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1. Go to your COADE mod folder (default is Steam\steamapps\workshop\content\476530)
2. Go to the Background Radiation Mod (2803927778)
3. Click the Data folder. Make a .txt file here, rename it "Designs.txt"
4. Go to Imports (in Data). Open Background Radiation2.06(ENG). CTRL-A + CTRL-C to copy all.
5. Paste it into Designs.txt one level above. Save.
Wish you the best of lucks!
Thank you very much for your help. Such a long paragraph of words and experiments are worth thanking.There may be something wrong with my presentation because of my poor vocabulary and grammar.
I really hope this game will continue to be improved or a sequel. Although sales at Maga factory Titan are not as good as I expected, the author's game is really very detailed. I'm still recommending this game to my university classmates but there are only a few people who want to play it.But I don't think the game will be out of date, it just needs to be seen.
I fixed it according to your tutorial before, but there was a new problem.
After a long time of playing, my user design file has reached an amazing 1 MB. After a long time of copying and pasting, I found that several modules would cause CRASH. I deleted them and thought that the crash would be solved. At first, I could run the game normally. But after I quit the game and entered again, another flash back occurred. I found that copying the contents of the backup file in the backup folder to the user design file can enter the game, but the next time I enter the game, there will be a crash.
I wrote a tutorial on how to fix crashes caused by uninstalling material mods. You might want to check it out: https://gtm.steamproxy.vip/workshop/discussions/18446744073709551615/3391786047384197915/?appid=476530
For belt trawler, this is a problem I didn't find. When I first started playing this game, I casually made this thing. I don't know why this design replaced the original design.
My game will crash after I delete the files in the future material package, so I decided to give up the original data. Campaign documents are primarily descriptions and fleet locations. It is not very important for ship design. I just hope the game doesn't collapse this time.
Thank you n
Like the Dreadnought. See how many other Dreadnoughts there are? https://gtm.steamproxy.vip/workshop/browse/?appid=476530&searchtext=dreadnought
Two: one by Enderminion, the other by jeremak. The one by AtomHeartDragon is the only one that is properly signed (_DCA is Atom's signature, and he labels even custom spacers).
> The sample applies to UserLevels.txt too
The *same* applies to UserLevels.txt too
• add it back again, then either delete all the designs that use those custom materials or edit them so that they don't use the custom materials you want to delete anymore, finally remove the mod; or
• make a backup of UserDesigns.txt somewhere (and since you're at it, of UserLevels.txt), delete the contents of UserDesigns.txt, see if the game loads properly (if not, create a new discussion and post the crashlog), then copy a bunch of designs from your backup into UserDesigns.txt, narrow down the designs that make your game crash and either keep them in a separate file so that you'll later on try to remake them with other materials or get rid of them.
You're probably loading a design with custom materials without having said custom materials. If the game started crashing after you unsubscribed from a workshop mod, subscribe to it again, then either delete all the designs that use those custom materials or edit them so that they don't use the custom materials you want to delete anymore, finally unsubscribe from the mod. If the game started crashing after you added a custom mod (in the mod folder), then remove it.
That is true for Belt Trawler, since it's a stock design which is stored in a separate file. But designs in UserDesigns.txt will be overwritten by the modded ones and won't return back to the user's original.
The sample applies to UserLevels.txt too, albeit fewer people make custom missions and leave the default NewFleet name, so it's a less known problem.
> Changing the phrase'' new fleet'' in the Chinese environment once caused a flashback and so on, so I decided not to change this issue at that time.
I was not aware of that. I don't know what might be causing this or how to fix it. Did you rename the fleets using chinese characters? Did you try using the latin (english) characters?
In my case, after I import the campaign, the ship I designed will not be editable, just like the original ship. Everything returned to normal after deletion.
The problem of' new fleet' is something I didn't expect, because most of my friends who participated in my test didn't have a custom campaign. Changing the phrase'' new fleet'' in the Chinese environment once caused a flashback and so on, so I decided not to change this issue at that time.
• there's an undeclared replacement for stock Belt Trawler;
• ships and modules, while having custom names, aren't signed (e.g., if you have a ship named Dreadnought, this mod will replace it);
• (almost) all fleets are named New Fleet x (which is like making a new ship and leaving its default name of New Spacecraft x: it will replace all the New Fleets that you left in the Campaign Editor, if you ever used it).