holy cow want to get these mods to work right but having the wierdest problems i gave up on the suit variations i had a similar problem to another guy but not caused by the same thing basically messed up my home screen where every button was load hah my newest problem is somehow i managed to lose the ability to buy complete ships it doesnt even show up when i go to the ship vender anymore ugh , hey at least ith ships now spawn as derelects though so thats a win hah
#[0.14.5.15][๐] FFU Mods [R-023]
1899 messages ยท Page 2 of 2 (latest)
This may help - tho I do need to expand it ^_^ #modding-discussion message
hah thanks eric ill check it out i just started my work week so these 12 hours days are a little killer i am a little nervous that ill have to uninstall everything and reinstall cause besides trying to add the mods ive also just been copying the loot jsons in those mods chats so im worried i may have missed something
hmm a couple things of note my belpin folder has a exit log and my dll has a (2)
as for my ship issue on ith ships i used itaku's lott json which seemed to fix my previous issue with not getting any of ith ships as derelects however as i said early there is no ship buying option for fully functioning ships at all could that have affected it?
another wierd issue i just encountered on ith ships while looking at things was i can repair rotors on right click menu not sure if i can uninstlal them with that because i did it with order instead but i cant restore or pick it up now strange yah?>
last one - That does sound odd. Doeas a restart fix it?
the last issue it did hah but still not sure about the fully functional ship market think it would populate over time like derelects? mabey a few days ships will start to appear? only thing is that there is no tab for the list either i can rate a ship sell a ship or buy a derelect only
so maybe no list because no ships? or no list because command was taken out?
hmmm using otaku's script turns ith ships into a mod that needs to be loaded last too right because it uses a different framework?
ok replaced itaku's loot json to ith ships and i have my ship marketplace back for fully functioning ships so yay!
I prefer keeping my communications public, so I don't converse via DMs. All I can say to respond to your message is that I'm not having those issues with my install and I don't know exactly what could be causing them.
hah sorry i wasnt trying to point a finger at you im so very new at this and prob screwing things up left and right the script i was refering to seems to be an experiment you posted on the ith ships thread to beable to use multple ship mods and have them spawn you would laugh if you saw all the stupid mitakes i found looking through my files at one point i had mod folders in other mod folder you know mostly cause im a fucktard hah
for all i know i missed a part of it or didnt copy it right or anything like that hard to say the wierd things ive done trying to get everything to work to be honest im just so happy that we can rely on guys like you who make free content for all of us to enjoy if i came accross like an asshole i am so sorry
Moved missing characters portraits parts handling from DLL to the JSON mod.
FFU: BR Mods [REL-15]
what order should the compatability patches be loaded?
Immediately after the mod they patch. Add them, run the game and load your save. Then save it again, exit the game. Remove all of the patches from the mod list and play as usual.
got it, thanks!
e
Is this patch something that is necessary for all mods or just some select ones?
Only a few have a Patch, such as Storage Rebalance. It's meant for compatibility with older saves, IIRC
sorry, the Minor_Fixes_Plus_v15.zip is what I was speaking to specifically. didn't know if I needed to get it or not
This mod is a must.
I've updated description. Now it should be obvious that Minor Fixes Plus is a requirement, not an option.
Okay, next question. is Minor Fixes like the patches, or should I leave it in?
Only the ones with the word "Patch" should be removed after initial use.
Deffo keep minor fixes, or ffu will not function
Hi, I knew I saw OP nickname somewhere already ๐
I am eager to try mods but is there some comprehensive list of things that are added/changed by each mod? I like to read those and then make decision
The info we have is predominantly in the threads that offer each mod. The best ways to find out more are to go back and read the entire thread for the ones that interest you or just try them out. Note - for FFU, read both this thread and the FFU:BR thread.
thanks, I decided to try all of them, but here is my first issue - on char creation screen when I try to change hair, etc - I get error:
<color=orange><b>[Exception]</b></color>: KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary2[System.Int32,System.Collections.Generic.List1[System.String]].get_Item (Int32 key) GUIChargenBody.FacePartNext (Int32 nPart, Int32 nDir) GUIChargenBody.<Awake>m__13 () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPoi
in fact everything is set to 1 and only eyes can be changed
eyes and skin color:
I kind of suspect learnable skills, lets see
hm not this
yeah there is something wrong with the BepInEx or the dll part
Try the 50/50 method. Drop half of them - If there's no error, it's one of the others; test those. If there is an error, drop half of the current list, and so on
I get same issue including missing textures (violet color instead) with just core
Do you have Minor Fixes Plus installed? Also show me your modlist.
