Warning Ran out of locations errors

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relanat
Militia Captain
Militia Captain
Posts: 800
Joined: Tue Nov 05, 2013 9:56 am

Tue Feb 05, 2019 5:11 am

ssCharonSpace is a custom system in the latest version of the Network mod. It is generating the following errors in the debug log in every game. The system type is used 7 times. There is always one error message for each system, sometimes 2 as seen here for nodeID "Nw3a". As suggested by the entity UNID the systems should have a bias towards Charon stations. Other system types only very rarely generate this error.

Although I believe these errors are considered harmless it would be better if they didn't show all the time. Hopefully someone has got time to have a look and decipher and explain what is happening in this system type to cause the error message. Of note is that sometimes it is "RandomLocation" and other times "RandomLocation directive".

Code: Select all

01/31/2019 17:24:36	Warning: No locations found for RandomLocation
01/31/2019 17:24:36	Create system stack:
	 1: SystemType nodeID=Nw1a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:36	Warning: Ran out of locations in RandomLocation directive
01/31/2019 17:24:36	Create system stack:
	 1: SystemType nodeID=Nw2a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:37	Warning: No locations found for RandomLocation
01/31/2019 17:24:37	Create system stack:
	 1: SystemType nodeID=Nw3a unid=d7899011
	 2: RandomLocation criteria=++LifeZone,*planet,!void
01/31/2019 17:24:37	Warning: No locations found for RandomLocation
01/31/2019 17:24:37	Create system stack:
	 1: SystemType nodeID=Nw3a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:37	Warning: No locations found for RandomLocation
01/31/2019 17:24:37	Create system stack:
	 1: SystemType nodeID=Nw4a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:37	Warning: No locations found for RandomLocation
01/31/2019 17:24:37	Create system stack:
	 1: SystemType nodeID=Nw5a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:37	Warning: Ran out of locations in RandomLocation directive
01/31/2019 17:24:37	Create system stack:
	 1: SystemType nodeID=Nw6a unid=d7899011
	 2: RandomLocation criteria=*void
01/31/2019 17:24:38	Warning: Ran out of locations in RandomLocation directive
01/31/2019 17:24:38	Create system stack:
	 1: SystemType nodeID=Nw7a unid=d7899011
	 2: RandomLocation criteria=*void
Code for one of the nodeIDs. They are all the same. The original mod node IDs did not have the 'humanSpace' attribute but did have variant="ungoverned".

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<Node ID="Nw3a" x="-325" y="-215">
	<System
			name=			"HR 867754"
			level=				"2"
			attributes=			"humanSpace, outerRealm"
			>
		<System UNID="&ssCharonSpace;"/>
	</System>
</Node>
And this is the system type code.

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<SystemType UNID="&ssCharonSpace;">
	<SystemGroup>
		<Lookup table="AsteroidBeltSystem"/>
		<Lookup table="HumanSpaceStargates"/>

		<RandomLocation probability="100" locationCriteria="--LifeZone,*planet,!void">
				<Station type="&stCharonFleet;"/>
		</RandomLocation>

		<RandomLocation probability="100" locationCriteria="++LifeZone,*planet,!void">
				<Station type="&stCorporateFleet;"/>
		</RandomLocation>

			;Random Stations
		<FillLocations
				percentFull=		"70"
				locationCriteria=	"!void" 
				stationCriteria=	"!primary,!debris,++CharonPirates,-Corporate" 
				percentEnemies=	"90"
				separateEnemies=	"true"
				/>

			;Random Debris
		<RandomLocation probability="50" locationCriteria="++OuterSystem,++asteroids">
			<Orbitals count="1d6" distance="1d8+6" angle="random">
				<RandomStation stationCriteria="*debris"/>
			</Orbitals>
		</RandomLocation>

		<FillLocations
				percentFull=		"80"
				stationCriteria=	"*debris"
				/>

			;Void Encounters
		<RandomLocation count="2d12" locationCriteria="*void">
			<Table>
				<RandomStation chance="80" stationCriteria="*debris"/>
				<RandomStation chance="18" stationCriteria="*enemy" locationAttribs="void"/>
				<RandomStation chance="2"  stationCriteria="*friendly,!debris,!primary" locationAttribs="void"/>
			</Table>
		</RandomLocation>
	</SystemGroup>
</SystemType>
In the original Network mod the stargate code was this which has been replaced with <Lookup table="HumanSpaceStargates"/> as seen above.

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<RandomLocation locationCriteria="++OuterSystem,-asteroids,-gasgiant,!void">
	<Lookup table="StargateInbound"/>
</RandomLocation>

<RandomLocation locationCriteria="++InnerSystem,-asteroids,-gasgiant,!void">
	<Lookup table="StargateOutbound"/>
</RandomLocation>

<RandomLocation locationCriteria="++InnerSystem,-asteroids,-gasgiant,!void">
	<Stargate objName="Split" type="&stStargate;">
		<Satellites>
			<Station type="&stStargateBeacon;" xOffset="0" yOffset="130" />
			<Station type="&stStargateBeacon;" xOffset="0" yOffset="-130" />
		</Satellites>
	</Stargate>
</RandomLocation>
Attached are a couple of system maps. There appears to be plenty of room for more "locations". Also these are sample images, I can't remember if they are the ones that produced the specific errors above.
Attachments
Nw3a-crop.JPG
Nw3a-crop.JPG (43.62 KiB) Viewed 309 times
Nw4a-crop.JPG
Nw4a-crop.JPG (57.42 KiB) Viewed 309 times
Stupid code. Do what I want, not what I typed in!

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