Stranded: Alien Dawn

Stranded: Alien Dawn

SAD_CommonLib
67 kommentarer
injto4ka  [ophavsmand] 18. okt. kl. 14:33 
@Twini-Kiwi Check the game logs, any error in the game can be found there
Twini-Kiwi 18. okt. kl. 13:59 
so uh first things first i dont really know if this mod causes this bug but theres a strange Bug going on for me after i speond some time in a scenario after lets say atleast 2 and half year maybe at 3 only i cant build stuff anymore bc of Missing descprtion? (this bug makes me rage) some things still function but really like 5 6 things to build...
AnAmoeba 1. okt. kl. 16:03 
Thank you for the continued updates! Really appreciate the mod and features it supports
Reedtanguerra 3. sep. kl. 18:40 
Please pardon my ignorance of modding matters. I repeatedly get a popup message in-game saying there is some sort of logic error coming from this mod, and from my limited understanding, this mod is a framework that fixes base game bugs and underpins many other mods. Is there a log somewhere where I can find more information what the error may be?
injto4ka  [ophavsmand] 1. sep. kl. 0:44 
Should be fixed in 1.12-1001
injto4ka  [ophavsmand] 31. aug. kl. 23:59 
Oh, interesting...
Mantastic  [ophavsmand] 31. aug. kl. 23:47 
Unfortunately, I'm not able to right click dismantle from stockpiles any longer.
Tigu 31. aug. kl. 12:24 
The current update makes a dream come true.
Now there are no more open supply depots outside the base to let the indestructible scrap slowly rot away.
5/5 stars ;)
pspope 9. aug. kl. 6:47 
To remove any error messages that you could have in the bottom left of the screen, just type cls. It will CLear Screen the message.
injto4ka  [ophavsmand] 31. juli kl. 8:38 
Fixed
Thorn66 31. juli kl. 4:44 
is there any way to get rid of the text at the bottom left hand screen? this mod started showing it just randomly.
Włóczykij 22. juli kl. 3:36 
Something went wrong, because after the last patch mood has some problem with accessing .Lua files
injto4ka  [ophavsmand] 18. juli kl. 0:15 
@twini-kiwi I've never tried to make a radio station, will see what should be done. But this is really not the right place for this, pls use the discord or the mod discussion.
Twini-Kiwi 27. juni kl. 11:48 
is there like any thing i should look out? like how the data files are (mp3 mp4 opus something like that) as for the coding of the lua i think just copy it can work? i tried it once again like half a day whitout any progress (again)
injto4ka  [ophavsmand] 18. juni kl. 8:59 
No idea. I was not the author, I only helped a bit there.
Morotstomten 18. juni kl. 6:10 
injot4ka, what happened to your Advanced Electronics Systems mod? kinda depending on it in my current game...
Twini-Kiwi 14. juni kl. 2:43 
even for the easiest thing im just too stupid...gotta leave it (before somethings gets my rage XD) modding was never my thing even if it is that easy well but still thx
injto4ka  [ophavsmand] 14. juni kl. 1:23 
@kiwi The easiest way would be to copy an existing radio mod. Try this one for instance: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2982746993
Twini-Kiwi 13. juni kl. 4:25 
stupid thing to ask here i need help i wanted to create a new radio station (formyself and for the workshop) and i dont know what to do i only know that i need a folder whit music is there any tutorial like video? i searched aynwhere where i could and im going crazy (not really) about coding it i tried it....my god im soo idioctic bc i dindt make any progress....any fast help for a poor kiwi?
Jadedspyder 30. maj kl. 0:32 
So it seems with this mod active I have been unable to make oil from corn or the root thing after tech was researched. The oil press does not even show up after research. I deactivated all mods but this one and no oil press. I will experiment more after I wake up to see if any other conflicts are at fault. Thanks. This happen after last patch
Zavia 14. maj kl. 16:55 
Thanks so much for these mods.. really makes the game enjoyable :) fingers crossed paradox taking the IP leads to new life also :D
Mantastic  [ophavsmand] 9. maj kl. 14:46 
@Twini-Kiwi It's on my list of things to add into the game. The assets and everything are there, just need to alter the research item to unlock it and test out the other related items to it.
grimjack01 5. maj kl. 18:54 
Glad to see modders still supporting this game, one of the best ones out there with a real difficulty sliding scale that starts at a real true easy and goes to 'OH MY GOD". Thank you for your continued support.
injto4ka  [ophavsmand] 27. mar. kl. 13:43 
It seems like something that was tested but then rejected.
Twini-Kiwi 27. mar. kl. 9:12 
another thing i want to ask is about the Mobile rocket Launcher why cant we build them like the other 2 turrets? as i saw its ingame but not accesable (only trough unlock all buildings) im just curios. *whit ingame i mean if you observe an m turret and click on it to see more theres a pitcure of 3 mobile r turrets*
Twini-Kiwi 22. mar. kl. 5:50 
it does handle it (i played it very much anywhere (project x repaired mostly bc its needed) i know that Ark Builder did added an option to decreas the max Level to 2 I think? but the broodmothers and normal shriekers have a range buff too? i couldnt tell directly having junos demolisher tamed in an trade or crash outpost would be amazing as on saltu there are schirroshands already (on hard already 1 demolisher per nest)
injto4ka  [ophavsmand] 22. mar. kl. 5:32 
Pls try this mod, I think it handles this: https://gtm.steamproxy.vip/workshop/filedetails/?id=3350915173

