Started a New Game with the latest versions of Hungry Pal Rescuer, Pal Force Feeder (Compatibility), Teh Chunk Loader, UE4SS v3.0.1, DX11. Foxparks would sometimes will not be assigned to a task, I have two of them - at random they will stop and completely remain at idle even though there are torches they can light up. Even after restarting my game they still remain not assign-able.
I mentioned two Foxparks because sometimes while at status of idle (both) one will become assign-able and the other not able. Also its only Foxparks specifically. Other pals are work just fine.
Started to getting this, is it normal? [08:38:32] [DelayedAction] [Lua::call_function] lua_pcall returned Tried to register a hook with Lua function 'RegisterHook' but no UFunction with the specified name was found. stack traceback: [C]: in function 'RegisterHook' ...naries\Win64\Mods\TehHungryPalRescueMod\scripts\main.lua:67: in function <...naries\Win64\Mods\TehHungryPalRescueMod\scripts\main.lua:67>
Hi, someone mentioned this mod on my mod posts, I read your code and like your wonderful hooking ideas! however I suggest you not to use spawnpointforserver to teleport to, it works most cases, but I have a whitetiger which has a spawn point underground and quite lower than the actual palbox terminal, and i didn't find an api to set spawn point for pal (If you know I'd appreciate your sharing), so spawnpointforserver is not the optimal api. My solution is to hook all pallocationpointbasecamp (or iterate all locationpoint, as my mod is in blueprint and cannot do hooking) to get the location for palbox terminal. hope this helps you!
The latest mod update seems to not fix Pals that aren't on the 'same plane' as the Palbox. Aka the same Z (or whatever axis is Up/Down in this game) axis of the Palbox. I got two pals stuck in a pit, and one stuck on a shipping crate. I have been waiting for 10+ minutes, they are both starving to death and the mod has not moved any of them to the Palbox.
I have the mod installed (only) on our dedicated server, and it uses UE4SS v3.0.0.
I have a base where pals seem to frequently clip under the terrain collider and end up inside the terrain below the base. This mod does not seem to rescue pals in this state.
Aye, had this too. There's a pond in the middle of my base (part of a waterfall), and I would find a few pals stuck under the water (mainly the two 'human pals' I have, a Pal Merchant and a Wondering Merchant). They follow me around (while walking on the pond's floor), knowing I have food. But the mod does not teleport them to the Palbox. I still have to babysit my stupid pals that love to roam around and get stuck and cry out for food (which is infuriating at times as it messes up my production).
So why not a mod that would 'add a leash' to our Pals, to check if a base pal has no active jobs (a roamer), and check if the pal is at a certain range (that can be specified by the user)? If the pal goes past this range, it immediately gets 'pulled' (teleported) back to the Palbox, then spanked and told "now you think about what you've done". I see pals as brainless drones that seem to love to annoy me (and the ones on our dedicated server). And I feel this will solve a LOT of issues with stuck pals, like ones that use parameter defensive walls as a reason to glitch through and get stuck. Though there's also the big issue with dedicated servers, that there's already an experimental mod to fix that (but due to the fear of server instability/lag (hearing my friends annoyed at me for losing a lot of progress(which I can definitely understand)) I'm not going to risk adding it).
The 'joys' of Early Access gaming. [Depresso emoji here] Here's to hoping this upcoming update at the end of this month is going to fix a lot of these major issues with the AI's pathfinding.
I started getting crashing, not long after assigning Beegardes to the ranch. I am thinking that it might be the honey, since that is a food produced by them. The game was stable for a couple hours after installing Hungry Pals Rescue, but things changed after the Beegardes.
Thank you so much for the update! I am hopeful as well that this update prevent crashes. Also your other TEH mods probably needs some check time and update to prevent crashes? I recently found out about it, after removing the mods, my server became stable, no crashes, no BSODs on my machine. Let me I can buy you some coffee for the amount you will ask if necessary. Just DM me
119 comments
I have crashes everytime I launch a world.
LoginId:fcd0ae1d48dd62bfa08a52885f2264b2
EpicAccountId:00b8accb6bba4973b70d1c21d458a369
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000020b40e4d058
UE4SS
UE4SS
UE4SS
UE4SS
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
UE4SS
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
kernel32
ntdll
any idea ?
Update: One step missing from installation instructions for me was to enable the mod in the mods.txt file in Pal\Binaries\Win64\Mods.
I just added the line "TehHungryPalRescueMod = 1" but sill not working. Also added true in config.lua for dedicated server, still no joy.
I mentioned two Foxparks because sometimes while at status of idle (both) one will become assign-able and the other not able. Also its only Foxparks specifically. Other pals are work just fine.
[08:38:32] [DelayedAction] [Lua::call_function] lua_pcall returned Tried to register a hook with Lua function 'RegisterHook' but no UFunction with the specified name was found.
stack traceback:
[C]: in function 'RegisterHook'
...naries\Win64\Mods\TehHungryPalRescueMod\scripts\main.lua:67: in function <...naries\Win64\Mods\TehHungryPalRescueMod\scripts\main.lua:67>
I got two pals stuck in a pit, and one stuck on a shipping crate. I have been waiting for 10+ minutes, they are both starving to death and the mod has not moved any of them to the Palbox.
I have the mod installed (only) on our dedicated server, and it uses UE4SS v3.0.0.
They follow me around (while walking on the pond's floor), knowing I have food. But the mod does not teleport them to the Palbox. I still have to babysit my stupid pals that love to roam around and get stuck and cry out for food (which is infuriating at times as it messes up my production).
So why not a mod that would 'add a leash' to our Pals, to check if a base pal has no active jobs (a roamer), and check if the pal is at a certain range (that can be specified by the user)? If the pal goes past this range, it immediately gets 'pulled' (teleported) back to the Palbox, then spanked and told "now you think about what you've done".
I see pals as brainless drones that seem to love to annoy me (and the ones on our dedicated server). And I feel this will solve a LOT of issues with stuck pals, like ones that use parameter defensive walls as a reason to glitch through and get stuck.
Though there's also the big issue with dedicated servers, that there's already an experimental mod to fix that (but due to the fear of server instability/lag (hearing my friends annoyed at me for losing a lot of progress(which I can definitely understand)) I'm not going to risk adding it).
The 'joys' of Early Access gaming. [Depresso emoji here]
Here's to hoping this upcoming update at the end of this month is going to fix a lot of these major issues with the AI's pathfinding.