This may help a bit #modding-discussion message
Also, purple tex? I saw some chatter about that not long ago. Let's see...
I have run with core only, but overall my json with mods looks like this:
yeah, thats it
War says that it means Minor Fixes isn't active, but you have that o_O
actually no, I tried with core only and got the texture issue
with all mods I couldnt change anything on char creation
so goal is to try with core + minor fixes
Oh? Hrm. lessee...he should be awake (europe time)
@unkempt moat ...? Any ideas?
ok core + minor fixes looks ok in terms of textures, but error when trying to change appearance is still there
bummer, as it blocks me completely it seems ๐ฆ
Will it let you proceed if you close the error window? Sometimes it acts kinda like a modal window, and sometimes it does not. F3 or clicking the ! box should do it.
Also, try Verify Files in steam, as the errors seem to be from Unity
the error is printed each time when I try to change appearance other than eyes and skin color, I can close and continue past this screen it seems but I fear issues here will result in further issues ๐
ok so lets say iwant to revert to no mods - is removing FFUBR dll and changing loading_order.json enough, or I should completely remove also BepInEx?
ok so I removed FFUBR dll and changed loading_order.json so there is only core - the error is no more - this points at the DLL and/or minor fixes mod?
let me know if there is something I can do (gather logs, etc) to help fix this ๐
I started game with FFUBR dll but without minor fixes and the error is not showing, just some textures are violet, but I can change appearance - so that points to minor fixes mod
'Tis why I tagged Warstalker. I figure they might know more. Any luck on the Verify?
The other FFU mods currently have minor fixes as a dependency, so you may have to just run without any FFU stuff for now. I've not had any such issues. I'm currently running with only minor fixes plus, glass-only eva (both ffu) and ostranauts 9000 (non ffu - a graphical overhaul).
Thanks, I think I will wait to see if this may be troubleshooted ๐
I don't think there is a point in running verify, considering that after removal of mods it works as expected
Gave +1 Rep to @coral drift (current: #3 - 99)
in fact I would like to try with minor fixes v14 to compare
I was thinking "just in case" ๐ I don't think I have seen the unity error before, hence the suggestion. Could be damaged files.
yeah, lets run it then, sadly I don't see V14 so all I have is wait ๐
Super strange. Well, then it is time to investigate, why it happens.
Seems like body parts with pbase<PartName>Missing are partially hardcoded and shouldn't be removed from loot tables.
Anyway, the solution looks like this: "1=|--MOD--=|pbaseEyesMissing=0.00000000000000000000000000000000000001x1", - pretty much a crutch ๐
You want decimal places? This game has decimal places in its decimal places!
Well, this is closest to zero float value, so I used it ๐
lol. The game files are just as bad. e.g. RCSREMASS=24601.365698376wtfbbqomg456897q345t6y7
This one is actually just precise number. After all game uses completely realistic heat transfer formula, so I'm not surprised that RCS parameters are just as precise.
Yet another fix for character portraits. No more errors, when trying to switch portrait parts manually.
FFU: BR Mods [REL-16]
Huzzah!
Issue is resolved.
Thanks!
Random and anyone else who has had this issue: Please give it a shot and report back when you can.
yeah, works, no more errors on my side ๐ thanks!
Gave 1 Rep to warstalker (current: #11 - 35)
Haven't had any issues, but if boss man says update, I update
Issue was only in character creator, when you're manually selecting parts.
Well, I'm sure I'll eventually be starting a new character so best I make sure it's all in place
Okay, first off.......oh damn!!!!!!! those are based af! I'm gonna have to rework my ship layout to accomodate a "machine shop", but well worth it!
Secondly, the maintenance pump- says it "consumes nanites" .....I'm assuming that will be something you're adding as well?
Lastly, if you ever want/need someone to playtest this stuff prior to release, I'd be more than happy to volunteer as QA for you
Initially, it will be consuming any type of scrap to repair ship. But later, when proper production implemented, it will be also consuming nanites to do the repairs.
Yummy
Remember, don't inhale nanites! They can be very damaging to your lungs and internal bodily processes if not designed for organic usage!
Love to hear it, thank you!
Gave +1 Rep to @unkempt moat (current: #9 - 39)
They will be packed into containers for easy use ๐
So we won't be able to...uh...
okay why do the mods constantly say this
Incorrectly unpacked mods.
working on it
guess your extended licenses are now vanilla? ๐
Maybe ๐
I'm yet to check this part.
