"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)
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.
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.)
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.
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.
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. ^^
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.
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.
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.
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.
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.).
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
313 comments
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)
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.
When I run the .exe, it gives me the option to choose the game path, but nothing happens after selecting it.
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.)
I suppose I can add some more robust checks in the code for path searching instead of being so tightly-bound.
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.)
EDIT: I reuploaded it using a compression method that is supported by Windows Explorer.
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.
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.
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.
Thank you again so much and I hope you have a great weekend!