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All the mods & mainline mods reactivated (Community Mod Compilation) originally started and still maintained by TheGoatgod

Home Page: https://discourse.cataclysmdda.org/t/all-the-mods-mainline-mods-reactivated-goats-mod-compilation-v0-0-2/22725

License: Apache License 2.0

Rich Text Format 5.01% C++ 83.36% HTML 0.65% PowerShell 0.09% CMake 0.37% Makefile 6.07% Lua 0.48% Python 3.95% Shell 0.01%
mods goats-mod-compilation fonts mod-updates sound-packs tilesets

community-mod-compilation-deprecated's Introduction

TheGoatGod's Mod Compilation VERSION 0.1.5

Table of Contents

Build_Number Total_lines Repo_Size Total_Downloads Latest_Release_Downloads Discord
Open_Issues Closed_Issues Open_PR Closed_PR Contributors_Status
JSON_Style_Check TOC_Generator Flake8_Python_Linting

Table_Of_Languages

Description

Welcome to TheGoatGod's Mod Compilation. Currently contains over 250 mods, 14 maintained mods, 50 rebalance mods, 22 legacy mods, 2 tile sets(legacy working but lacks alot of new items ect...), 49 NO Mods, and 8 sound packs. It is currently, at 0.1.5, not entirely bug free, but it is undergoing constant improvements, and should soon be bug free. Many changes are planned for the future, consolidating mods to reduce the amount of excess, and cleaning up the code (even more!).

Road map

  • Fix all the mods
  • start merging mods together
  • Make a start on mega mod

I hope to start the merging process soon with a bunch of prs. goal is to bring down the amount of mods. you will see name changes to inclue other mods to make it kinda like the bionic package but not one type of item. however food will be diffrent from other mods. it might get abit confueing to begin with. alot of mods will get striped into other mods entirly or by pieces. all unwanted content will go into a "bin" type mod where you can get the stuff that doesnt fit in or im not planning on adding into there big merge into my mega mod for cdda but this will take time and i plan on adding alot of content all round i need to know what im working with to have a direction to start, i have started some addional content mods that will be included i will add more so this will work. i will need testers and will have to make a new git repo for this.

community-mod-compilation-deprecated's People

Contributors

aseaheru avatar bug-sniper avatar drpariah avatar el-jekozo avatar frontaid-cms[bot] avatar jackledead avatar kenan2000 avatar mutaman avatar snipercup avatar szara-manofhonor avatar theawesomeboophis avatar thegoatgod avatar umbralreaper avatar

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community-mod-compilation-deprecated's Issues

warnings for type bot_smokehack

DEBUG : warnings for type bot_smokehack:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

More-Windows construction category QoL problem

Window category seems to be added after FILTER category and causes it to be shown when searching constructions. I tried adding filter back to the end of constructions as in :

[ { "type": "construction_category", "id": "WINDOWS", "name": "Windows" }, { "//": "Should be last in the list", "type": "construction_category", "id": "FILTER", "name": "Filter" } ]

which did not work thus I am leaving its fixing to the more code savy people

MaddreMod duplicate construction id

Name the mod
MaddreMod

Describe the bug
DEBUG : Error: data/mods//MaddreMod/construction/madd_construction.json: line 3:10: Duplicate construction id

[
{
"id":
^
"Assemble_metal_compactor",
"type": "construction",
"description": "Assemble metal compactor",

FUNCTION : bool main_menu::load_character_tab(bool)
FILE : src/main_menu.cpp
LINE : 1103

Solution
Change the id maybe? im bot really sure why there are two maybe its a me thing

Additional context
Add any other context about the problem here.

Lint update (less important)

Name the mod
all the mods

Describe the bug
some files need linted

Solution
http://dev.narc.ro/cataclysm/format.html

(ill add the mods that get linted below)

  • Lint mods

  • A (Alphabetical order)

  • aaa NO blacklist

  • Advanced Technologies

  • AdvancedGear

  • Alchemic_bomb

  • Anesthesia_Crafting

  • Anti fungal gears

  • Anti fungal towers

  • Anti fungus kit

  • Armor Up! Survivor Expansion

  • Arsenal Breach

  • Artyom Emporium v.1

  • Artyoms' Gun Emporium

  • B (Alphabetical order)

  • Battle maid

  • Battletech

  • Bayonetmod

  • BIM JAKKER BUCKETS

  • Bioco

  • Bionic_Space_Expander

  • Bionics Recipes

  • Bootleg Walkers

  • Broken Admins Makeshift Items

  • C (Alphabetical order)

