@ZBC Great. Thank you for fixing this mod. I've briefly tested, and so far so good.
Posts made by foxy_pj
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RE: Firey Explosions mod FAF
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RE: [MOD] PJ Infrastructure Pack for play with AIx
Updated to the latest version, and made it compatible with the recent version of FAF and a few famous mods. Fixed a few bugs. The latest version is in the mod vault or first post.
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RE: Mod Error without any mod
Same issue:
java.util.concurrent.CompletionException: NotifiableException(i18nKey=mod.errorUpdatingMods, i18nArgs=[])
at org.springframework.aop.interceptor.AsyncExecutionAspectSupport.lambda$doSubmit$3(AsyncExecutionAspectSupport.java:281)
at java.base/java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1768)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136)
at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635)
at java.base/java.lang.Thread.run(Thread.java:833)
Caused by: NotifiableException(i18nKey=mod.errorUpdatingMods, i18nArgs=[])
at com.faforever.client.mod.ModService.writeActiveMods(ModService.java:349)
at com.faforever.client.mod.ModService.overrideActivatedMods(ModService.java:305)
at com.faforever.client.mod.ModService.updateAndActivateModVersions(ModService.java:411)
at com.faforever.client.mod.ModService$$FastClassBySpringCGLIB$$aae9cfd3.invoke(<generated>)
at org.springframework.cglib.proxy.MethodProxy.invoke(MethodProxy.java:218)
at org.springframework.aop.framework.CglibAopProxy$CglibMethodInvocation.invokeJoinpoint(CglibAopProxy.java:793)
at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:163)
at org.springframework.aop.framework.CglibAopProxy$CglibMethodInvocation.proceed(CglibAopProxy.java:763)
at org.springframework.aop.interceptor.AsyncExecutionInterceptor.lambda$invoke$0(AsyncExecutionInterceptor.java:115)
at org.springframework.aop.interceptor.AsyncExecutionAspectSupport.lambda$doSubmit$3(AsyncExecutionAspectSupport.java:278)
... 4 more
Caused by: java.nio.charset.MalformedInputException: Input length = 1
at java.base/java.lang.String.throwMalformed(String.java:1240)
at java.base/java.lang.String.decodeUTF8_UTF16(String.java:1191)
at java.base/java.lang.String.newStringUTF8NoRepl(String.java:728)
at java.base/java.lang.String.newStringNoRepl1(String.java:756)
at java.base/java.lang.String.newStringNoRepl(String.java:738)
at java.base/java.lang.System$2.newStringNoRepl(System.java:2390)
at java.base/java.nio.file.Files.readString(Files.java:3369)
at com.faforever.client.mod.ModService.writeActiveMods(ModService.java:331)
... 13 more -
RE: billythekid/slimboy
@strategos_vashon I think it is in Antares unit pack.
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RE: [MOD] PJ Infrastructure Pack for play with AIx
Hi @splitice
It wasn't me who removed this mod. I really like improvement what you did.
I'm agree with you on everything what you said. SC moding community released many great mods but many of them are not usable (lost to players) as original authors are not updating them for whatever reason (personal life, no longer playing, etc). And on many cases there are not possible to contact them.
This is a shame that modder who can improve/update/maintaine old mods, can't do this without prmission of original author as it is against rules. Becouse of this many great mods are lost to comunity (author can't be contacted). Maybe some compromise needed?
On other hand, i can understand copywrite part and why it is done. It should be a really valid reason for that.
But still it is a shame that many great mods has been lost becouse of this. -
RE: [MOD] PJ Infrastructure Pack for play with AIx
@splitice Do you have permission from original author of this mod? As if you don't, FAF rules are against editing work of other authors without permission.
I can see it has been removed from vault. Reason could be above. -
RE: [MOD] PJ Infrastructure Pack for play with AIx
Hi @Shamble.
I'm not planing to add T3 eng stations at this moment. There is new mod released tody in mod vault "AutoReclaim". It is bit buggy (autor need to fix few things) and AI not using this units, but it is working.
Regards.
PJ -
RE: [MOD] PJ Infrastructure Pack for play with AIx
Hi.
After many month modding and testing, public release date arrived.Mod description:
AI Upgradeable T2 & T3 E/M-Storage, T2+ & T3+ PGens, T2 & T3 & Exp HC Plant, T3+ MEX & T4 Shields
This mean that all pleyers will get more resources including AI. Base siege will be more dificalt and each resource building will be more valuable but more protected.
I recommend to play against AIx with BlackOps mod (fully compatible).Mod details:
All below is AI upgrageble.
T2 Power Gen are upgradeble to T2+ shielded Power Gen with x2 output.
T3 Power Gen are upgradeble to T3+ shielded Power Gen with x2 output.
T1 Energy storage upgradable to T2 and then to T3 (proper balansed).
T1 Mass storage upgradable to T2 and then to T3 (proper balansed).
T1 HC plant upgradable to T2 shielded and then to T3 shielded and than to Exp shielded.
T3 MEX upgradable to T3+ shielded with bit biger output (proper balansed).
T3 shields upgradable to Exp shields with unique features for each nation.Download: [https://drive.google.com/file/d/10llGCG54_Ps0z5ZzRtPIoWADJbDg0ULJ/view?usp=sharing](link url)
Please note, all units based on original game assets.
