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  1. Snuggy2610
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    "Failed to compare two elements in the array" when trying to "randomize and save PAK file".

    Something known to that?

    Edit: The option "Random Weight Range" appears to be at fault. Using "Rarity-Based Weights:" leads to not getting this error.
    ---

    Edit edit: Is there an option (or which one is it) to have minimum levels for every entity, based on vanilla settings?
    As in, i want all the vanilla level 1-10 pals/humans/etc in a 1-10 area (or somewhat close), mixed and shuffled whatsoever,
    but keeping everything above of it out?
    I see the minimum level for "rare pals" (and the relating list) as well as rarity based weights, but both aren't exactly that.
    Something like "randomized by region" from the vanilla setting, but with the additional options of this mods.
    Or something that avoids that players can get "good" pals early on//in the early regions.
    ---System.InvalidOperationException: Failed to compare two elements in the array.
     ---> System.Collections.Generic.KeyNotFoundException: The given key 'ElecPanda_Otomo' was not present in the dictionary.
    at PalworldRandomizer.Randomize.<>c.b__27_129(SpawnEntry x, SpawnEntry y) in .\Randomize.cs:line 2302
    at System.Collections.Generic.ArraySortHelper`1.PickPivotAndPartition(Span`1 keys, Comparison`1 comparer)
    at System.Collections.Generic.ArraySortHelper`1.IntroSort(Span`1 keys, Int32 depthLimit, Comparison`1 comparer)
    at System.Collections.Generic.ArraySortHelper`1.IntroSort(Span`1 keys, Int32 depthLimit, Comparison`1 comparer)
    at System.Collections.Generic.ArraySortHelper`1.IntroSort(Span`1 keys, Int32 depthLimit, Comparison`1 comparer)
    at System.Collections.Generic.ArraySortHelper`1.Sort(Span`1 keys, Comparison`1 comparer)
    --- End of inner exception stack trace ---
    at System.Collections.Generic.ArraySortHelper`1.Sort(Span`1 keys, Comparison`1 comparer)
    at PalworldRandomizer.Randomize.<>c__DisplayClass27_0.g__PostProcessArea|19(AreaData area, Int64 weightSum, Boolean nightOnly) in .\Randomize.cs:line 2133
    at PalworldRandomizer.Randomize.RandomizeAndSaveAssets(FormData formData) in .\Randomize.cs:line 1448
    at PalworldRandomizer.Randomize.GeneratePalSpawns(FormData formData) in .\Randomize.cs:line 2575
    at PalworldRandomizer.MainPage.b__15_0(Object formData) in .\Window\MainPage.xaml.cs:line 421
    --- End of stack trace from previous location ---
    at PalworldRandomizer.MainPage.<>c__DisplayClass15_0.b__4() in .\Window\MainPage.xaml.cs:line 428
    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
    1. ComplexRobot
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      Edit: The option "Random Weight Range" appears to be at fault. Using "Rarity-Based Weights:" leads to not getting this error.
      I can look into it.

      As in, i want all the vanilla level 1-10 pals/humans/etc in a 1-10 area (or somewhat close), mixed and shuffled whatsoever,
      but keeping everything above of it out?
      There's no way to do that currently. It will always randomize all areas globally without taking into account where they were in vanilla. Also, adding this would require some sort of metadata on how close the spawn lists are to each other. (Currently I do not have any actual location information, just data tables of spawns.)

      The closest thing is "Restrict To Vanilla," but that just makes random groups from the Pals/humans of each area individually.
      I suppose a level-based thing could be added, though.
  2. Mrpopulutus
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    Does it work with the Xbox version?
    When I run the .exe, it gives me the option to choose the game path, but nothing happens after selecting it.
    1. ComplexRobot
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      It probably doesn't work for the xbox version. I don't know how that works.
    2. Nightmare9060
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      Same problem here and i got steam version
    3. ComplexRobot
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      The app is looking for Pal\Content\Paks\Pal-Windows.pak within the directory you choose.

      If it's not there, it will assume the chosen folder was incorrect and not proceed.

      (This is also where you need to save the PAK generated by the mod.)
    4. Nightmare9060
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      Used the path where the pal-windows.pak is without succes 
    5. ComplexRobot
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      You need to give it the path such that <Your Chosen Path>\Pal\Content\Paks\Pal-Windows.pak exists. Not the path to Pal-Windows.pak directly.

