Getting error while packaging mod
I'm trying to package my mod to release the first version but I'm getting an error that prevents the build. Here it is:
25 Replies
This error means that clang is not installed (or if you did, you might have to restart your PC, because it changed environment variables, and windows is pretty annoying with updating that)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/dependencies.html#ClangToolchain
You could also disable building for Linux Server in Alpakit for now, but it is expected that all mods support both client and server (both OSes), unless they are incompatible with it, so you should fix your clang for building for linux
-# Responding to
platformlinuxrequired
triggered by @SpoklooA
Nevermind then, gonna do that
Crashed again
Did you update the Wwise integration?
Ah, don't remember doing that. Was I supposed to do that after patch 1.0.0.5?
How do I do that?
You should revise the Wwise integration steps, given that you had to do this
Required Software :: Satisfactory Modding Documentation
To get started with modding Satisfactory, you’ll need multiple other pieces of software installed first. Don’t worry, we’l...
The right version is installed so idk
Revisit the section, you have to add the Linux files
They are already installed
I've went through this step again and I didn't have to do anything, everything seem correct
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_setting_up_wwise
Project Setup :: Satisfactory Modding Documentation
Now that you’ve installed all of the prerequisite software and got a copy of the starter project, it’s time to start setting the...
Is it integrated?
This is what's installed, I don't know if the rest of Wwise is integrated
It is, I just checked and clicked on modify even though I didn't change any settings but it seems to have done something. Now unreal crashes when I launch it. I tried to regenerated VS files and build the solution but it failed
Restart your computer
Ok
Before waiting the 500 steps build to complete I think it's safe to say that it'll crash right?
I let it run anyways to be sure, and yeah it failed. It's a bit annoying to wait an hour and a half every time though x)
I did rename the coated concrete icon assets because their names were too long, but it still fails the packaging
This is the only error I can see
LogAlpakit: Error: [Package MoreBuildables] LogInit: Display: LogAudiokineticTools: Error: LoadAllTextures: ProjectDatabase not loaded
This is the logs of that latest build
Can't find anything else
Any ideas?
I'm out of ideas I don't know what to do
Just now seeing this, and honestly at this point I would recommend the following:
Try to create another mod that only contains the initial GameWorld module with 1 schematic that is associated with that. Then only build (Alpakit!) that mod.
If this builds, then that means the issue is your own mod.
If it doesn't build, try disabling the "Windows Server" and "Linux Server" targets. If that builds then there is an issue with the packaging there (most likely Linux), but I did see that you should have installed the clang toolchain since that was mentioned initially so it should work.
Also: Having Fmodel open can also cause Alpakit to fail as it cannot copy to the mods folder.
If the issue is your own mod, then you may want to try a standard troubleshooting process like removing half the content and seeing if it works etc.
Also, what did you say? 1.5 hours build time? Do you also have C++ code and need to rebuild the entire project every time?
If this doesn't work, then I recommend backing up your mods files, uninstall everything and then start over with a fresh install of the entire modding environment.
Thanks for the answer, I'll take a look at this either tonight or this weekend, I'm at work rn
I think I really messed up last week because now trying to package (for dev so only windows client) my mod and a test mod I just made both fail with the same error:
LogAlpakit: Error: [Package MoreBuildables] LogInit: Display: LogAudiokineticTools: Error: LoadAllTextures: ProjectDatabase not loaded
And yeah I have some C++ code so it's probably rebuilding the entire projectWell, then it seems your dev environment has some kind of issue. I have no idea about that "LoadAllTextures" error, but "LogAudiokineticTools" is definitely Wwise. At this point I would recommend either trying to fix Wwise again or (better) just setting up a new dev environment, as my own knowledge in this matter sadly does not reach any further.
Alright I'll try thanks!