Thanks for the reply, guys
So, is there anything I can try?
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Thanks for the reply, guys
So, is there anything I can try?
Working on it - I'm just busy at the moment
Thanks :)
I don't know if anyone has mentioned this one yet, I get a
when I try to open a new portal.Quote:
Script Error: [string "DOELocations/Scripts/lsOrbitBodyDropdownStr..."]:33: attempt to index a nil value
Hi Guys & Girls,
So its 21-Feb-2017 and I find myself in the position to be able to spend the next week or so on ensuring that the DOEs are working properly for people. In an effort to make my life easier in this, I'm going to ask you all to please post a message here about any outstanding Bugs you may have with this DOE (copies of this post are being made in each of the DOE Threads, so only post here about this DOE, please). However, before you do, please take a brief moment to read through any other Bug Posts made after this Post so that you're not telling me about something I've already been made aware of - sure, if you have further information, add it to the mix, but multiple posts about the same Bug are actually counter-productive - no "Me too" posts, please - thanks.
Also, just to spell things out explicitly, BEFORE you post a Bug could you please ensure that you have the latest Ruleset and Extensions (possible by downloading the Extensions again).
I'm going to use the Post # as the Bug Tracking # from now on, so if you do need to add information about a previously reported Bug, include the original Post/Bug # in your updated information - thanks.
Please note that this is about Bugs, not Desired Features (I'll probably do one of those "requests" requests later on).
If you do post a Bug, please include the following information:
- The Ruleset you are using, including version numbers
- A full list of any Extensions you have loaded, including versions numbers (where available)
- If the Bug only occurs when a Module is loaded, the Module Name and version number (if applicable)
- A detailed explanation of the Bug and how to reproduce it
I am already aware of the Bug(s) around Posts 634 & 645
So, let's see about making sure everything's working properly - your help and patience in this is appreciated.
Cheers
You already know about the thousands separator problem in prices.....
Here's the point where you wanna have JIRA, or some other cloud based ticket tracking s/w eh? Using forums to track outstanding issues is a pain :)
Its not worth it - most of the "issues" I have end up being fixed within a day or so, and there's never that many of them.
The reason I asked this time is I want to be sure I've got a clean board because I've got something special planned and I don't want any "hold overs".
(Gawd, I'm such a tease. :) )
Would it be possible to have this extension make a copy of NPCs when you add them to it, rather than linking them directly to the original record? I have several generic NPCs that I use as templates and when dragging them over and attempting to edit them, it always seems to edit the original content, even if it is from a module.
I am having a strange issue.
When trying to create a new location using Dulux-oz's location extension I get the following error.
"Script Error: [string "wlListIconAdd"]:1: attempt to index upvalue 'oWindowNode' (a nil value)"
The odd thing is Sound and Organisation entries work just fine, it is only the Locations that error when trying to create any type of location entry, and in any other campaign, Locations work just fine.
I have the following ext files installed.
DOE: Base 2.3.1
DOE:Locations 4.6
DOE: Organisation 1.6
DOE: Sound 3.0
When trying to troubleshoot the issue, I renamed the db.xml and the extension works again.
Does anyone have idea what entry to edit in the DB.xml file to allow the ext to work again?
I have a fairly large list of sounds I would prefer not to have to recreate.
Thanks for any and all help in advance.
Yeah, its a known (but intermittent) issue - so far I've tracked it down to some sort of error in an existing campaign. New campaigns don't seem to have the issue at all, which is why renaming the db.xml file works - it effectively creates a new one (ie its a new campaign).
So the short answer is I'm working on it :)
Oh boy, was dazzled by this awesome extension - until i installed it and couldn't figure out what to do with. is there a tutorial somewhere? (i did google, but i still don't get it... perhaps my installation is bugged)
Any suggestions for tutorials - im talking step by step¨
Hugs Angie
yep.. I just don't know what to do.
Made a new location entry, named it phandalin seing as that's the town area.. but uhmmm "drop town links here." ? etc.. where am I supposed to get these links from.. I can't find the location where I add this stuff.... found a town page somewhere, which i can't find again... and managed to add npcs.. which i did have links for from the premade adventure. buuuut.. that's about it.
okay found the town again, but drop building links? found that one as well. just not sure how to for example add inventory (seing as food isn't an item?) how do I add the map? because when I drag the map of phandalin onto the town section nothing happens.
just meh gonna go sit in a corner and cry in frustration
Hi angelistra you make your own towns and buildings and locations and whatever else you like.
To associate (example) builldings with a town open the main Locations Window and open the specific Town and drag the buildings from Locations window into the specific Town. etc.
so you just ignore the tabs you don't need? like location in the building for example? how would i go about making a pricelist for food for example, it's not an item I can find in the database
and ty ty ty ty for helping
I hear you Angelistra ... the manuals that Dulux has put together are quite comprehensive and well done, but i think i know where you are coming ... a generic town/city that we could start using and customising, or using. To that end such a generic module doesn't exist.
