Reassembly

Reassembly

Arsenal Forgery
Niariekyil Arcyriea  [developer] 22 Feb, 2020 @ 11:19pm
Diagnostics and Bug Reports
This is the thread for peoples to post their own issues that they found when using the mod, either error that need me or have no need to intervene on (stuff that fixes itself with a restart of the game).
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Showing 1-4 of 4 comments
Mocurin 28 Feb, 2020 @ 5:41am 
Hey
Mod fails to load
Logs: https://i.imgur.com/R4PWqxI.png
game reloads do nothing, turning off other mods doesn't help, same for dlc
tried on two machines, both fail
Niariekyil Arcyriea  [developer] 28 Feb, 2020 @ 8:52pm 
This was honestly an attempt to change the missile shape of the Shard Launcher so they can looks symmetrical. While I think in theory it wouldn't affect the gameplay in anyway, it just that the game just shows overwrites as "error" while it's not. But I think I might relocate that change into another mod anyway that I'm working on (the one that will changes or add new shrouds to all the vanilla faction original weapons).

Someone in Discord reveal about the "extends=ID" syntax, which I hadn't tried yet, I think it could makes the game not trigger false alarms like that.

"extend" would allow modder to add additional codes to original blocks of any faction as long the ID number inside the bracket is the same as the ID number of the block it belongs.

I think this would be how it should be done:

{12101, extends=12101,
replicateBlock=
{lifetime=5, features=EXPLODE, fillColor=0x514644, fillColor1=0x3a2b26, lineColor=0xee5245,
group=12, shape=254, name="Shard", points=2, durability=0.5, density=0.15,
explodeDamage=50, explodeRadius=20, sort=120002}},

{12102, extends=12102,
replicateBlock=
{lifetime=5, features=EXPLODE, fillColor=0x514644, fillColor1=0x3a2b26, lineColor=0xee5245,
group=12, shape=254, scale=2, name="Shard", points=6, durability=0.5,
density=0.15, explodeDamage=100, explodeRadius=40, sort=120006}},

As for ID-less blocks like the missiles, I don't think the "extends" would works for those blocks so I had to leave them be that way (still causes the game to shows false errors, which will also not affect how the mod would load or anything).

Note that in the case a mod fail to render, or load into the game. Errors would appears like hundreds or 1000+ of them as the mod is considered truly broken at that point (if not because the game fail to load the mod properly), either caused by mods conflicts or just a simple misidentification of a code syntax somewhere.
Last edited by Niariekyil Arcyriea; 28 Feb, 2020 @ 9:53pm
Mocurin 29 Feb, 2020 @ 6:06am 
Now it loads and works fine, TY!

Honestly, i did not check if last version errors were 'true', I've seen those errors again and assumed mod is stil broken

But! It was surely broken back then. There were 5 errors, no blocks in the store and all modded ships were broken. They were still in the world, but had only comand block.
Then i tried to change NOFLASH. It immediately showed 1000 errors and mod did not load at all.

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Im not familiar with lua, just hoped my poor programming experience could help me. It did not, expectedly, lol. But now i kind of want to make my own mod. So, thanks?
Niariekyil Arcyriea  [developer] 29 Feb, 2020 @ 3:33pm 
Maybe the new 02022020 build of the game did really change something, I see that everything is fine in my side, but maybe not on the steam mods side.

This mod should be error free for now
Last edited by Niariekyil Arcyriea; 29 Feb, 2020 @ 3:48pm
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