  • Camping_mod

  • Canals

  • Cannala

  • CBMArms

  • cdda_tokisillyclasses

  • cdda_wrecks-master

  • CDDA-Akimbo-Mod-master

  • cdda-climate-defying-farming-master

  • CDDA-Crude-Improvised-master

  • cdda-Food-Preservation-by-Irradiation-master

  • CDDA-Newspaper-Weapons-master

  • CDDA-OP-Pack-master

  • CDDA-OSRS-Mod-master

  • cdda-tool-bundle-master

  • cdda-variety-pack-master

  • cdda-youre-gonna-get-canned-master

  • CerealMod

  • Civilian Salvaged Robots V.0.1

  • Civilianpowerarmor-master

  • Cloth Rollmat

  • Collapse Beneath

  • Convenient-Constructions-CDDA-mod-master

  • crazy_labs

  • crazy_pets

  • creative_mode

  • cursed_thighs

  • D (Alphabetical order)

  • DinoMod Extended

  • Disinfectant

  • Dorf_Life

  • DracoDogMod

  • DracoPigMod

  • Dried fruits

  • Dumb Sabaton Memes Mod

  • E (Alphabetical order)

  • F (Alphabetical order)

  • Forgotten Races

mods I'm not touching

  • blazemod (being mainlined)

Filthy clothing issue

No_Filthy_clothes

CDDA is requesting a non-existing member "info" on line 14:21, possibly more lines.

`src/main_menu.cpp:909 [bool main_menu::new_character_tab()] Error: data/mods//No_Filthy_Clothes/modinfo.json: line 14:21: requested non-existing member "info"

"type": "EXTERNAL_OPTION",
"name": "FILTHY_CLOTHES",
"stype": "bool",
                ^
"value": false

warnings for type bot_droidnaught

DEBUG : warnings for type bot_droidnaught:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

color is wrong

Name the mod
a lot of mods

Describe the bug
has the wrong color some mods have the right one but say it cant parse

Solution
change it to another color that is the same or similar until everything works

  • Fix color errors

loop in comestible recipes detected: broth

DEBUG : loop in comestible recipes detected: broth -> fiddlehead_boiled -> broth. Such loops can be broken by either removing or altering recipes or marking one of the items involved with the NUTRIENT_OVERRIDE flag

FUNCTION : void recipe_dictionary::find_items_on_loops()
FILE : src/recipe_dictionary.cpp
LINE : 405

Remove code thats been mainlined ( no clue what so ever )

A lot of code has been mainlined into the game and I want to remove the code/mods that have been put into mainline this will be done at a later point. I will update this issue when I'm making a move to do this

  • Remove code from mods that are in the pack that has been mainlined

warnings for type bot_skaterbot

DEBUG : warnings for type bot_skaterbot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

change Ident to id

Name the mod
lost of mods

Describe the bug
ident is having issues time to change it to id

Solution
change ident to id

Additional context
several mods showed errors to using ident instead of id

  • Change ident to id

Similar to #44

Recipe reloaded_338 defines invalid result.

DEBUG : Recipe reloaded_338 defines invalid result.

FUNCTION : recipe_dictionary::finalize_internal(std::map<string_id, recipe>&)::<lambda(const recipe&)>
FILE : src/recipe_dictionary.cpp
LINE : 359

Trailer park mod: no such trap

DEBUG : Error: line 86:29: no such trap

		"set": [
			{ "point": "trap", "id": "tr_nailboard", "x": [ 6, 8 ], "y": 23, "repeat": [ 10, 20 ] },
			{ "point": "trap", "id":
                        ^
                         "tr_light_snare", "x": 7, "y": 23, "repeat": [ 10, 20 ] }
		]
	}

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 783

Forgotten Races missing description

Name the mod
put mod name here

Describe the bug
DEBUG : Error: data/mods//MALKEUS EDITION_Forgotten_Races/customterrain.json: line 4:37: missing mandatory member "description"

[
{
"type" : "terrain",
"id" : "t_living_wood_wall",
^
"name": "living wood wall",
"symbol": "O",
"color": "brown",

FUNCTION : bool main_menu::load_character_tab(bool)
FILE : src/main_menu.cpp
LINE : 1103

Solution
add a simple description such as "living wood"?

Additional context
I try to play with all the mods in your pack i like extreme variety so just letting you know what the errors are in hopes it helps you

mapgen weight issue

Name the mod
Not Sure
Describe the bug
DEBUG : Error: line 85:28: no such item type 'anesthesia'

        ],
        "place_loot": [{
                "item":
                       ^
                        "anesthesia",
                "x": 16,
                "y": [14, 17],

FUNCTION : bool main_menu::load_character_tab(bool)
FILE : src/main_menu.cpp
LINE : 1103

Solution
none atm

Additional context
not actually sure what causing this, i updated mods and them updated the game to 10582 from 10547 then i started getting this error even though the save used to load before. Maybe a mod i was using removed anesthesia i will attempt to figure it out

warnings for type bot_shockbot

DEBUG : warnings for type bot_shockbot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

