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Anyways thank you and have a great day!
((Other than the 'compatible game version' notice, which can be ignored))
Love this mod just sad that I can't really use it rn.
Best of luck and have a great day.
No need to do anything on your side, I got it! :)
Or should i replace specific files?
You can always release it as a private mod, for you alone (effectively 'cloud storing' it to steam )
Can I publish a related mod that adds +1 toon per bed (hotbunking)?
I had it as my local mod for a while now, but I nearly lost it when my hdd failed this March, so I was thinking it may not be a bad idea to get it on steam instead.
Give it a try.
Crash [pastebin.com]
That is essentially, the same thing from the a different mod
Like: Medium Hyperdrive (TechTree)
Something tries to find the key "kurim.techT2":
The given key 'kurim.techT2' was not present in the dictionary.
The point is I only found this mode from an author named Kurim. So i Hope someone can help me.
Instulling and unistalling this mod doesn't change anything and the Star Treck mods won't even start.
The crash hapens as soon as i want to buy any new weapons at a any station
A single tier 3 gun requires 30 tri-steel and the bad that saves you 50% space only takes 6, this is basically a cheat mod right now :)
It could be balanced by making it cost 15 tri-steel I guess, but still +50% space/mass reduction is crazy
it was changed from 30 to 36 to make the room more useful.
@Mercer, I have possible found the root cause, I have update the file maybe it will work now, if not I can rollback this changes
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2886361987
This mod requirer -kurims techtree- to run without crashing the blueprint shop.
It even say in the description that it requires -kurims techtree- to function correctly.
There is nothing wrong with -kurims more crew quarters- it was just me clicking the download button to fast.
Sorry for the false alarm.
I have now change from my local to steam workshop version, but only this mod, and it works fine.
So your guess is not wrong, that another mod might be in charge.
Which mods do you have installed?
But when I use the tech tree mod in combination with the normal one The blueprint shop dosn't crash the game.
It seems somehow that the game or another mod is causing -more crew quarters- to run as a tech tree mod and creates a requirement error.
But i am not a programmer or mod creator just stating the obeservations.
Please dont use it, use the normal one.
'kurim.techT2' is only part of TechTree Version, this one is now hidden to avoide trouble.
01/29/2024 22:56:02 | System.Collections.Generic.KeyNotFoundException: The given key 'kurim.techT2' was not present in the dictionary.
01/29/2024 22:56:02 | at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
01/29/2024 22:56:02 | at Cosmoteer.Modes.Career.Comms.CommTechsTab.<>c__DisplayClass8_2.<.ctor>g___GetPrerequisitesText|3() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Modes\Career\Comms\CommTechsTab.cs:line 230
will fix it :)
This mod works perfectly fine otherwise, please never let it die :)
I did some basic tests with latest version
I did go and apply it to all rooms and it would make the growth of densities in larger rooms almost completely plateau.
Each larger and more costly room is a step up over its predecessor and in this game the advantages to using higher tech are quite steep (take a look at for example the thrusters, each one makes the previous one almost completely obsolete. And then comes in the engine room which is tailored for the huge thrusters).
Personally I think 2,4,6,10,16,24 and 36 is fairly well balanced as each larger room is a similar step-up from the previous one, which I think fits well with how this game works rn.