Geomancy: A Bugfix

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Geomancy: A Bugfix

Postby Fayd » Thu Jan 07, 2010 9:32 am

Geomancy fixes a bug in Torchlight's Tramsutation system. Under normal circumstances, this bug will not affect players. However, if there are any mods installed that introduce new recipes that involve gems, and the recipes have more than one unique ingredient, odd things happen when just one ingredient is put in, and this spills over into affecting everything.

This mod will fix any mod that uses Torchlight's original file structure for gems, including both of my mods, Arithmancy and Thaumaturgy, and Freddy's Gem Mod. Be warned, however, that Freddy's Gem Transmuter mod also has a fix for this bug, and due to that, more bugs may result if the two are used together.

I HIGHLY recommend the use of this mod with my other creations.

Runic Games Fansite: here
Torchlit.net: here
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Re: Geomancy: A Bugfix

Postby Saraphan » Thu Jan 07, 2010 1:53 pm

I registered specifically to be able to post this, after having been unregistered for a couple of months now.

Fayd, I'm a big fan of (the potential) of your mods. It's like one of the developers said in another topic: simple but solid and functional improvements to the game. I don't feel afraid I'm unbalancing the game using your mods. And I'm very critical which such things.

However, I noticed something while using your mods which is most likely a bug:

I started with a single dull cold-ember, transmuted it and it turned into another gem (don't remember which kind) of the next tier (discolored). Transmuting this gem turned it into yet another gem of the next tier (no prefix). This kept going on and on and now I have an infinite pure-ember shard. I didn't keep track of the kinds of gems it turned into on the way, but I'm guessing it was rotating between fire, flow, life, cold and pure (not necessarily in this order).

I just tried it again with single discolored eye-ball... turned into deep-ember.

I'm using your thaumaturgy, arithmancy and geomancy mods, as well the "tier3 weapons" mod.

Hope this helps somehow. I believe in you! ;)
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Re: Geomancy: A Bugfix

Postby freddy » Thu Jan 07, 2010 2:04 pm

this mod will fix exactly that problem. i guess jo just have some file problems. delete the mods.dat and mods.dat.adm from your mods folder (the folder where you put all your mods) and start TL again. the recipes are ok what i've seen so far.


to fayd: nice. you really did it :) how long did it take ? unfortunately this mod will break the next version of my gem mod since i'm planning to add the randomize-gem files to my gem mod because i will cut down the rarity again a little bit, but nothing's done so far. in general i recommend you not to release mods with *adm files.
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Re: Geomancy: A Bugfix

Postby Onikuma » Thu Jan 07, 2010 2:15 pm

Should make an All in One pack :P
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Re: Geomancy: A Bugfix

Postby Saraphan » Thu Jan 07, 2010 2:24 pm

freddy wrote:this mod will fix exactly that problem. i guess jo just have some file problems. delete the mods.dat and mods.dat.adm from your mods folder (the folder where you put all your mods) and start TL again. the recipes are ok what i've seen so far.


I'm relieved to hear the problem is solvable, but your suggested fix does not seem to work for me. I've tried deleting said files in the mod folder (first try) as well as deleting them in each of the individial mod folders (second try) and neither tries worked out for me.

I apologize for my ignorance and hope someone can help me out. Perhaps I need to start a new character for these mods to work properly? Don't have the time right now to try that.

Assuming the problem is on the side of the user (as in, the mod is sound), a readme with install instructions would be great!
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Re: Geomancy: A Bugfix

Postby freddy » Thu Jan 07, 2010 2:29 pm

could you post a list of all your mods ??
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Re: Geomancy: A Bugfix

Postby Fayd » Thu Jan 07, 2010 3:08 pm

freddy wrote:this mod will fix exactly that problem. i guess jo just have some file problems. delete the mods.dat and mods.dat.adm from your mods folder (the folder where you put all your mods) and start TL again. the recipes are ok what i've seen so far.


to fayd: nice. you really did it :) how long did it take ? unfortunately this mod will break the next version of my gem mod since i'm planning to add the randomize-gem files to my gem mod because i will cut down the rarity again a little bit, but nothing's done so far. in general i recommend you not to release mods with *adm files.


Only about half an hour. Because I am persnickety and make them by hand so much I develop a rhythm. That, and finding some good music.

