Mods / Fauna of the Stone Age: Sirenia - v1.0.27 hide/pelt crash fix
- Tags:
- Author:
- bintoss
- Side:
- Both
- Created:
- May 5th at 1:15 PM
- Last modified:
- May 13th at 7:05 AM
- Downloads:
- 3160
-
Latest release (for Vintage Story 1.22.0-pre.4 - 1.22.2, potentially outdated):
FotSA-Sirenia-v1.0.27-Hide-Pelt-Crash-Fix_1.0.3.zip 1-click install
This patch is for Fauna of the Stone Age: Sirenia version 1.0.27 or 1.0.28 for Vintage Story 1.22.0-pre.4 or later does two things:
1. Siranae 1.0.27 added "Oiled, Raw, Salted hides and associated recipes", but the IDs used in the hides and pelts recipe files did not match the pelt itemtype IDs. This would cause the game to crash when the game tried to find recipe ingredients that didn't exist. This patch corrects the IDs used in the recipes.
2. I also noticed assets/sirenia/itemtypes/animals.json was missing a }, so I fixed that, too. Maybe Vintage Story's JSON deserializer can tolerate missing curly braces and it didn't matter.
Warning!
I recommend not pairing this mod with earlier or later releases of Sirenia than those listed above. Any upstream changes to animals.json would be completely overwritten.
Known Issues
- [upstream] Sirenia do not naturally spawn with or without this patch. I don't know why. They are extremely rare. So rare that I thought they weren't spawning at all.
License? What do you mean I need a license? Okay, uhh...*slides you a crisp CC0-1.0*.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.3 | sirenia1027hidepeltcrashfix | 2854 | May 13th at 7:05 AM | FotSA-Sirenia-v1.0.27-Hide-Pelt-Crash-Fix_1.0.3.zip | 1-click install | ||
ChangelogChores- removed empty "compatibility" directory | |||||||
| 1.0.2 | sirenia1027hidepeltcrashfix | 64 | May 10th at 11:29 AM | FotSA-Sirenia-v1.0.27-Hide-Pelt-Crash-Fix-v1.0.2.zip | 1-click install | ||
|
## Fixes
- Move animal.json to previous path; Fixes dreaded question-mark block. I misunderstood the purpose of the "compatibility" directory and ended up hijacking the entirety of the sirenia entity data, thereby breaking it. Thanks, Landeun!! | |||||||
| 1.0.1 | sirenia1027hidepeltcrashfix | 93 | May 8th at 1:01 AM | FotSA-Sirenia-v1.0.27-Hide-Pelt-Crash-Fix-v1.0.1.zip | 1-click install | ||
| |||||||
| 1.0.0 | sirenia1027hidepeltcrashfix | 149 | May 5th at 1:17 PM | FotSA-Sirenia-1.0.27-Hide-Pelt-Crash-Fix-v1.0.0.zip | 1-click install | ||
|
Initial Release at 6:17 AM oh gosh i'm tired | |||||||




So this 'fix' actually introduces a new bug, instead of hides turning to hides pelts turning to pelts, and salted turning to salted, youve set every recipe to corespond to pelt, so pelt has a recipe to turn into pelt, hide, and salted, instead of doing pelt-pelt- for all, you needed to do pelt-pelt- pelt-raw- and pelt-salted-
Thanks for putting this together, it lead me down a path to actually figure out why it's broken.
Turns out, the full issue is in the "assets\sirenia\recipes\grid\hide.json" file.
Adding a single - just before the * wildcard in the "code" section fixed the crash.
Also to note when I tried using this pelt crash fix mod it actually kind of... disabled the Sirenia entirely. I wasn't able to find them in conditions where they should spawn (I even amped the spawn rate manually) and when trying to spawn them in creative mode the entity to spawn them was the dreaded "white cube"
I've left a comment on the original mod as well, just figured I'd jump over here and notify you as well since you went out of your way to try to fix the hide issue as well.
Cheers.
> Also to note when I tried using this pelt crash fix mod it actually kind of... disabled the Sirenia entirely.
Huh. That's...odd. Maybe my adding the missing curly brace in `assets/sirenia/itemtypes/animals.json` is the cause...
I misunderstood the purpose and usage of the compatibility folder. It's only for replacing one's own assets when another mod is present.
I reverted the animals.json path change, confirmed that worked, and will release v1.0.3 in a moment.
For what it's worth, it seems like they don't spawn naturally with or without this patch. :/
They can still be spawned in creative mode, though.
They do. It's just... super rare. In my personal version I changed their spawnrate from 0.000001 to 0.00001 and was able to get a sea cow to spawn. They are very uh... narrow in their spawn conditions; i.e temperature, precipitation, low chance and checks per chunk... They do spawn.
Oh. Huh.
Thank you for putting this together! Definitely fixed my crashes
TODO: change from exact-replacer to compatibility replacer
done