The way this extension works is that everything is setup so that it can reference each other within the extension. So you create a land/area/zone, then create town/capitals/etc and tie them to that land/zone, then make buildings that are within that town/capital/etc, and finally NPCs that might be within said buildings. It takes time and you could go about creating a WHOLE lot (i.e. a complete world) ... OR ... just create 1 or 2 sample things and leave it at that.
So ultimately decide what you want to make (i.e. a building like an inn called "Troll Droppings"), open the location dialogue, select from the right tab "buildings", right-click and create a new record. Then populate that record as you like. Do you need to tie in a town, or world, or other location ... no, but you can if you like. But my suggestion is that you create objects within each of those right tabs in the locations dialogue, and then inter-link them as you see fit. Within the Inn object i just created i make sure to addin some good details on the main tab like "markup" from the NPC that owns this inn, as well as his "Purchase At %" ... then i start dropping in items from the "Items" dialogue. You'll notice that value of items dropped in to the Inn's inventory will be "Marked Up" with the % that you entered (e.g. the innkeeper markups all his goods by 50% means a healing potion costs 75gp instead of 50gp as per the PHB stats). Dulux's user manuals will describe each variable within these dialogue windows, and give a description. So if you wanna know more about the "Hide from Players" option, then it's described within his user manual.
As for dragging a map ... not sure about that. If I remember correct I can create a building within a town, then drag that building record onto the towns map, and now players can interact with the builiding directly from the players map that you've shared with them. Just as well if you've an overview map, you can drop a pin of the town record on that overview map, and the players can select that ... or perhaps you drop a pin for another map so that from the overview the player can also open a town overview map. So why not drop both pins.
As you get more familiar with the ins and outs of FG, a lot of what i've rushed through in stating here, will become clearer.
For me and from an engineering background i can see/recognise the internal dependencies that Dulux has created with the core FG things like NPC/ITEMS/MAPS/TABLES/etc, and therefore the important part for me was his user manual descriptions for the various "options" that he created within the extension (i.e. like the "Hide from Players" option on the Buildings record's main tab).
Alright thanks alot guys! really appreciate it!
I'm just one of those people who needs a short guide, open this, make that, open this and you can add that bla bla bla ^^
but lots of hugs <3
You might also try the FG Wiki Entry for the Extension.
The DOE: Locations is a HUGH Extension and is quite detailed in what it can do - so you need to take you time.
The idea behind the Extension is that locations form a hierarchy, and that a lot of locations are defined by the same types of information, even if they may seem (at first glance) to be different. I've distilled all the different location types down into eight types - which you can use as many or as few of as you need. Each of the eight types is accessible via the eight tabs on the main window (which opens up to the Locations type by default - note that's "Locations" with a capital L).
A Location (capital L) is the heart of a fully developed locations system. Locations are things like forests, oceans, islands, countries, kingdoms, etc. A Location can belong to (be a sub-area of) another Location. Towns are the next smallest area down. Use Towns for all groupings of buildings from hamlets through to megatropolises. Towns can belong to Locations and can contain Buildings and also smaller Locations (like parks, bridges, market squares, etc - anything not a Building which could be in a Town).
Buildings are use for - wait for it - buildings. Buildings can belong to Towns or to Locations (eg the lone shepard's hut on a lonely moor). They can also contain Locations themselves for when you need a "smaller" record (eg a villa's courtyard).
Going the other way you have Worlds. Worlds can be planets, moons, suns, etc, and can only contain Locations.
Above Worlds you have Systems (eg the Solar System), and above Systems you have Planes (of Existence). Each of these can contain smaller locations down to Location size. Above Planes you have Cosmos (or Cosmologies) which is basically a container to hold Planes, Systems, Worlds, etc.
Finally, we have Portals. Portals are used in some RPGs to quickly get from one area to another. Examples are doorways to other Planes, Wormholes from one System to another, etc. Portals can be 1-way or 2-way, Single-destination or multi-destination (or even no-destination - love those portals used as 1-way traps).
So that's all the record (ie location) types in the Extension. In addition to these, which can all be linked together (as explained above) they can be linked to anywhere else in FG that can accept a link - commonly on Maps as Pins and in Story Entries. Also, a lot of the FG record types (like stories, NPCs, Items, etc) can be linked to the Extension records in the appropriate places and lists - note that that's the appropriate place or list: if you try to drop a map onto the NPC list or vice-versa it won't work - maps on the Map List, NPCs on the NPCs List (the tabs on the right-hand-side of each record-type).
