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It would be wonderful if you could add some sort of "force launch" option to the shuttle so we can send it off if we've completely loaded it with extra time to spare.
When you sell genepacks, that are stored in them, pawns will not automatically haul these packs into the shuttle, when sold.
You have to manually find and remember what Genepack you sold and throw it out of the Genebank for it to be hauled off.
Awesome, thanks a lot, take your time.
Would really like to get a mod option to get the ordered items via drop pod, as in vanilla, instead of having a second shuttle come and deliver them.
I like having to interact more with shuttles, but I'm getting nostalgic for the presence of drop pods arriving at my base.
When I try and renegotiate mid transport and click Accept, nothing happens, no error.
Also (I believe), when I loaded up everything except for some items that went missing, like a meal that got eating during the loading, and try to renegotiate, the trade window doesn't open at all, no error either.
There's also settings in the mod for how long the grace period the trader gives you is. I'm not all that sure I want to add more complexity to the timer; the trader either being willing to patiently wait or having a set, finite departure time that you're at the mercy of feel like the two most realistic possibilities.
I arranged a bulk sale with a bulks trader and even though the trade shuttle landed right next to the storage area and I had all my colonists working to load, I simply did not have enough time to load everything for the trade.
Is it possible to add a trade time multiplier based on how many stacks are to be loaded? Maybe an extra hour for every 5 or so? (Or something configurable?)
It is that or have the trade loading get done in steps with their own grace period. And return all the steps if you stop.
Maybe they were still in range of an indoor beacon, now that I check it they probably were just in range of it.
When I check their range the range indicator always gets confined by walls, so I always assumed they don't work through walls.
Yeah, the shuttle landing logic (which I use straight from the vanilla game) can be a bit wonky unless you have specifically built a landing platform.
On another trade the shuttle crashed into my laboratory, demolishing the research bench, on first arrival to pick up the items, as well as when delivering the order.
Then I had a colonist return from a quest, all landed in the exact same spot.
Would it be possible to appoint a "spot" where the trade concludes?
Though if you really want that, I wouldn't be surprised if there's a another mod that removes that requirement.
Some items were used up without my knowledge, and now I can't load the shuttle fully.
I had intended to just remove it from the trade, but I can't press 'accept'.
Additionally, items like Flake are displayed as split in the interface, which I imagine is because they're separate stacks, but that makes it impossible to know which one I should remove an item from. However, even if I remove all the Flake from the trade by renegotiating, I still can't accept.
I'm still getting a surplus of silver from them, so there's no reason I shouldn't be able to, unless another item hasn't been loaded and I just can't tell because that's not displayed on the interface when it just doesn't exist anymore.
https://gist.github.com/HugsLibRecordKeeper/9f3ac73c9b1d5d6dcd4858225097ac35 - logs
So, what happens is the following:
1) commit a trade with the trader ship
2) It's dropship comes down
3) It's texture gets swapped in and out for the reasons I don't understand. One moment the heavy shuttle or cargo shuttle (?) is recognised as a part of your mod, but, when the texture "flickers" it starts to look like a VFE: Empire shuttle.
What causes this behaviour? Is it because two mods override same vehicle/object/item?
Can it be seen in the logs outright? How can I debug this for you?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1969732297
Trade Ships Drop Spot
https://gist.github.com/Inglix/52144acbbc59ff9c3b215dd83e84b0fc
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3FD53E28] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)