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mappreview's Issues

Compat with MorrowRim - Volcanic Ashlands

LYP 8 Aug @ 10:41pm

Hi there, there appears to be an incompatibility with Morrowrim - Volcanic ashlands

All the other biomes added by Morrowrim appear to work fine, but the Volcanic ashlands not yet.

Conflict with Save Our Ship 2 - No Planet Render

๐•Ž๐•–๐•ฃ๐•–๐•˜๐•’๐•ฃ๐•ฆ๐•ฃ๐•ฆ๐•ž๐• ๐•Ÿ๐•

When i click on a World tile that can have a preview made. FPS tanks and error generated.

When i click on ocean or off planet, FPS goes up and no error.

Thread id too large: 1178 ( 1178 is Random number)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

https://gist.github.com/93a30198fa23dedbd55b063aaf95eb5b

https://steamcommunity.com/sharedfiles/filedetails/?id=2577153383

translation problem-CT

I found that each version of the module has a language pack. Does this mean that there are differences in functionality between versions?

If that's the case, please let me know and I'll complete the translation accordingly.

Checksum verification causes issues with git clones on Linux systems

I'm trying to use the mod from a cloned git repository (moving away from workshop). Since I'm on a Linux system git will convert line endings of text files to LF on checkout. From the downloaded archive I can tell that the CRLF version is expected by the lfc files, specifically for 1.4/Lunar/Manifest.xml which is the file causing the problem. This causes checksum verification to fail and an error to pop up ingame with a prompt to redownload the mod. This happens with both Geological Landforms as well as this mod.

I understand the benefits of checksum verification, but if you want to rely on files having a specific kind of line-ending, the proper way would be to include a .gitattributes file in the repo that lists all the files (or file-types) that require forced line-endings.

In this case, I found that adding a .gitattributes file with the single line *.xml text eol=crlf seems to be sufficient.

Would you be willing to add that file to this mod and Geological Landforms?

(Love your mods by the way.)

ArgumentOutOfRangeException in TerrainFrom

https://gist.github.com/HugsLibRecordKeeper/6f9cd64bf864930a596e9400e2fe8d5a
https://gist.github.com/HugsLibRecordKeeper/1327681dbbf99edea6c2eec307ee8931
https://gist.github.com/HugsLibRecordKeeper/9a2cf45f8f1fc9ccc6159093eabe18e1
https://gist.github.com/93d5d0ebb5cce28b5473ac390996003d
https://gist.github.com/HugsLibRecordKeeper/bdb5a6c308646ade2e2538a71beae581

Some players have reported it happens (only?) when game is unpaused.
Some players have specified that it only happens sporadically.

Mods in common in all reports:

Humanoid Alien Races(erdelf.HumanoidAlienRaces)
Vanilla Expanded Framework(OskarPotocki.VanillaFactionsExpanded.Core)
Simple sidearms(PeteTimesSix.SimpleSidearms)
RunAndGun(roolo.RunAndGun)
Replace Stuff(Uuugggg.ReplaceStuff)
Vanilla Furniture Expanded(VanillaExpanded.VFECore)
Vanilla Furniture Expanded - Medical Module(VanillaExpanded.VFEMedical)
Vanilla Textures Expanded(VanillaExpanded.VTEXE)
Save Our Ship 2(kentington.saveourship2)
Vanilla Armour Expanded(VanillaExpanded.VARME)
Vanilla Apparel Expanded(VanillaExpanded.VAPPE)
Vanilla Expanded - Royalty Patches(OskarPotocki.VanillaExpanded.RoyaltyPatches)
Vanilla Weapons Expanded(VanillaExpanded.VWE)
Dubs Break Mod(Dubwise.DubsBreakMod)

error

error on load
Player.log

ArgumentException: Undefined target method for patch method static System.Void MapPreview.Compatibility.ModCompat_GeologicalLandforms::LandformGraphEditor_Init_Prefix()
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00068] in <255414689d344b1385ae719f6cce8c55>:0
Rethrow as HarmonyException: Patching exception in method null
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00127] in <255414689d344b1385ae719f6cce8c55>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00093] in <255414689d344b1385ae719f6cce8c55>:0
at LunarFramework.Patching.PatchGroup.TryPatch (System.Type patchClass) [0x00021] in <5bffc502946d46ebacda7cfb7837d520>:0
at LunarFramework.Patching.PatchGroup.AddPatch (System.Type patchClass) [0x0001d] in <5bffc502946d46ebacda7cfb7837d520>:0
at LunarFramework.Patching.ModCompat.TryApply (LunarFramework.Patching.PatchGroup patchGroup) [0x0003f] in <5bffc502946d46ebacda7cfb7837d520>:0
at LunarFramework.Patching.ModCompat.ApplyAll (System.Reflection.Assembly assembly, LunarFramework.Logging.LogContext logContext, LunarFramework.Patching.PatchGroup patchGroup) [0x000db] in <5bffc502946d46ebacda7cfb7837d520>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
LunarFramework.Logging.IngameLogContext:Log(LogLevel, String, Exception)
LunarFramework.Logging.LogContext:Error(String, Exception)
LunarFramework.Patching.ModCompat:ApplyAll(Assembly, LogContext, PatchGroup)
LunarFramework.Patching.ModCompat:ApplyAll(LunarAPI, PatchGroup)
MapPreview.MapPreviewMod:Init()
LunarFramework.Bootstrap.Entrypoint:InitComponent(LunarComponent)
LunarFramework.Bootstrap.Entrypoint:OnPlayDataLoadFinished()
LunarFramework.Internal.Patches.Patch_Verse_StaticConstructorOnStartupUtility:LateInit()
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch6()
Verse. <>c:b__4_5()
Verse.LongEventHandler:Verse.LongEventHandler.ExecuteToExecuteWhenFinished_Patch0()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Verse.Root_Entry.Update_Patch0(Root_Entry)
(Filename: <255414689d344b1385ae719f6cce8c55> Line: 0)

Effects on Structure Generation

JSTM 4 Aug @ 2:10pm

Not a huge deal but it changes how the old building ruins/Ancient Danger and the debris from Ideology are generated.

I wanted to check if the mod affected map generation before I use it, which is why I ended up testing some maps.

Mod files are distributed with signature files so no one can load own build

Hi,

I wanted to remix (for my own use) your Map Preview mod to include option to get and set map seeds directly but I can't. Your framework verifies every file with its signature (a lfc file). You did not provide any info or tool to generate signatures.

You released this mod as "free to remix", so please make it this way!

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