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

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

#256 Post by dadito »

All fine now thanks to the fix ok_hand

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

#257 Post by Zizzo »

dadito wrote:All fine now thanks to the fix ok_hand
*whew*
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teraunce
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#258 Post by teraunce »

http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.

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

#259 Post by Zizzo »

teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
[sound F/X: source diving] Hmm, that stack trace goes through ZOmnibus, but I don't think ZOmnibus is the cause; the level generator is choking on a store it can't find, and I'm pretty sure nothing in ZOmnibus adds any stores or changes any level maps. What zone and level were you entering when this happened? Do you have any other addons enabled for this character?
"Blessed are the yeeks, for they shall inherit Arda..."

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

#260 Post by Micbran »

teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
It's probably one of your other addons, zomnibus doesn't touch level gen at all/touches it very little. Maybe arcanum?
A little bit of a starters guide written by yours truly here.

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

#261 Post by teraunce »

Zizzo wrote:
teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
[sound F/X: source diving] Hmm, that stack trace goes through ZOmnibus, but I don't think ZOmnibus is the cause; the level generator is choking on a store it can't find, and I'm pretty sure nothing in ZOmnibus adds any stores or changes any level maps. What zone and level were you entering when this happened? Do you have any other addons enabled for this character?
Turns out it was probably Ye Olde Crossbow mod from way back when. That has been fixed.

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

#262 Post by Zizzo »

teraunce wrote:Turns out it was probably Ye Olde Crossbow mod from way back when. That has been fixed.
*whew* Good to hear.

In the meantime, pushing out v15d.3, with a new feature from Go to Landmark.
"Blessed are the yeeks, for they shall inherit Arda..."

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

#263 Post by Thexare »

Crosspost error time whee~

I'm running into what appears to be a Pepper Pack/ZOmnibus compatibility issue in Last Hope. It doesn't error on my first entry, but instead begins erroring later in the game. Error specifically cites ZOmnibus, but doesn't happen when Pepper Pack is disabled. Reporting it in both threads, since I don't know enough to say which one's causing it.

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Lua Error: /data/general/events/vagrant-npcs.lua:39: attempt to index global 'uniques_by_zones' (a nil value)
	At [C]:-1 __index
	At /data/general/events/vagrant-npcs.lua:39 on_enter
	At /mod/class/Game.lua:1169 changeLevelReal
	At /mod/class/Game.lua:849 base_changeLevel
	At /mod/addons/zomnibus/superload/mod/class/Game.lua:104 changeLevel
	At /mod/class/Game.lua:2013 
	At /engine/KeyBind.lua:242 

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

#264 Post by Peppersauce »

Don't worry about that Zizzo, it's a problem on my end. :wink:

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

#265 Post by Zizzo »

Peppersauce wrote:Don't worry about that Zizzo, it's a problem on my end. :wink:
*whew* :mrgreen:
"Blessed are the yeeks, for they shall inherit Arda..."

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

#266 Post by Zizzo »

Pushing out v15d.4, sort of a mixed bag, with a bug fix in Go to Landmark and a new feature in Inventory Sort Order.
"Blessed are the yeeks, for they shall inherit Arda..."

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

#267 Post by Dracos »

Hey Zizzo, there's some conflict with auto-rest and explore and auto-restart sustains, but I'm not too saavy at doing cross-mod compatibility. Got any guidance? Don't want to break people trying to use that as part of this pack.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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

#268 Post by Zizzo »

Dracos wrote:Hey Zizzo, there's some conflict with auto-rest and explore and auto-restart sustains, but I'm not too saavy at doing cross-mod compatibility. Got any guidance?
…Well, more details would certainly help. What kind of conflict are you seeing? Are you getting errors?
"Blessed are the yeeks, for they shall inherit Arda..."

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

#269 Post by Dracos »

No lua error. People started poking in the comments that it was disabling restart sustain when both were on, and testing, that does seem to be the case. You can set the details but resting won't trigger it. Both addons are overriding the rest function but not sure how that gets made to play nicely together.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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

#270 Post by Zizzo »

Dracos wrote:No lua error. People started poking in the comments that it was disabling restart sustain when both were on, and testing, that does seem to be the case. You can set the details but resting won't trigger it. Both addons are overriding the rest function but not sure how that gets made to play nicely together.
[sound F/X: source diving] Ah, yes, you're overloading Player:restCheck(), which is where Restart Sustains does most of its work. I can see you're making a lot of complex changes that really wouldn't be amenable to converting it to a superload. Hmm…

…Okay, I think we can make this work. It would involve me splitting off most of the guts of my superloaded :restCheck() into a separate method that your overloaded :restCheck() could call. So at the top of your :restCheck() method you'd have something like this:

Code: Select all

local function passthru(ret, msg)
  if self.restCheck_restartSustains then
    -- If Restart Sustains is present, hand off to it.
    return self:restCheck_restartSustains(ret, msg)
  else
    -- Otherwise, return what we were going to return anyway.
    return ret, msg
  end
end
Then you'd need to change all your return statements from e.g.:

Code: Select all

return true
to:

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return passthru(true)
or from:

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return false, "reason we stopped resting"
to:

Code: Select all

return passthru(false, "reason we stopped resting")
It's a bit intrusive into your code, but I can't think of any obvious easier approach.
"Blessed are the yeeks, for they shall inherit Arda..."

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