[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#46 Post by Mr Frog »

I didn't encounter anything like that in my testing. What circumstances dis the error occur in?

Zizzo
Sher'Tul Godslayer
Posts: 2525
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#47 Post by Zizzo »

Mr Frog wrote:I didn't encounter anything like that in my testing. What circumstances dis the error occur in?
Pretty much immediately on character creation. If I back the point out of Command Swarm in the initial levelup dialog, the character comes up fine, but the errors start right back up when I put the point back in.
"Blessed are the yeeks, for they shall inherit Arda..."

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#48 Post by Mr Frog »

Zizzo wrote:
Mr Frog wrote:I didn't encounter anything like that in my testing. What circumstances dis the error occur in?
Pretty much immediately on character creation. If I back the point out of Command Swarm in the initial levelup dialog, the character comes up fine, but the errors start right back up when I put the point back in.
Huh, and no other addons to mess things up either.
ಠ_ಠ

Would it be possible to upload a screencap of what your game looks like when you don't have a swarm bar to shatter reality? Odd request, but its faster for me to just look instead of ask a random list of things.

Zizzo
Sher'Tul Godslayer
Posts: 2525
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#49 Post by Zizzo »

Mr Frog wrote:Would it be possible to upload a screencap of what your game looks like when you don't have a swarm bar to shatter reality? Odd request, but its faster for me to just look instead of ask a random list of things.
(shrug) I mean, I'm happy to help, but I'm not sure what you want a screenshot of. The game itself looks pretty normal at this point:
screen.jpg
screen.jpg (108.57 KiB) Viewed 5122 times
I did some poking around in the code, and it looks like the resource bars that are explicitly drawn at that point in :displayResources() near the triggerHook("UISet:Minimalist:Resources") all explicitly check for the presence of the .shad field in their shader before calling :setUniform() on it; you might need to do the same in your code.
"Blessed are the yeeks, for they shall inherit Arda..."

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#50 Post by nsrr »

For what it's worth, I tried the latest version last night and did not have this issue. I did extract the add-on into folder format so I could poke around the files. I don't know if that's relevant, but I know it can cause issue loading files from packed addons if the names are capitalised or some such.

I probably should have checked with a packed version, but it didn't occur to me that could have made a difference until I started this post, and I can't test it at the moment.

Edit: I tried with a freshly downloaded .teaa that I left packed and still did not have any issue with the Swarm bar.

Class is much more fun than I remember it :) . Swap the order of Web Burst and Web Line and I wouldn't even mind how bumpy the early game is.

A couple of minor things:
Swarm (resource bar) has no tooltip when you mouse over it. It doesn't need one necessarily, just stood out as different from other bars.

Web Line sometimes acts... odd. One example, when standing on a corner and targeting straight down around the corner, I have a blue targeter, but when I use the talent it says I'm too close to build moment even though my target foe was a good 4 tiles away. I have a suspicion it's trying to pull me to the corner I'm standing next to.

It would be super rad if the insect guardian command talents checked for at least 1 living guardian in their pre-use. Sometimes I wouldn't notice they were dead and tried to command them. Any other resource (paradox aside) and it would only be a minor inconvience. Unfortunately with Equi you can lose a turn to talent failure even when you can't actually use the talent.

My bug buddies die a lot. It's probably fine, I was on Insane and I hadn't leveled up the summon talent yet. Just. Made me a little sad to see them fall so often.

And, lastly, the Swarm Bar is b-e-a-utiful, just like everything you do :)

Zizzo
Sher'Tul Godslayer
Posts: 2525
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#51 Post by Zizzo »

nsrr wrote:For what it's worth, I tried the latest version last night and did not have this issue. I did extract the add-on into folder format so I could poke around the files. I don't know if that's relevant, but I know it can cause issue loading files from packed addons if the names are capitalised or some such.
Hmm… [sound F/X: unzipping] …well, unpacking the addon didn't fix the problem, but it did give me the opportunity to wrap if/then checks around the few critical lines, after which everything works flawlessly. Fun class so far.
"Blessed are the yeeks, for they shall inherit Arda..."

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#52 Post by Mr Frog »

[quote="Zizzo"][quote="nsrr"]For what it's worth, I tried the latest version last night and did not have this issue. I did extract the add-on into folder format so I could poke around the files. I don't know if that's relevant, but I know it can cause issue loading files from packed addons if the names are capitalised or some such.[/quote]
Hmm… [i][sound F/X: unzipping][/i] …well, unpacking the addon didn't fix the problem, but it did give me the opportunity to wrap if/then checks around the few critical lines, after which everything works flawlessly. Fun class so far.[/quote]

I'll probably do that myself when the time comes for the next patch, although rn I'm a bit distracted with Faetouched (WIP metaclass pack). I wish I knew why on earth it'd only error for one specific person.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#53 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks

This translation only talents and birth data.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#54 Post by Mr Frog »

gooder1029 wrote: Thu Nov 11, 2021 1:00 pm Hello, I really like the mod you made, I translated it into Chinese, thanks

This translation only talents and birth data.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing
Thanks :D It's really great that you're doing this for us. ❤️

smithfield
Halfling
Posts: 114
Joined: Wed May 23, 2012 1:19 am

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#55 Post by smithfield »

First use of Swarm Pulse.

Code: Select all

error = "Game version: tome-1.7.4\
Addons: neka_qol07-1.0.0[X!], sms-ui-1.6.0[X!], items-vault-1.7.0[O], easy_map_v2-1.6.0[X!], mrfrog_vfx-1.7.0[X], possessors-1.7.4[O], cleanui-1.7.2[X], rod_dissip-1.7.0[X], myth-minimalist-ui-1.5.10[X!], ashes-urhrok-1.7.4[O], opaque-tooltips-1.5.5[X!], hiveminder_class-1.7.0[X], orcs-1.7.4[O], better_item_desc-1.7.2[X], zomnibus-1.7.0[X], cults-1.7.4[O]\
\
Game version (character creation): tome-1.7.4\
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /mod/class/Actor.lua:7140: attempt to index local 't' (a number value)\
stack traceback:\
\9/mod/class/Actor.lua:7140: in function 'effectsFilter'\
\9/mod/class/Actor.lua:7161: in function 'removeEffectsFilter'\
\9/data-hiveminder_class/talents/gifts/swarm.lua:555: in function 'damtype'\
\9/engine/interface/ActorProject.lua:258: in function 'project'\
\9/data-hiveminder_class/talents/gifts/swarm.lua:548: in function </data-hiveminder_class/talents/gifts/swarm.lua:535>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:351 useTalent\
  At /engine/interface/PlayerHotkeys.lua:179 \
  At /engine/interface/PlayerHotkeys.lua:162 activateHotkey\
  At /mod/class/Game.lua:2565 fct\
  At /engine/interface/PlayerHotkeys.lua:326 \
  At /engine/KeyBind.lua:231 "
seen = true
reported = true


Post Reply