#AD3D_StorageSolution fails to initialize

48 messages · Page 1 of 1 (latest)

neon swallow
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Testing the new mod AD3D_StorageSolution, but it do not starts.

Full log attached.

"[Info : BepInEx] Loading [AD3D_StorageSolution 1.0.0]
[Error : Unity Log] MissingMethodException: UnityEngine.Sprite Nautilus.Utility.ImageUtils.LoadSpriteFromTexture(UnityEngine.Texture2D)
Stack trace:
AD3D_StorageSolution.Plugin.InitializePrefabs ()..."

brazen nacelle
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Are you on experimental

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Screenshot of the game folder

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@neon swallow

neon swallow
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Hi @brazen nacelle

Not on experimental, regular branch v2

brazen nacelle
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Qmod config ?

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Let's see your plugins folder

neon swallow
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I'm not using qmod...

ajá...

brazen nacelle
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That's your problem right there probably

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@neon swallow

tight fulcrum
brazen nacelle
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Still I wouldn't use it with Smlhelper

neon swallow
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@brazen nacelle I'm afraid that your diagnostic is incorrect, the problem is not solved with the removal of modhelper.

As @tight fulcrum says, the real cause is so simple: the mod is not designed to be used with SN 2.

Thank for your help and time.

tight fulcrum
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because smlhelper breaks nautilus sometimes

neon swallow
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If you read the log, there is no SML helper dll loaded in it.

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No, is incorrect, the folder is in place, but subnauti loads a .dl_l file?

tight fulcrum
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subnautica below zero is not subnautica 2

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consider it as a dlc, or something

neon swallow
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Yes, I understand that.

Thats whats I'm saying: you are correct: these mods are for BZ and not for SN2. Period.

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So, SML helper has nothing to do here.

tight fulcrum
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ohh, that looks like the old version of SMLHelper

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so it probably would not have functioned

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or not

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hmm, weird

brazen nacelle
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Still smlhelper breaks things and even in bz it shouldn't be used.

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i do understand that it a bz mod only

neon swallow
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The point, ladies and gentlement is: I'm NOT currently using, or had installed SML Helper.

The folder you spoted is a "leftover" of older times, with the dll RENAMED to ".dl_l" so it has no way to be loaded at runtime.

Or, there is a way to load a .dl_l file at runtime?

brazen nacelle
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Well than this is solved ... Bz mod can't load in SN

neon swallow
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hehehe, yes...

Best regards.

sick relic
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#🐞┃mod-test-builds message

neon swallow
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Hi!

Thank you for the update.

Just to comment, In SN, when building the container, it is not placed on the wall like the "vanilla" lockers; only with the BuildingTweaks mod is it possible to place it correctly.

Regards.

sick relic
neon swallow
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Yes, that's the way I place the wall lockers.

Very happy with these new ones!

sick relic
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PS new storage look it's on his way, just to make them more "pretty".

neon swallow
neon swallow
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Just to let you know.

Some times the crates or lockers shows like unfinished/gray (as in the picture).

If I wish to use an item stored in the "damaged" ones, from AIOFab or ResMonitor, I can't. Is like I do not have that resource.

I can take it opening the locker/crate with PDA, as usual.

If i empty/destroy/rebuild/refill they work well again.

sick relic
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I haven't encounter this bug yet, do you have a log I can have a look at?
Also for some reason the icons on the storage are too small compared to how they should look like, I think one of the other mods is fighting mine that's why you have this issue.

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Look how large this icon are

neon swallow
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Let me gather the info, I'll post it here

burnt rampart
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Like deconstruct for 1% and then build again
This could cause this issue, sometimes after a reload of the object/game

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I believe this is a vanilla bug, not sure tho