Big thank you to Uveso and whole modding community
Kind regards
PJ -
RE: Need help with fixing some units not getting destroyed and become wrecks from some old mods.
Thanks for looking at this. I was hoping that there is easy fix. Booth mods having this issue even if played separately with no other mods activated. 4th Dimension mod having issue with only these 2 units attached in first post. Antares unit pack having this issue with multiple units and URS_EnCl was one of afected units. I think something was changed in FAF that these units stoped working properly as 4th dimension units was working fine in vanila FA.
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RE: Need help with fixing some units not getting destroyed and become wrecks from some old mods.
@Uveso I've tried to use your URS_EnCl_unit.txt but same issue presist. Just to let you know.
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RE: [MOD] PJ Infrastructure Pack for play with AIx
@Uveso Thank you for your help and guidance. I think this could be closed.
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RE: Need help with fixing some units not getting destroyed and become wrecks from some old mods.
@Uveso Thanks. So issue with units not getting destroyed and leaving reclamable wreck is in unit.bp file?
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RE: [MOD] PJ Infrastructure Pack for play with AIx
@Uveso Thank you for explaining all of this. I've learned alot during this time.
What if mod autor can't be contacted as all this mods what i used as base are very old mods?
I'm going to redo this mod to use only base game assets.
Thank you.
Regards. -
RE: Need help with fixing some units not getting destroyed and become wrecks from some old mods.
@rezy-noob I'm not going to develop this mods. Just want to know how to fix this issue as playing bugy mods is not good. I'm not expecting to hold any rights for this mods. Also these mods are no longer in development for a long time and i have no idea on how to contact autors as forum pages of this mods are long forgoten and even forums are no longer active.
My quescion is technical, how to fix these units as example.
Regards. -
Need help with fixing some units not getting destroyed and become wrecks from some old mods.
I've noticed that on some old mods some units when destroyed not becoming wrecks and stayed permanently as damaged model and can't be reclaimable.
Before all these units was working fine in FA and now in FAF they have this issue.
Mods affected: 4th Dimension & Antares unit pack and possibly other mods.
Only some units affected and other units are working fine.
Please see example of affected units attached:
[https://drive.google.com/file/d/1-2LC1wsh2gUT_MF_WV_8dxqTwd13eqKQ/view?usp=sharing](link url)
I've tried to ammend unit buleprint and unit script, but not able to fix it.
Please help. -
RE: [MOD] PJ Infrastructure Pack for play with AIx
@Uveso Hi Uveso. Thank you for your help. All has been fixed.
I've removed experimental storages from this mod (taken from BlackOps). Is it OK to pablish this mod or you can see other reasons againt publishing? I think it is a unique mod as i've tried to balance it and only similar mod is Jagers infrastructure pack(based on Upgraded Power Generators, More Storage and Upgraded HC plant) and Shields, but without AI support and with overpowered units.
Regards. -
RE: [MOD] PJ Infrastructure Pack for play with AIx
@uveso Thanks, will have a look at these issues.
Extractor upgrade has been fixed. and it is working fine with this builder requirement:{ EBC, 'GreaterThanEconIncome', { 5.0, 200.0 } },
Not sure how to fix this and where this error came from. Why T1 engineer want to build T3 building?
WARNING: *AIExecuteBuildStructure: TECH1 Unit "euebest3" is assigned to build TECH3 buildplatoon! ("EnergyStorage")
So, i've just made all storages (excluded T1) not buildable and just upgradable from T1. Is it any other way to fix this issue?
Some missmatch in General.TechLevel has been corrected.
Strategic icons has been corrected.
Display.Abilities has been corrected.
Sound errors has been fixed by repointing to original T2 power generator sounds.
Animation file paths has been fixed.
CustomUnits.lua has been corrected as these buildings are no longer buildable and only upgradable. Is this connected to issue where T1 engineer trying to build T3 building?
Or alternatively can i define storages in this way in Customunits.lua?
ExperimentalEnergyStorage = { UEF = {'beb1106', 50}, -- Atlas (Mass & Energy Storage) Cybran = {'brb1106', 50}, -- Stain (Mass & Energy Storage) Aeon = {'bab1106', 50}, -- Vajun (Mass & Energy Storage) Seraphim = {'bsb1106', 50}, -- Orba (Mass & Energy Storage) }, T2EnergyStorage = { UEF = {'euebest2', 50}, Aeon = {'euabest2', 50}, Cybran = {'eurbest2', 50}, Seraphim = {'exsbest2', 50}, }, T3EnergyStorage = { UEF = {'euebest3', 50}, Aeon = {'euabest3', 50}, Cybran = {'eurbest3', 50}, Seraphim = {'exsbest3', 50}, },
Will this eliminate issue with T1 engineer trying to build T3 building?
Thanks.
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RE: [MOD] PJ Infrastructure Pack for play with AIx
@uveso
Hi Uveso.
Changes has been done followed by your guide. Done some testing and can see that AI upgrading HC T1->T2->t3->Exp, Power Generator T2->T2+ and T3->T3+, Shields T3->Exp, storages T1->T2->T3.
But on 70min game AI doesn't have any T3+ extractorsPlatoonformer (buildconditions) has been reviewed too.
Would you be able to check if everything is ok with Extractors upgrade please?
Thank you. -
RE: [MOD] PJ Infrastructure Pack for play with AIx
@uveso
Thanks will correct names and remove required files, then upload mod.