Catsquid
Green Heart
My avatar was beautifully drawn by phantasm!
Posts: 6,127
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Post by Catsquid on Nov 17, 2023 19:50:00 GMT -5
I've been making an NPC mod for a while now, and I've finally finished it! However, I'm encountering a problem that I suspect might be a bug within Cattails rather than an issue with my mod.
When I unlock my modded cat and place them into the colony, their rival kittens also appear, even though I've made no progress on the rival marriage. I think it has something to do with the "rival_marriage_kitten_ages" part of the save file. Because when I test the mod on my test file (created before I made the mod), the kittens always appear. But when I test them on a new file, everything works normally. Looking at the saves, the only thing that's different is that files that are created while the mod is installed include the modded kittens names on the "rival_marriage_kitten_ages" list. The preexisting saves don't include them in it, even if I save with the mod installed. Furthermore, if I edit the save to include their names, the kittens disappear and everything works normally.
If I'm mistaken and there's actually probably just a problem with my mod, please let me know!
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Catsquid
Green Heart
My avatar was beautifully drawn by phantasm!
Posts: 6,127
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Post by Catsquid on Nov 20, 2023 23:45:39 GMT -5
After looking over the documentation again, I noticed that it says:
"Any NPC UID included in [the "kitten_uids"] list will be automatically "locked" and unavailable from the start of the game for a new savefile!"
Since it specifies new savefile - is the modded rival kittens breaking on preexisting save files a known flaw (or even intended)? And, if so, is it ever going to be fixed? I'd really appreciate any kind of feedback about this, because right now this is the only thing in the way of me posting my mod. :')
If this isn't supposed to be happening, I can see about posting some files that could help somebody diagnose any errors that may be on my end.
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Post by Falcon Development on Nov 21, 2023 13:34:56 GMT -5
After looking over the documentation again, I noticed that it says: "Any NPC UID included in [the "kitten_uids"] list will be automatically "locked" and unavailable from the start of the game for a new savefile!"Since it specifies new savefile - is the modded rival kittens breaking on preexisting save files a known flaw (or even intended)? And, if so, is it ever going to be fixed? I'd really appreciate any kind of feedback about this, because right now this is the only thing in the way of me posting my mod. :') If this isn't supposed to be happening, I can see about posting some files that could help somebody diagnose any errors that may be on my end. Thanks, looking into this now! If you could share the mod files that would be very helpful in diagnosing the issue, it is likely a problem with the load file function. Edit: I believe I have this patched in the dev build, however the files would still be very helpful if possible! We have a bugfix patch scheduled at the end of this week and hopefully we can roll the fix into that.
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Catsquid
Green Heart
My avatar was beautifully drawn by phantasm!
Posts: 6,127
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Post by Catsquid on Nov 21, 2023 18:43:30 GMT -5
Of course, here are some files! This is just a test mod, but I checked and it has the same problem I've been having. It's set up exactly the same as my real mod. [Download]I set the parents to Coco and Jag in this example, and the kitten can be found sitting outside Coco's den. If I load up a preexisting file, the kitten is there even though the marriage is incomplete. If I make a new file, there is no kitten. Thank you so much for looking into it! So glad to hear that it'll be fixed soon. :)
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Post by Falcon Development on Nov 21, 2023 19:57:18 GMT -5
Thank you! I have verified that the bugfix works for your test mod files. On both loaded files and new files, the NPC "Kitty" only appears after the rival marriage is complete and Autumn 4 rolls around. This fix should be included in the next patch, we'll post to the Steam page news tab when it's ready
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