Update Legacy Code (More Important)

the idea is to bring legacy code up to par with new code
also includes linting but that a different subject from this

Anyone helping with this please post pull request so I can look over your code

Just explain what you did and what mod you fixed in the description
and title tobe for example

Legacy update for DDA

i updated maps, tools and/or recipes (or if you do it all just say that)

Remove Handle and Abstract

Describe the bug
Remove Handle and Abstract

Solution
Remove "handle" and "abstract" from mod data they are "id"

  • change handle to id

  • change abstract to id

warnings for type bot_orb_bot

DEBUG : warnings for type bot_orb_bot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_distractron

DEBUG : warnings for type bot_distractron:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_seeker

DEBUG : r:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_solar_bot

DEBUG : warnings for type bot_solar_bot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

Error with Trailer parks mod (by Kettle Swordfang)

Name the mod
Trailer Parks

Describe the bug
The error pops up as you start a new world GOING INTO the character creation menu.

Solution
I have no idea... lol Im a mechanical engineer and an IT guy in training. i don't know much about coding, but i have fiddled with Python for a little bit.

Additional context
If doing this helps to finalize the mod pack(as a guy just looking for errors) let me know.
Here's a photo:
CDDA ERROR_Trailer Park Mod

Cant start

Any mods that have martial arts it seems

Whenever I try to start up character creation it always returns the same error, just for different mods whenever I remove the one that's causing the error, and I don't know what I'm supposed to be doing to be honest, as i am very new. please help me goat, you're my only hope

DEBUG : Error: data/mods//cdda-arcana-mod-master/Arcana/martialarts.json: line 89:27: tried to start object, but found '[', not '{'

    "max_stacks": 1,
    "bonus_dodges": 2,
    "flat_bonuses": [ [
                      ^
                        "dodge", 1.0 ] ]
  },
  {

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 816

Recipe scrapbot_packed defines invalid book.

DEBUG : Recipe scrapbot_packed defines invalid book.

FUNCTION : recipe_dictionary::finalize_internal(std::map<string_id, recipe>&)::<lambda(const recipe&)>
FILE : src/recipe_dictionary.cpp
LINE : 359

Forgotten Races item error

Name the mod
MALKEUS EDITION_Forgotten_Races

Describe the bug
DEBUG : Error: data/mods//MALKEUS EDITION_Forgotten_Races/all_items_small.json: line 17:20: value outside supported range

    "phase" : "solid",
    "encumbrance" : 15,
    "bashing" :
               ^
                -5,
    "flags" : [],
    "coverage" : 35,

FUNCTION : bool main_menu::load_character_tab(bool)
FILE : src/main_menu.cpp
LINE : 1103

Solution
idk, change the -5 to 0?

Additional context
Add any other context about the problem here.

requested non-existing member "type"

DEBUG : Error loading data from json: ???: requested non-existing member "type"

FUNCTION : void DynamicDataLoader::load_deferred(DynamicDataLoader::deferred_json&)
FILE : src/init.cpp
LINE : 124

Forgotten Races overmap error

Name the mod
Malkeus Forgotten Races

Describe the bug
DEBUG : sym is defined as number instead of string for overmap_terrain elf_house_1 (elf house 1)

FUNCTION : void oter_type_t::load(const JsonObject&, const string&)
FILE : src/overmap.cpp
LINE : 587

Solution
Not really sure

Additional context
Add any other context about the problem here.

warnings for type bot_hunter

DEBUG : warnings for type bot_hunter:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_murder_bot

DEBUG : warnings for type bot_murder_bot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_chaser

DEBUG : warnings for type bot_chaser:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

AdvancedGear multitool ammo error

Name the mod
AdvancedGear

Describe the bug
"ammo": "NULL" in items/gear/multitool.json is causing an error when I open up the crafting menu, head over to the nano tab, and go down a few items until I go over the multitools:
src/item.cpp:578 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo of none for nanite multitool (large)

Solution
Just deleting that line from all the multitools in the file seemed to fix the error. I do not know if this will have any side-effects.

Additional context
Was #8 a similar issue? At any rate, this error appears in master.

warnings for type bot_killbot

DEBUG : warnings for type bot_killbot:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

warnings for type bot_venomhack

DEBUG : warnings for type bot_venomhack:
invalid revert_to property null

FUNCTION : void Item_factory::check_definitions() const
FILE : src/item_factory.cpp
LINE : 1328

Spacer issue

miso_Touhou

The file miso-Touhou/hentai_touhou/book.json has spacing errors. Specifically lines; 585:318, 601:280, 581:259, 557:284, 557:284, 553:324, 525:249, 513:264, 493:97, 449:128, 437:88, 429:235, 425:198, 297:170, 213:173, 173:177, and possibly more.

I fixed it by going into notepad and remaking the spacer line.

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