It was an issue of a space within a trait's name: 'Farm Grants'. Fixed all instances and a similar issue (retinue) after that. Have a clear run now but will update the checker before proceeding.
In hindsight I should have really checked for that 'grants' entry once I figured it was the EDCT.
After updating I am now getting this issue:
Code:
Exception in thread "main" java.lang.NumberFormatException: For input string: "1.5"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at sources.stratmap.building.BuildingReader.readBuildingCapability(BuildingReader.java:321)
at sources.stratmap.building.BuildingReader.readBuildings(BuildingReader.java:176)
at sources.stratmap.StratMapReader.readAll(StratMapReader.java:31)
at sources.M2twDataReader.readItAll(M2twDataReader.java:38)
at main.BovineM2twCheck.read(BovineM2twCheck.java:108)
at main.BovineM2twCheck.main(BovineM2twCheck.java:21)
I am taking a guess and will say that it's an EDB issue with an invalid multiplier value in a capabilities section? Found this entry: 'amplify_religion_level 1.5' - corrected to '1' and no further issue. I am not sure if decimal values are valid in non bonus capabilities, requires follow up.
Looking now at the new EDB parsing messages:
Code:
export_descr_buildings.txt 1561: Parsing failure, expected "requires" at the start of this section to read requirements: "city" ("castle" or "city" before "requires" is allowed)
While I haven't come across the total absence of requirements before I would assume that it will simply mean that there are no requirement, eg it's a 'free for all'. The only limitation here is that it can only be constructed in a city: "charcoal_burner city" A very rare case and the message is fairly clear - no need for further refinement
Code:
export_descr_buildings.txt 2523: Parsing failure, encountered unexpected building capability named "trade_level_bonus": trade_level_bonus bonus 2
export_descr_buildings.txt 2523: Parsing failure, expected "requires" after recruitment pool details.
valid capability - see vanilla 'caravan' building, the parsing failure apparently triggers the next message as there is no recruit_pool line
Code:
Parsing failure, encountered unexpected building capability named "gun_bonus": gun_bonus 1
valid capability - see vanilla building guild_alchemists_guild
Code:
Parsing failure, encountered unexpected building capability named "weapon_artillery_mechanical": weapon_artillery_mechanical 1
valid capability - see vanilla building guild_spearsmiths_guild
Code:
Reference to faction/culture mesoamerican, which does not exist, or possibly is a culture with no member factions.
This is a good wording, correct in this case.
Still from stratmap_error_log:
Code:
descr_model_strat.txt 70: Skeleton reference "strat_named_with_army" does not exist.
and from graphics_n_units_error_log
Code:
model DB 2: (Entry mount_pony) Assigned non-existent mount skeleton fs_horse
The mod has no descr_skeleton file which leads to a long list of these false positives: Time for a skeleton exception list?
Here is the related message that appears in graphics_n_units_error_log:
"descr_skeleton.txt: Unable to find list of skeletons/animations (descr_skeleton.txt). This is okay only if you are using only vanilla models, else you may have given a wrong path to your mod's datafolder."
Maybe based on that those above messages could be suppressed?