There are 2 possibilities for our mods to stay compatible:

A. People download Arithmancy and Thaumaturgy and your gem mod but NOT Geomancy.
B. You make an alternate version for compatibility.

Personally, I like option A.

Also, I didn't know about the .adm files...what's the point of them if they cause trouble? I'll go through the files tonight or tomorrow and muck them all out.

Also, I have been unable to replicate any of the weird bugs. I've used multiple characters, and at least one of every type of formula (including single gems) ...and this may sound odd, but because I use TorchLeech so much...I don't actually know how to install mods, so writing the readme would be difficult. But really should, as not everyone uses tools to help with their installations.

Thanks for the tech help freddy!
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Re: Geomancy: A Bugfix

Postby jdowling » Thu Jan 07, 2010 3:25 pm

I guess maybe it belongs here instead so...

From arithmancy thread:
jdowling wrote:I found this thread about the problem. I think it has been fixed and can be fixed for someone experiencing the problem if they upgrade their game to the latest version.


Like I said, I think people who see this bug can upgrade the version of the game they are using and it is already fixed by Runic... Maybe it's a different bug but it sounds the same to me. I couldn't reproduce it either when someone ran into it for mine.
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Re: Geomancy: A Bugfix

Postby freddy » Thu Jan 07, 2010 3:36 pm

the bug we are talking about is still there, at least in 1.12. don't knowe about steam's 1.15.
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Re: Geomancy: A Bugfix

Postby zebramatt » Thu Jan 07, 2010 3:56 pm

Fayd wrote:Also, I didn't know about the .adm files...what's the point of them if they cause trouble? I'll go through the files tonight or tomorrow and muck them all out.


*.adm files are Torchlight's working files - its cache. If you change/update *.dat files but leave the corresponding *.adm files in place, Torchlight will usually use the *.adms and ignore the *.dats. By only providing *.dats, you force Torchlight to generate a new set of *.adms to run from - meaning the latest *.dats will always be used.

Therefore, when creating, updating or installing mods, it's always a great idea to delete all the *.adm files first - my preferred method is to use the "Clear cached files (Torchlight)" option in the Extras menu of TorchLeech. Don't do it whilst Torchlight is running, mind. I have no idea what that might do.

Oh, and make regular backups, of course (of the mod content and your saves) - else you royally eff up yer saves and have to start a character over.
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Re: Geomancy: A Bugfix

Postby TorchLeech » Thu Jan 07, 2010 4:26 pm

zebramatt wrote:when creating, updating or installing mods, it's always a great idea to delete all the *.adm files first - my preferred method is to use the "Clear cached files (Torchlight)" option in the Extras menu of TorchLeech

TLeech clears the cache after every update and install process automatically. You can save this step. It will be already done.
TorchLeech - a free mod manager for Torchlight. --- powered by Runic Games Fansite.
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Re: Geomancy: A Bugfix

Postby zebramatt » Thu Jan 07, 2010 4:32 pm

TorchLeech wrote:
zebramatt wrote:when creating, updating or installing mods, it's always a great idea to delete all the *.adm files first - my preferred method is to use the "Clear cached files (Torchlight)" option in the Extras menu of TorchLeech

TLeech clears the cache after every update and install process automatically. You can save this step. It will be already done.


True dat!

To clarify, I personally use Torchleech and install mods manually, as well as making a few now and then, so the option to manually clear the cache is invaluable!
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Re: Geomancy: A Bugfix

Postby jdowling » Thu Jan 07, 2010 4:36 pm

freddy wrote:the bug we are talking about is still there, at least in 1.12. don't knowe about steam's 1.15.


I'm pretty surprised that it's fixed in one place you can get the game but not in all the places but I guess I'm not shocked with how software development tends to go :|
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Re: Geomancy: A Bugfix

Postby Fayd » Thu Jan 07, 2010 4:51 pm

Yeah, I'll fix it for the manual installers, and look up how to install by hand to write a sufficient readme.
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Re: Geomancy: A Bugfix

Postby freddy » Fri Jan 08, 2010 2:42 am

didn't see that post last time :oops:

Fayd wrote:
freddy wrote:this mod will fix exactly that problem. i guess jo just have some file problems. delete the mods.dat and mods.dat.adm from your mods folder (the folder where you put all your mods) and start TL again. the recipes are ok what i've seen so far.


to fayd: nice. you really did it :) how long did it take ? unfortunately this mod will break the next version of my gem mod since i'm planning to add the randomize-gem files to my gem mod because i will cut down the rarity again a little bit, but nothing's done so far. in general i recommend you not to release mods with *adm files.


