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The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?
Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.
It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
There are many things changing in the base mod, mostly all around the overclocks...
\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue
This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.
I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.
I guess I should not be surprised as every tiny update, there's some stupid change to a filename or other crap that breaks a bunch of mods. I was kinda hoping for the best and had not heard anything bad so far. Wishful thinking I guess.
Can you give me a better idea as to how and why it has affected this mod so much?
So... will this get updated or do I remove it from my mod list?
Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter
Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab
Delete LC-105. Copy Mauler and rename to LC-105
Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.
Delete TwinTerror. Copy and rename Foxtrot
Delete UTurn. Copy and rename TriForce
Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
"
gg/10, best update log yet.
First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.
Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.
New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.
Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
Thats my theory anyways.
My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021
I did a search on doodads_off.png and found nothing unexpected.
Anyone else having issues?
So no patch should be needed anymore.
I wonder why dev added an OFF animation but only for light thrusters...
Unrelated: nah bro the guy who did the original fixed his end of things already. You can probaly link it up to his images.
Do so in these locations: (three instances of each. the 33 and 66 ones too)
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster_small
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2894309211\terran\fighter_thruster
Apparently he only changed the small thrusters. I cant fix as I cannot change teh BASE mod where the issue exists.
A lot of modders are programmers and like to link to original resources:
i.e. File = "./Data/ships/terran/thruster_small/doodads_off.png"
So, when the dev changes stuff you get the changed stuff automatically. The downside is that when something is renamed, then everything breaks.
The thrusters-off now has an animation instead of a static image.
"./Data/ships/terran/thruster_small/doodads_off1.png"
"./Data/ships/terran/thruster_small/doodads_off2.png"
"./Data/ships/terran/thruster_small/doodads_off3.png"
"./Data/ships/terran/thruster_small/doodads_off4.png"
"./Data/ships/terran/thruster_small/doodads_off5.png"
"./Data/ships/terran/thruster_small/doodads_off6.png"
"./Data/ships/terran/thruster_small/doodads_off7.png"
"./Data/ships/terran/thruster_small/doodads_off8.png"
". Happens every time i turen your mod on.
Then copy some other ship and rename it to be exactly the same. That way you will just get something else instead of the minelayer ship.
That weapon was pretty late in the development, so very few ships on the enemy side should have them.
Everyone would need to do this and do it the same way...i.e. copy the same ship replacement for each one.
I was going to have each mine explode into smaller pieces with penetrating damage or try a damage over time, but I basically just settled for a big explosion. So theres nothing really weird about the mines except that they slightly repel each other to make a minefield and they slightly attract to other enemy ships.
You can also go to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021
and edit mod.rules with a text editor and get rid of the line:
&<terran/fighter_minelayer/fighter_minelayer.rules>/Part
If that not work, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_minelayer
Open the fighter_minelayer.rules file with some text editor and go to line 100.
You should see:
MineStorage <--- Here it is, cosmoteer! Right here. Not missing 4real.
{
Type = ResourceStorage
ResourceType = battery
MaxResources = 12*4
...
At first I thought there was some renaming of a resource but MineStorage is arbitrary and can be any name and I dont use actual mine resources as they are energy mines.
Let me know what you find out. Thanks for mentioning it and I hope you can get it fixed.
System.InvalidOperationException: No component named 'MineStorage' in part 'joemama.fighterMinelayer'.
how to fix?
Fixed mirror mode for fighter armor wedges!
Fixed power recommendations for several components.