You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
On version 0.44.12 r-03, When loading a save using any other graphic tile set other than the one I created the save with (Meph-lite), I get a fatal error: Missing Material Template: STONE_GEM_TEMPLATE. If I change back to Meph-lite, it works fine.
My startup terminal screen shows no errors, only a warning that I'm on an unhandled 64bit OS (Linux).
The text was updated successfully, but these errors were encountered:
If you're trying to change the graphics set of an existing save, errors like this will often occur - different tilesets sometimes introduce different items/materials/creatures/etc, so replacing the tileset with one that doesn't have those will cause DF to fail to load the save. This is a DF limitation, not a LNP issue.
Interesting. I've made new worlds and new games starting with Meph-lite before this instance and never had any problems changing sets afterward. Are you sure this is just a limitation because I'm not seeing anybody else mentioning this error anywhere. It seems like something a great deal of people would notice and bring up, in that case.
On version 0.44.12 r-03, When loading a save using any other graphic tile set other than the one I created the save with (Meph-lite), I get a fatal error: Missing Material Template: STONE_GEM_TEMPLATE. If I change back to Meph-lite, it works fine.
My startup terminal screen shows no errors, only a warning that I'm on an unhandled 64bit OS (Linux).
The text was updated successfully, but these errors were encountered: