When creating a world and starting a character I receive an error saying invalid overmap terrain id "field_shallow" and then the game closes.
Just a few questions:
What version were you playing:
Description of the problem you've found written in a way that enables anyone to try recreate it
Thanks!
Windows 64 bit, version 0.C-21521-g832a687fe5 (tiles).
While creating a new charater, whether custom, preset,random or play now, the world that i've seleceted will start to generate the debug screen will appear stating error's with the overmap and forest terrain. eg invalid overmap terrain id "forest_vein" and In overmap scecial "vein_forest_shallow"
After creating the character and trying to load up the world the debug screen will appear and say invalid overmap terrain id "field_shallow" and then the game closes.
If there is anything that needs clarifying just ask.
Is this a new world or one you've imported from an older version? What mods are enabled?
If possible, could you zip (tar, 7z) the world and upload it?
Thanks!
The world I used was a new one that was created a few minutes ago.
Mod list: dda(dark days ahead), Tall buildings, deadleaves fictional guns, Medieval and historic content, mining mod, More survival tools, StatsthroughskillsIV, Vehical additions pack, tanks and other vehicles, boats, craftable gun pack, folding parts pack Icecoon's arsenal, extended buildings,
more craftable, fuel multiplier, more classes, more locations mutation changes, mythological Replicas, and extended realistic guns. I'm not sure how to zip or tar world.
Pinging @DangerNoodle, PR 20295 slightly broke terrain generation in the mining-mod, made comment to the issue on your repo.
@kingofthecatsIII if you want to get this working right now, what you can do is open \data\mods\Mining_Mod\overmap_specials.json and delete every occurance of "rotate" : true,
then open \data\mods\Mining_Mod\overmap_terrain,json and add the following to the end of each item
,
"flags" : [ "NO_ROTATE" ]
so that they look like this:
{
"type" : "overmap_terrain",
"id" : "forest_vein",
"name" : "forest",
"sym" : 70,
"color" : "green",
"see_cost" : 3,
"extras" : "field",
"spawns" : { "group": "GROUP_FOREST", "population": [0, 3], "chance": 80 },
"allow_road" : true,
"flags" : [ "NO_ROTATE" ]
}
That'll get it working, but is likely to change once DangerNoodle updates the mod. You might just want to take Mining Mod out until it gets updated.
My apologies, I had forgotten that NO_ROTATE was now an important flag.
My efforts to fix this appear to work but are now causing unknown issues with More Locations mod, which a "cannot place some specials" error occurring after character creation, but refusing to list the special actually causing the issue. Possible cause is the same reason https://github.com/CleverRaven/Cataclysm-DDA/pull/20445 is occurring in worlds without my mod or @pisskop's mod, due to both rendering cemetaries non-mandatory. In this case the likely cause would be factories.
I will want to use copy-from later on to make this mod more future-proof, but I will have to do this later. I will need to get read to go soon. For now my latest commit should resolve these load errors.
I am now further testing whether the More Locations anomaly occurs without the addition of Mining Mod, or it is indeed from mod combining. If factories are causing issues on their own, I could implement a pull request to resolve that, but I need to ensure my own mod is not also being problematic.
Ill get that 'cant place unspecified specials' error, but Im assuming its a failure on the games part rather than my own.
Given my inexperience with the large number of recent changes to map generation behavior, I am unfortunately not as confident in my
Religious cemeteries are a confirmed vanilla issue, as there is a pull request reducing their occurrences. My own mod should not have the exact same error as all overmap specials added are 1 by 1, but I do not wish to rule out the potential for problems on my end.
Now however I am having an issue of "cannot place specials" even in a vanilla world, after having reduced minimum occurrences of cemeteries to 0.
Thank you guys for helping 馃憤
I assume this is now fixed
Other than most likely existing issues with overmap placement, it should be fixed. The related issue in my mod repository I have closed for now, with a request to inform me there in the event that it re-occurs.
Most helpful comment
My efforts to fix this appear to work but are now causing unknown issues with More Locations mod, which a "cannot place some specials" error occurring after character creation, but refusing to list the special actually causing the issue. Possible cause is the same reason https://github.com/CleverRaven/Cataclysm-DDA/pull/20445 is occurring in worlds without my mod or @pisskop's mod, due to both rendering cemetaries non-mandatory. In this case the likely cause would be factories.
I will want to use copy-from later on to make this mod more future-proof, but I will have to do this later. I will need to get read to go soon. For now my latest commit should resolve these load errors.