Oh, its not on release branch yet.
YEEET
It's on the public test. It offers 3 days, 7 days, 30 days, 300 days
I will modify them instead of adding mine ๐
"Of course they have purple skin and pronouns."
XD
did you add the "more fixes plus" mod? it's mandatory for FFU now
Sure did! Here's what I've got.
Assembly-CSharp.FFU_BR.mm.dll
Charger_Capacity
Durable_XPDR
EVA_Suits_Rework
Extended_License
Fast_Tow_Braces
Filenames.txt
Full_Auto_Vents
Learnable_Skills
Minor_Fixes_Plus
Slow_Auto_Doors
Storage_Rebalance
Is that a list of files/folders? please drag n drop your loading_order.json file in here
cuz two of those shouldn't be in there ๐
look in Ostranauts\Ostranauts_Data\Mods
This may help, too #modding-discussion message
Y'know, that does help actually, a lot. All of the mod files I had in the wrong spot then. They're sitting in the same place as the ffu csharp file.
And the filenames.txt is just a quick dir/b>filenames.txt command to quickly grab the filenames from that folder. XD
I haven't done that in so long...^_^
Are you on game version .8 (the current one) or .9 (the public test version)? The latter does not need Extended License, and Learnable Skills may not be needed, either, now
Current version
mkay. Let us know if you're getting any errors (f3 or click the ! at the top left) or other weirdness
And welcome aboard!
In .9 I will be just adjusting existing licenses to keep my time-spans: 7, 30, 90, 360.
Seems to be working just fine now! Thanks.
Hey all, am getting this error when i try to create a character. Any thoughts?
You need Patches only once, when you're loading existing save.
You will need to remove all mods prior Minor Fixes Plus and them one by one, to check which of the causes it.
So I was having a similar issue. It was due to updating the "Minor Fixes Plus" Mod by copy/paste into the Mods folder. Fully replacing the folder for the mod fixed the issue.
๐ yeah I've found that deleting the old mod folder and bringing in the new one is a good practice on any game.
Patch is only required for the 'Space Engineering' mod now, until I will find a way to integrate additional functionality into condition triggers without affecting performance.
deprecated mod download links
Always remember: before unpacking new version of the mod - delete the old folder.
And don't forget to fetch up-to-date FFU library.
FFU: BR Mods [REL-17]
I think that at some point I will move all these files to Git and will just keep them there.
Finally, dawn of the new era is here:
I guess then it is time for me to save and reload to get that pump in game. Is it part of the loot table as well or only available in kiosk?
Also, thank you again for sharing!
Yep. It has 1% chance to spawn there ๐
Well, in scrap kiosks only and damaged.
1% is better than none
hey, who hasn't gone thrifting and celebrated scoring some treasure that just needs a bit of TLC?
Actually, I think about upping it to 10%
I wouldn't be upset. Just got it loaded and patched, halfway tempted to rescue screw back to port and camp on the kiosk
Will leave it at 7.5% ๐
And just as I released update not so long ago, I got inspired how to implement new trigger condition check properly ๐
lol so should I hold off for a v18 or....?
No, you can continue playing. The only change will be that patch no longer will be needed.
Since CTs will know how to check Condition against value.
From now on patch for Space Engineering mod is redundant. Now it makes use of new math-based logic in condition triggers to work.
FFU: BR Mods [REL-18]
As always, don't forget to remove old files (including redundant patch).
@wheat steppe
Loaded up and ready to go, but I'm about due for sleep time so I'll give it a shot tonight
Maintenance Pump has critical issue, because at its core it is called RepairPump. So I've removed mod for now.
Taking it off my loading order for now
I will upload new version in a second. Already resolved everything.
Resolved critical Maintenance Pump issue: interaction collision (with 1 of 3 horsemen of apocalypse: Patch, Repair, Undamage - you can easily guess which was it).
As always, don't forget to remove old files.
FFU: BR Mods [REL-19]
Added 0.5% chance to spawn Damaged Maintanance Pump Part with engineering loot.
FFU: BR Mods [REL-20]
uhhhh... I have no clue why this happens now since the last update, do I need to change something? deleting the mods and replacing them with the newest versions didn't fix it either
Issue is not in mods, but in loading_order file. Use: https://jsonlint.com
JSONLint is the free online validator, json formatter, and json beautifier tool for JSON, a lightweight data-interchange format. You can format json, validate json, with a quick and easy copy+paste.
even when it says valid i get teh same error :<
Invalid JSON!