If not, I will see how simple is to have all special enemies in all scenarios.
Twini-Kiwi 22. mar. kl. 4:29 
Question: is there a way to enable the 2 Demolisher varianst in the other game modes? (trade outpost and crash landing) before you ask why? bc i would love them and i never understanded why they are only in the military outpoust is there like a way to make it an gamerule?
injto4ka  [ophavsmand] 21. mar. kl. 2:16 
@Elgar I'm, glad you like the game! There are many people in the modding community that contribute to the game as well, I wouldn't have th energy to do it alone :)
Elgar 21. mar. kl. 1:33 
I'm coming back to this game (which is one of my all-time favorites) after a long break, and it's awesome to see that one of the developers is still supporting it voluntarily and in his spare time. A huge thank you, really!
injto4ka  [ophavsmand] 10. mar. kl. 7:58 
This is WiP, will be sorted out
Arti 10. mar. kl. 4:02 
Now a new conflict
Duplicated loc ID 692372495819
692372495819, "Lightning strike chance"
692372495819, "Lightning strike chance."
injto4ka  [ophavsmand] 10. mar. kl. 3:40 
Fixed! Thanks for reporting!
Arti 10. mar. kl. 2:15 
Hi I'm starting a new game Debugging mode for mod creators only 1 mod SAD_CommonLib and it generates
errors:
(GameObject Error] Invalid state set for object entity 'AlienBird'
(GameObject Error] Invalid state set for object entity 'AlienBird'
(GameObject Error] Invalid state set for object entity 'AlienBird'
ObjCheat CheatDelete(GameObject Errorl Invalid state set for object (Pancoth@1522295r1089439j entity 'AlienBird'
ObjCheat CheatDeletetGameObject Error] Invalid state set for object (Dactyl@1521300.10917001 entity 'Pterodactyl'
(GameObject Error] Invalid state set for object (Vulture@1532700i11g25001 entity Vulture'
j-u-r-a 20. feb. kl. 10:44 
I've noticed the new mod option, thanks.

I tried using the vanilla map editor in debug mode. I get the same editor on F3 as when I was using the mod. The same features are broken. Maybe it's because I had the mod before and the game loads the same thing, don't know. Also, I have frequent crashes when opening the game or loading a save in debug mode. Probably something more or less specific to my PC.
injto4ka  [ophavsmand] 20. feb. kl. 0:48 
There is a reason that the map editor requires the debug mode of the game - the normal version doesn't have many of the dev features required for it. The version of Chapi is an old version of the same map editor that has been leaked during the early access of the game - it is quite hacky and many features don't work. Nevertheless if you want to use it despite that, I've added a toggle to enable the obsolete mods in the mod options.
j-u-r-a 19. feb. kl. 15:49 
I just prefer to have the editor available in normal mode. It's not a big deal, just a convenience.
Btw, great work on fixing the broken animations this quickly.
Twini-Kiwi 19. feb. kl. 14:10 
oh no the animation bug got fixed now the shriekers can fire again XD
injto4ka  [ophavsmand] 19. feb. kl. 11:20 
I can easily make the obsolete mods available again, but why would you use them? The vanilla map editor is the best option for you.
j-u-r-a 19. feb. kl. 10:07 
Ok, thanks.

For anyone else trying to start the game in debug mode - set the launch option in the game properties in the steam app, and then click the Play button. The desktop shortcut always starts the game in normal mode. At least that's how it works for me.

One more question - is there a way to use an older version of the SAD_CommonLib mod?
injto4ka  [ophavsmand] 19. feb. kl. 7:27 
In the same way - via F3 key. But you need to start the game in debug mode in order to be allowed that.
j-u-r-a 18. feb. kl. 10:18 
Probably a dumb question, but, now that the Map Editor mod has been made obsolete because it's already available in vanilla, how exactly do you open this vanilla map editor?
injto4ka  [ophavsmand] 17. feb. kl. 21:29 
Pls report a saved game via Ctrl-F1
TheChemist 1. feb. kl. 16:00 
No prob. Thanks for the super fast fix. :)
injto4ka  [ophavsmand] 1. feb. kl. 15:56 
Thanks for reporting. It was a harmless warning related to the stubs for some DLC classes.
TheChemist 1. feb. kl. 15:54 
Yeah, it's something to do with how you're defining these classes. It's complaining about their class composition (I'll grab the assert text in a minute). Removing these lines (and a couple others that rely on them) fixes the assert.

TryDefineClass("ActivityInvaderRobotBase", "ActivityRobot", "UnitInvader")
TryDefineClass("HumanoidRobot", "ActivityInvaderRobotBase", "HumanoidCompositeBody")
TheChemist 1. feb. kl. 15:40 
I'm getting a pile of asserts as soon as the mod is loaded. They all seem related to ActivityInvaderRobotBase and HumanoidRobot. I don't own the DLC so I'm wondering if you're missing a check in here somewhere to only run logic if the DLC is available.
Vala 20. jan. kl. 16:29 
Had a bug related to running this, and other mods, without the DLC. It was found and squashed within 24h, great support !
injto4ka  [ophavsmand] 16. jan. kl. 23:00 
The mod doesn't have anything able to crash the game. If you have a reproducible situation pls report it for investigation.