So I tried to re-modularize TSB, and thought I found the error (Transcendence does not seem to like version and/or UNID elements within the <TranscendenceModule> tag. However, after removing them, I'm still getting the error, just now for different files:
This does not work (it is from the file that is showing the error; other do as well I bet, but because it stops loading when it encounters this error, I Can't get past it.
<TranscendenceModule> <!-- UNID="0xE314000#" version="1.0" -->
...foo...
</TranscendenceModule>
Yet this seems to work (because I was able to get past these in the load order)
<TranscendenceModule> <!-- UNID="0xE314000F" version="1.0" -->
...foo...
</TranscendenceModule>
DOT DOT DOT. This shouldn't be happening. What gives?
Edit, I even changed the first one's first line to match the second one's first line, and it still doesn't work >:/
[Solved] Unknown root element
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Please disregard this - I found the problem.
It was the "<[TranscendenceExtension" which should have been "<[TranscendenceModule"
It was the "<[TranscendenceExtension" which should have been "<[TranscendenceModule"
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
-
- Fleet Officer
- Posts: 1036
- Joined: Wed Feb 03, 2010 4:28 am
- Location: Researching how to make St. Kats star go supernova.
- Contact:
Yeah, I gotta say I can't see how I lived without the module system. My Network mod has around 5000 lines in two of my xml's and around 3000 lines in my other. I could not survive sifting through 13000 lines to find one error.
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
What is a module system? I have never used one...TBH big mods like Hell's Trinity could really use something like that... -_-Drako Slyith wrote:Yeah, I gotta say I can't see how I lived without the module system. My Network mod has around 5000 lines in two of my xml's and around 3000 lines in my other. I could not survive sifting through 13000 lines to find one error.
(or even some of my smaller mods)
-
- Fleet Officer
- Posts: 1036
- Joined: Wed Feb 03, 2010 4:28 am
- Location: Researching how to make St. Kats star go supernova.
- Contact:
It was introduced in 1.03 I think. If you look in the source xml at the bottom of Transcendence.xml you have a tag which says:
In the actual files you have rather than [TranscendenceExtension] you have [TranscendenceModule] And you don't have to re-declare the UNIDs. Feel free to use the Network as an example. It helps keep the mod organized.
Code: Select all
<Modules>
<Module file="xml..."/>
....it has like a dozen...
</Modules>
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
I just checked The Network out -- that looks like a great way to keep things tidy...even small mods like Starburn Drones got complicated trying to find armour/weapons/shields/drones etc. Thanks for that!Drako Slyith wrote:It was introduced in 1.03 I think. If you look in the source xml at the bottom of Transcendence.xml you have a tag which says:In the actual files you have rather than [TranscendenceExtension] you have [TranscendenceModule] And you don't have to re-declare the UNIDs. Feel free to use the Network as an example. It helps keep the mod organized.Code: Select all
<Modules> <Module file="xml..."/> ....it has like a dozen... </Modules>

- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
lol. First day without Moderator role and I bet you're regretting it already!alterecco wrote:Wolfy, could you give this post a sensible title?
And yes, the module system rocks... even for smaller mods separating parts into their own files is really nice.


I going to do Hell's Trinity into a module system today - with any luck this might be the thing that helps me get back on track for 0.9|Beta.