freelance chicken wrote:I'm getting an error in Slipstream ... It's an Unexpected innerPath error.
(error log for reference)
This error is not a game-breaking error, actually just a warning. It indicates that there is an unreachable path to a file in the .ftl file's archive, since at the top level, it only knows about the 5 main folder types (audio, data, fonts, img and mod-appendix) and not that extra "Weapons by Chicken" folder, which can be seen just by clicking that link you've given:
However, it seems you have bigger problems. You'll see that above error log once you fix some errors elsewhere. Otherwise, you'll see something like this in the error log... an unexpected characters
error:
The problem lies within the "blueprints.xml.append" file in the 'data' folder. Here are the errors causing the issue (improper closing tags leads to improper XML, which confuses Slipstream's XML parser and therefore will cause problems with FTL's XML parser):
- The <projectiles> tag of the "Ion_Flak" weaponBlueprint is missing its closing tag (</projectiles>)
- The <projectiles> tag of the "Neutrino_Flak" weaponBlueprint is missing its closing tag (</projectiles>)
- The <short> tag of the "BEAM_RAD" weaponBlueprint has an incorrect closing tag, should be </short> NOT <short/>
Also, the first line of the file has its encoding as "utf=8" -- should be "utf-8". I don't think this one really matters as it is not causing the error, and Slipstream probably infers that it is utf-8 encoding anyways.
I did notice some other likely problems. The Ion Flak weapon you've created seems like it's supposed to fire one burst of 10 ion projectiles, however, with the value of the <shots> as 10 along with the <projectile> tag's "count" as 10, that means the weapon will fire a burst of 10 projectiles, 10 times. In other words, the projectile will fire a burst of 10 projectiles multiple times instead of just once like vanilla Flak weapons. The same goes for the Neutrino Flak.
Also, the Neutrino Flak has a <sys> tag probably for system damage, but the correct name for the tag is <sysDamage>, not <sys>. Some of your weapons also have a <tip> tag with a value of tip_lasers, but that tip doesn't exist -- it should be tip_laser, otherwise when looking at the tip box it will say "Could not find: tip_lasers". You may also want to change the <tip> tag of the BEAM_RAD weapon, as tip_crew_beam talks about the Anti-Bio Beam and how it doesn't deal any hull damage.
So that's a lot of info to throw at you but I believe I've been rather thorough. There may be other errors but at least now you should be able to see the mod's effects in-game.
If you have any further questions, don't hesitate to ask them.