Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

stopped working

A topic by SilverBackSpartan created Jul 25, 2022 Views: 1,002 Replies: 10
Viewing posts 1 to 3

not sure why this stop working recently; heres the log

https://www.mediafire.com/file/8syzyxcjwtyaur8/log.txt/file

Developer (3 edits)

I'm not sure if you recently added this or not, but there is currently an incompatibility issue with TerraFarm that throws the same error you are getting. The issue is in the way they register their dirt fillType. It is registered very late in the load process, after UnitConvert has initialized and loaded everything. There is a work around, by registering that fillType the FS22 xml way in TerraFarm, UnitConvert, your map, or any mod really.

Try disabling that mod and see if it still stops working. If it does, I'll have to look into other conflicts. If you need help with the work around, let me know. The next version of UC should resolve that issue.

Update: I just looked at the TerraFarm version you are using and that version apparently does not late register any fillTypes like the github version does. The UC error you are getting still does stem from a fillType being missed by the UC system, however. I think the first step here would be to tell me the most recent mod(s) you've either added or updated, primarily ones that add new fillTypes.

The error is being thrown by the production menu, so it would be a fillType used in a production placeable. I'll have to make a note to add a message telling me the offending fillType if that happens in the next version I'm working on.

(1 edit)

i do use a the latest terrafarm but i customized it with FS miners latest update rather than adding a whole new zip that way i keep all my terrafarm files that he ends up missing. Can you tell me the work around i am on ELk Mountain and i really love your mod lol. Elk Mountain does have dirt, but not paydirt. But it can;t be Elk because someone i am sure would have brought this up

I wonder if its the Newell gaming mod which has a few production filltypes that is not installed on the map
https://newell-gaming.itch.io/fs22-material-production

(3 edits)

So i went in and edited that mod's productions and took out whatever filltypes werent in Elk mountain (stone powder, lithium, etc) and changed paydirt to dirt etc. Mod is back partially working - i can changed  the units once with keybinds and  then if i try it again after closing a menu i get the error and mod stops working.

https://www.mediafire.com/file/8syzyxcjwtyaur8/log.txt/file


Also using the newest version of production revamp, not sure if that is doing something as well

EDIT: took out the mod (linked above) completely and still same errors.

Developer (1 edit)

Try this. Make a new save with just elk mountain and UnitConvert. See if it works with just those things. If it does, start adding mods one or a few at a time until the error happens. Focus on mods that add new fillTypes. In other words, ignore vehicles and such as that is most likely not the problem.

If it errors with JUST Elk Mountain, I'll have to see why. The idea is to narrow down and find the offender. I haven't had a chance to play FS22 yet, so I don't have many mods. Only the ones people tend to have problems with. Production Revamp COULD cause and issue and currently DOES cause an issue with Animal Production, so it may affect UnitConvert as well. It's written a little more "brute force" than a lot of mods, making it hard to work around. Add that one to the list of mods to try on your new save, even though I don't think it adds any fillTypes.

If you can't find the conflicting mod, send me a message at m.me/ThundRFSMods or go to my facebook site and message me from there. I'll help you figure out what's going on. The error is a misconfigured or late registered fillType. In order to work around it (until the new version is ready), I have to know what fillType(s) are causing the issue.

Ok. I use about 1500 mods but i will find it lol

Developer (2 edits)

That's why you start with just UC and the map, then add just mods that add productions and fillTypes on a new save. Leave the other 1300+ disabled. The vast majority of those mods are irrelevant to this test and can be ignored. Not sure how many production placeable mods you have, but 90% sure of of them is the culprit, especially ones that add new fillTypes.

In other words, out of your 1500 mods (at least from the list I saw), only maybe 10% of them could possibly be causing the issue. So, you don't have to test every single one.

The idea is to start with just one mod (the map), see if it works with only that enabled. Add a mod or two (only the types I mentioned above), try again. When it breaks, you know it was one of the last batch you just added. You could even do 5 - 10 at a time, at least it would narrow the range from 1500 to 10, which would be much easier to needle down on.

Edit: Or you could just wait until I finish the next version and see if it resolves the issue. No eta on that yet though, still a lot of RL things I'm dealing with. This is a work around for "in the meantime".

yea true - i would like to help you find culprits tho - it could possibly help executions in the future :)

Developer (1 edit)

Depending on the way mods are programmed (script mods I mean), there's no way to guarantee compatibility with everything. I used to try to work around every single mod out there. Now, it depends. If compatibility means hours of "work around" code, then probably not. This looks to be late registered fillTypes (which are mostly obsolete in FS22), so I think the new version will address those. If they register too late, however, there's not much I can do. That's why you see ZZZ_ModName.zip instead of FS22_ModName.zip sometimes. Mods load in alphabetical order. The ZZZ_ prefix was the only way to ensure a mod was loaded at least after all the FSXX_ prefixed mods.

In other words, if a mod named something later alphabetically than FS22_TH and late registers fillTypes as well. That mod would most likely not work with UC or, at the very least, those fillTypes would be skipped. Just an example.

Ahh i get what you are saying, yes i am not using the github version of TF but a modified version of the current one by FS Miner for MCE. terrafarm MCE 4.03 beta