Finally, other DOEs (that's Dulux-Oz Extensions) can also be linked in to the DOE: Locations entries and vice versa - things like Organisations from the DOE: Organisations, Sounds from the DOE: Sound and Weather Records from the DOE: Weather.
So, the easiest way to use the DOE: Locations is to create all the different record types you think you'd need and THEN link them all together - and you can always start small and then grow bigger as you need. For example: the PCs start in a village and have to investigate a ruined keep not far away. Create the village (a Town) and some of the important buildings (the Inn, the General Store) plus some NPCs to populate the place. Create an area (a Location) to put the village in and then create a Building for the ruined keep (if you want) plus anything else you want. Once the adventure is over you can create some more Locations (maybe a forest or a mountain) and maybe a bigger Location to hold everything (like a barony), plus another Town or two and maybe some more Building for your existing village.
This is all explained in the Manuals and on the Wiki Pages, but because the DOEs in general and the DOE: Location in particular is so complex (not complicated, but complex) there is a bit to read - but once you get the hang of using one of the DOEs the others tend to all work the same way, making learning them and using them easier.
I hope this explanation has helped, and if you've got any more questions just ask - there's a lot of people using the DOEs (so SmiteWorks tells me) so there's lots of people to help answer any questions you may have.
Cheers
Oh, and as for a pricelist - this is explained in the section on Buildings (shops) in the manual, but the short answer is just create some Items in the FG Items section and then drag them to the shop's (Building's) inventory - you can then delete them from the Item system if you want, because Items dragged to Buildings make a copy of the original Item in the Building record.
Cheers
I keep getting this error every time I try and open up a World link from inside a Star System Planets page.
Additionally, if the world in question's page is not currently open, the Part Of dialogue box is cleared, and the Orbit Distance changes to a 89.63038 when measuring by Millions of Miles or 4 if set to Inner Hex(sometimes the number disappears, but reappears when moved or clicked on, so the number is still technically filled in).Quote:
Runtime Error: desktop: Unable to create window with invalid class (World : MJB_Locations.World.id-00002)
Runtime Error: desktop: Unable to create window with invalid class (World : MJB_Locations.World.id-00002)
This problem persists even in a fresh campaign.
I have DOE: Base, DOE: Locations, DOE: Organizations, and DOE:Sound Extensions installed, all at latest versions. FG version: 3.2.3
Edit: Forgot to mention, 5e Campaign
I just started using this, mainly for the shop feature. I seem to have found a bug. I am using the 5e ruleset buying from a shop works flawlessly but when trying to sell back to shop no popup window appears, the item is added to the shop list but not removed from the characters inventory and no money is added to the character. There is no error message in the console when this happens. [EDIT] found the issue its actually not important it happens only when you are the host. Great work on the plugin extensions!
Also, about my post (#666). Further experimentation has shown some other odd, but possibly incidental behaviors. It turns out the Orbit Distance field goes blank when scrolling down over it, and the number re-appears when scrolling back up it, suggesting that there is a blank line below the number that can't be deleted (I've tried). Also, the calculation for the planet's current hex apparently isn't working, and I can't get the current angle to move any more than 10-20 degrees from the starting point, probably because it jumps back to it's starting position on the first of every month. On the plus side, the script errors have finally stopped (no idea why).
Question:
Setting up a shop, is there a way to make it so this shop sells and buys at 0 coins?
Mark-Up of -100%, Purchase At of 0%. This should set everything coming in at 0 gp.
Hey mr. Dulux-OZ,
How much $Muhla$ to get you to change the function of the inventory tab so that it can be set officially to 0 coin in / out.
My intent is to treat this as store(age) for PC own locations.
Currently if you set it to 0% it tells you the Vendor does not sell / buy.
Thank you in advance for considering this.......
Oh I don't know, maybe a chocolate bar or two (see here) :)
I'll see about adding it in for the next release (coming Soon(™))
So... I figured out the orbit distance problem. I didn't realize orbit distance was being calculated based on certain factors on the page, and while I'm a little annoyed that I can't push those details to move the other way (year length based on orbit distance and not the other way around), I can just finagle the numbers around till I get the numbers where I want them. On the other hand, I have also managed to cause planets to "forget" where they're from by opening the system primary from the link on a system's main page... so that's still a problem.
edit: Also, orbit calculations seem way off considering it seems to put the Earth about 10 million miles closer to the Sun than it is.
Also, separate question (sorry for so many posts), what would the day length for a tidally-locked (planet has light side and dark side) planet be, 0 Hours or 1 Year?
Well, as I've said in the manual and in this thread, the orbit-stuff is a simulation that sacrifices some accuracy for usability - remember, this is not a science simulation but a game.
I'll look into what's happening with the calculations, and see about "reversing" the orbit-time stuff as well.
As computers (and mathematics) does funny things when you have a 0 in the mix I'd be more inclined to use 1 year.