Only about half an hour. Because I am persnickety and make them by hand so much I develop a rhythm. That, and finding some good music.
that's exactly the same way i did :) i do most of the modding things with an editor right now, it's just years faster than doing it with torchED.

There are 2 possibilities for our mods to stay compatible:

A. People download Arithmancy and Thaumaturgy and your gem mod but NOT Geomancy.
B. You make an alternate version for compatibility.

Personally, I like option A.
i really have to think about that. actually i wanted to add the recipes to my gem mod because of balancing the lowered droprate with the next version, but i also want to keep my mod as compatible as possible.

Also, I didn't know about the .adm files...what's the point of them if they cause trouble? I'll go through the files tonight or tomorrow and muck them all out.

Also, I have been unable to replicate any of the weird bugs. I've used multiple characters, and at least one of every type of formula (including single gems) ...and this may sound odd, but because I use TorchLeech so much...I don't actually know how to install mods, so writing the readme would be difficult. But really should, as not everyone uses tools to help with their installations.
another way to delete all cache files is using a batch file. there was a tutorial for that since the original batch file doesn't work as intended or at all. i'll search that thread and add the link soon. edit: viewtopic.php?f=6&t=7077&p=69982&hilit=+tutorial#p69982

Thanks for the tech help freddy!
you're welcome.



I'm pretty surprised that it's fixed in one place you can get the game but not in all the places but I guess I'm not shocked with how software development tends to go :|


i didn't say that it is fixed in 1.15, i just don't know and i also can't imagine that it is fixed. i guess the bug is still there in all available version at this moment.


*.adm files are Torchlight's working files - its cache. If you change/update *.dat files but leave the corresponding *.adm files in place, Torchlight will usually use the *.adms and ignore the *.dats. By only providing *.dats, you force Torchlight to generate a new set of *.adms to run from - meaning the latest *.dats will always be used.

Therefore, when creating, updating or installing mods, it's always a great idea to delete all the *.adm files first - my preferred method is to use the "Clear cached files (Torchlight)" option in the Extras menu of TorchLeech. Don't do it whilst Torchlight is running, mind. I have no idea what that might do.

Oh, and make regular backups, of course (of the mod content and your saves) - else you royally eff up yer saves and have to start a character over.

very good explanation!! that text should be stickyed somewhere.
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Re: Geomancy: A Bugfix

Postby Fayd » Fri Jan 08, 2010 1:20 pm

Well, let me know what you decide to do Freddy. If I have to rework my mods, I'll make a special version compatible. THIS OFFER IS EXTENDED TO ALL OTHER MOD AUTHORS. If you would like me to create a version of my mods for your work, I'll do it, just ask.

That said: I have updated all 3 of my mods. I have removed .adm files and have written readmes.
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Re: Geomancy: A Bugfix

Postby freddy » Sat Jan 09, 2010 8:20 am

Well, let me know what you decide to do Freddy. If I have to rework my mods, I'll make a special version compatible.


i think people won't just be able to use Geomancy and my GemMod at the same time (without modifying some things) because i really feel that i need to add these randomizing recipes with the new rarity/value settings. but i'll add some infos how to use the mods together (deleting/overwriting the files). while i was reading this post, i also decided not to add or change other recipes because it just adds more problems. so you will have no work to do to make the mods compatible.

ah, one thing i wanted to ask you: do you know (or somebody else) if it is possible to make a recipe with more than 1 output item ???


greetz
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Re: Geomancy: A Bugfix

Postby jdowling » Sat Jan 09, 2010 9:14 am

freddy wrote:is possible to make a recipe with more than 1 output item ???


yes, use a spawnclass set up to spawn multiple items and they will show up in the slots for the transmuter. I think that you might be limited to 4 or something funny might happen if you go over 4 since there are only 4 slots. I never tested it out beyond returning 3 items. If the items are stackable they won't stack & will be in separate slots.
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