the fortress music still playing.

EDIT: I think this may have to do with Tinkers. I think this because the only talents I can use are related to my Medical Injector.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#275 Post by Zizzo »

Chronosplit wrote:OK, this is pretty bizarre even for a bug. I swear I wasn't doing anything weird.
-Exit my fortress from the normal exit, Rod of Recall was not used.
-Seems to take a long time to save on the world map, and the music didn't change...
-While it's saving, somehow I'm instantly on the last tile the game autosaved before entering the fortress (after a mob fight), standing still, no movement but time passes as in many turns. I cannot move.
-I got ambushed by a Zigur Mob during this time.
-Black screen, and I get this error with ZOmnibus on it:
[sound F/X: source diving] …Okay, I don't think ZOmnibus is the cause of this, at least not in the stack trace you've provided. All the superloaded Game:changeLevelReal() does is temporarily block Store Wish List's popup until after auto-transmo-on-level-change has finished. From what you describe, it sounds like something has broken your map very badly; in your stack trace, NicerTiles is choking trying to modify a terrain grid that doesn't exist.

If I had to guess, I'd guess that something broke the map as you were exiting the fortress, and the game muddled blindly on until the Zigur ambush got it too confused to proceed. What the cause was, I couldn't say. If you still have the log file, we could check for other errors.
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
Uruivellas
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#276 Post by astralInferno »

Time moving forever is a standardish bug; you can probably get a mod to fix it by teleporting you out.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#277 Post by Zizzo »

Quickie release v15d.6, with a small QoL tweak to Inventory Sort Order for users of my Utility Supplies addon.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#278 Post by Zizzo »

Quickie bugfix release 15d.7, fixing a small bug in Restart Sustains.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#279 Post by Zizzo »

Quickie release v15d.8, with a fix to Talent Point Planner and a small tweak to Go to Landmark.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#280 Post by Zizzo »

Quickie bugfix release 15d.9, with a bugfix in Pragmatic Heroism.
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Cathbald
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#281 Post by Cathbald »

The requirement for the prodigy Never Stop Running doesn't display properly, I'm pretty sure you're displaying the number of equilibrium using talents (like windtouched speed) instead of stamina using
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#282 Post by Zizzo »

Cathbald wrote:The requirement for the prodigy Never Stop Running doesn't display properly, I'm pretty sure you're displaying the number of equilibrium using talents (like windtouched speed) instead of stamina using
[sound F/X: source diving] Not Equilibrium-using talents specifically, but it looks like I'm counting a lot of talents that I shouldn't be (and ironically, I think the Windtouched Speed description isn't counting some talents that it should be). I think I've just about got the Lichform Celestial/Star Fury mods for Talent Point Planner working; once that's ready, I'll release it and this fix together.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#283 Post by Zizzo »

"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#284 Post by Zizzo »

[sound F/X: forehead repeatedly striking desk] And of course that Talent Point Planner mod had a bug; pushing out v15e.1 to fix it. We Apologize for the Inconvenience.™ :oops: :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

sajberhippien
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#285 Post by sajberhippien »

Zizzo, there might be an issue with your latest version. It might be a compability issue with another mod, but in that case it's a new issue to the 15e. Starting a completely fresh Ghoul Alchemist got me an overflow error. Reverting to the 15d version I had no issues with otherwise identical mods.

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