ERROR: COULD NOT FIND OBJECT "goo"

Skunkupine

Well-Known Member
Jun 17, 2023
377
118
Going to look at my Grey Goo Armor when worn I get an error:
Your busty, bouncing resident bodysuit of goo. ERROR: COULD NOT FIND OBJECT "goo" is a silvery-gray bimbo programmed to seek pleasure and friendship, and who will valiantly defend you so long as you give her all the benefits that your special friendship brings.
 

lowercase_donkey

Scientist
Apr 27, 2016
1,624
232
I believe I fixed this in January of 2022. Might need to update your game. Lots of new content to enjoy!

edit: you have a radglow thread though. This is very strange.
 

Jacques00

Administrator
Moderator
Aug 26, 2015
5,140
1,270
Yes, I am running the latest backer's build. Perhaps this is a regression?
Not a regression, but probably due to a very old save file, where the tooltip had "[goo.name]" instead of the updated "[gooarmor.name]" replacement. There should have been a save version upgrader rule when that change was made, but it didn't.

The edit I made should now actively replace the item's tooltip information when the item is equipped or when changing the armor's style (so no need for a version upgrade for this item in particular). Hopefully this fixes the issue in the next release.
 

Skunkupine

Well-Known Member
Jun 17, 2023
377
118
Well, not an old save file per se (saved with the current version of the game), but a very old character, so a long lineage.
 

Skunkupine

Well-Known Member
Jun 17, 2023
377
118
Thinking a bit more - it seems to me you guys are saving a LOT of stuff in the game state that really shouldn't be saved - things that are logically constant and should be handled by the object's constructor (e.g. tooltips). Ideally, the only things that should be serialized should be things that change at run time.
 

lowercase_donkey

Scientist
Apr 27, 2016
1,624
232
Thinking a bit more - it seems to me you guys are saving a LOT of stuff in the game state that really shouldn't be saved - things that are logically constant and should be handled by the object's constructor (e.g. tooltips). Ideally, the only things that should be serialized should be things that change at run time.
gooArmor is a very, very weird item and it barely works. Generally you are correct, we don't save that sort of thing.
 

Skunkupine

Well-Known Member
Jun 17, 2023
377
118
gooArmor is a very, very weird item and it barely works. Generally you are correct, we don't save that sort of thing.
You may want to review a save or two, as you do save a LOT of const type stuff, e.g.

"keeperBuy" : "What would you like to buy?\n",
"keeperGreeting" : "<i>“Hello and welcome to my shop. Take a gander and let me know if you see anything you like,”</i> a says with a smile.\n",
"keeperSell" : "What would you like to sell?\n",

for EVERY NPC, even those that are not shopkeepers and thus could never use the greeting. (So not only const, but unnecessary to boot).
"energyDisplayName" : "ENERGY",
"customBlock" : "Obvious placeholder is obvious.",
Const for each character, could be done in the constructor.

Granted, it's a question of "is the work of fixing that worth the benefit?" And other than making save game files smaller and reducing the chance of errors like the subject of this thread, it probably isn't. Mostly I make a point of it so that perhaps in a future game you may be able to consider the issue and avoid it.