      I suppose I can add some more robust checks in the code for path searching instead of being so tightly-bound.
    6. Tori0924
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      I also cant get it to do anything. Its just stuck on that window. (Steam) 
    7. ComplexRobot
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      On Steam you can Right-click Palworld in the Library list and choose Manage -> Browse local files.
      This should open a folder in Windows Explorer.

      When you click Browse... under "Palworld Installation Folder" you browse to and choose the folder that was opened in the previous step.
      (You may be able to just copy the path into the address bar of the browse dialog.)
    8. Mrpopulutus
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      Can you try to make the mod also look for the Pal-WinGDK.pak? I’m pretty ignorant when it comes to coding, so I really don’t know if simply locating the file would actually make the mod compatible.
    9. Tori0924
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      Maybe im just not understanding, but no matter what path/folders I choose, its just stuck on the installation folder. :( 
    10. ComplexRobot
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      Can you try to make the mod also look for the Pal-WinGDK.pak? I’m pretty ignorant when it comes to coding, so I really don’t know if simply locating the file would actually make the mod compatible.
      I can add that functionality, but I won't be able to test it.

      Maybe im just not understanding, but no matter what path/folders I choose, its just stuck on the installation folder. :( 
      If choosing the folder that Steam gives you from Manage -> Browse local files doesn't work, then I don't know what's wrong.
  3. DriftworkDigital
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    First off, great mod-big help/time saver on spawn locations! I was curious, if there was an "append" or way to possibly/currently, add humans specifically to the Palworld default vanilla spawn locations? I realize there's a current append@% selection, however it seemingly nukes the vanilla pal spawns (or requires randomization) in the process of adding (unless I just missed it!^^). I was hoping to plop quite a few human assortments to the leveled lists (randomize+append to leveled lists/spawn locations vs, say randomize), to add some variety to the next play-through, while keeping vanilla pal locations/tables intact - or perhaps adding some light diversity. Always a good chance I missed it, I'll have another look tonight. Thanks. ^^
    1. ComplexRobot
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      Currently, it will filter the vanilla spawns with your chosen possible spawns when you do "add to vanilla". I guess it could be useful to be able to disable that extra filter.
  4. OddKnight
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    Getting error 0x80004005 when trying to extract zip folder
    1. antisocialIan
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      Extraction works fine for me with 7zip
    2. ComplexRobot
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      I changed what I used to make the zip file. It seems to have some problems.

      EDIT: I reuploaded it using a compression method that is supported by Windows Explorer.
  5. MyuuNeneko
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    Thank you for updating the mod again! ^^

    Been thinking if its possible to change the fish spawns? Let's say I wanna make this island full Gloopies and the other one Jelliete and Jellroy (Also fishing up a non water pal like a Lamball would be kind of funny)

    Lastly the "Enemy faction bases" is it possible for a mod that disables/despawns them? I don't know if any modder has started working on one or if it's even possible but it would be nice tbh.
    1. ComplexRobot
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      I didn't think about randomizing the fishing. It could be worth looking into.

      Lastly the "Enemy faction bases" is it possible for a mod that disables/despawns them? I don't know if any modder has started working on one or if it's even possible but it would be nice tbh.

      Do you mean the bases with the cages? I never could figure out how to change them. I thought it was either impossible or a lot of work to do with the current tools. (But it's been a long time at this point.)

      Or do you mean what is called the "oil rig"? I never looked much into it.
    2. MyuuNeneko
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      Ah, there are 3 kinds of "faction bases" now

      The first one are the camps with just 1 pal and nothing else
      The second ones are the oil rigs
      The last ones are the newest addition to the game which are the Faction bases. If you check Sakurajima island you will see a lot around that area near the tower.
  6. Darkkmetalmario
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    Getting error 0x80004005 as well, can't extract the tool
    1. antisocialIan
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      Extraction works fine for me with 7zip
  7. antisocialIan
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    Is there a way to change the aggression of the pals to what the original for that group was? i.e. what replaces the lamball has the same aggression ai(attacks on sight, runs away, ignores, etc.).
  8. HunterLuvz
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    Thank you so much for the update! ;o; I was waiting and hoping you might return. The options this mod gives for randomization are just so great. ;o;

    Thank you again so much and I hope you have a great weekend!
  9. Yukinana7mi
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    I like u
  10. Knightsofra
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    I tried to Extract the ZIP and keep getting,"An Unexpected error is keeping you from copying the file." And the error code is 0x80004005: Unspecified Error. Help
    1. ComplexRobot
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      How are you extracting the file?
    2. Knightsofra
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      I am Sorry, somehow WinZip was default, AukZip had no problem. Cheers