Error: Parse error on line 21:
...Bag", ] }]
---------------------^
Expecting 'STRING', 'NUMBER', 'NULL', 'TRUE', 'FALSE', '{', '[', got ']' but to be honest I just wrote true in the line below cause it removed the error message so that might be it
Well, it now told you what is the issue.
Now take a look at this loading order file: https://git.soon-tm.info/warstalker/FFU-BR-Data/-/blob/master/loading_order.json
And try to figure out what is missing :3
theres no , at the end? ๐ฎ
seriously THAT was it? the older ostranaut versions just gracefully ignored the mistake XD
oh well I guess the , means "THERE IS ONE MORE EXTRA ONE BELOW" but since there isn't it just goes "hey bitch where's my command line?"? I guess it made me check the mods and realize there's new versions available so yay!
thanks for helping me :3
Welcome to strict JSON file structure world ๐
god and I thought I hated dos
a single typo and it yelled at me about unrecognizable commands
I JUST FORGOT CAPSLOCK ON ONE LETTER OKAY? Q_Q
If only that, you probably missed C++ and semicolon dilemma ๐
Things pretty spammy but interesting.
Spammy? It drops THAT often?
I had to spawn it in to try it out. Spammy meaning when i fill it up it just spams with all the things it's fixing, usually im looking at my char to see what they are working on, it's gone if i blink at the wrong time lol. Also keeps reminding me it has no fuel, my reply "i know! Now stfu!" Lol spammy
Oh this one. Yeah, it spams at first - as long as ship is damaged. After that it pops up, only yet another enough damaged module is discovered.
By the way, if you don't want to get spammed, you can just use repairship command to fix everything and let it repair stuff once damaged.
I sat around port 3 days hoping to catch one in a kiosk, but ended up running out of things to do so I have been blasting through derelicts between ship renovation sessions and hoping I'll stumble across one. I'm super tempted to spawn one but I can't quite bring myself to do it
Well... Spawn chances are meagre. I actually might add high spawn chance to the fixer.
yeah, I know. I have just been very strict with myself as far as "I will do mods but I will not spawn in things, find or buy only" . Personal preference thing, it's just really tempting because it would be a nice help as I'm focusing so much time on my renovation and hunting down floor/hull tiles
Just something more satisfying about acquiring our own tiles, right?
Currently adding it to that. ๐
What's it do if i do that? Does it shut off if nothing needs repaired? I have been fulling it up constantly with conplete disassembled gas tug, it still repairs, my thought was it would eat what ever you put into it regardless if you needed to or not, not that it matters it bugged my save, so i cant even load anymore. This came up after the first load, but normally didn't stop it from loading.
Show me your loading_order.json
[
{
"strName": "Mod Loading Order",
"strNotes" : "To mod Ostranauts, place this loading_order.json file in your Mods/ folder (your game's Options->Files screen will show you where it should be), along with your mod's folder. Your mod folder should match the folder structure in the zip where you found this file. Make sure your mod folder name matches it's entry in aLoadOrder list below. 'core' refers to the base game data, which usually needs to be loaded first unless you know what you're doing.",
"aLoadOrder" : [
"core",
"EVA_Suits_Rework",
//"EVA_Suits_Rework_Patch",
//"Full_Auto_Vents", *
//"Learnable_Skills",*
"Storage_Rebalance",
//"Storage_Rebalance_Patch",
"Charger_Capacity",
//"Slow_Auto_Doors",*
"Tailoring",
//"SewingKit",-commented sewingkit is and 'upgrade'? Changed back to tailor, cuz this makes skill +1
"LunarViewHelmet",
"Build and repair item stack increase",
"ConsolidatedBackpackPockets",
"stackable_walls",
"Extended_License",
"HygieneStation",
"FastTrain",
//"Astral Adaptations",*
"AITweaks",
"Space_Engineering",
"IthShips-main"
//"Minor_Fixes_Plus" uncomment when ever they add a new version V16 current, causes errors
// *Commented out to try and help fix lag city
]
}
]
First of all, JSON files do not support //. Second - did you read Mod Loading Order Instructions from here and Important Note from #1298265273266212906? You literally went against ALL instructions. Why are surprised that you're getting errors?
The "core" error is the one that started when i added the Space Engineering mod
Mod loading instructions.. i guess i missed those
You can ignore it. It only shows that some duplicate data didn't load.
You also ignored Important Note.
There isn't any instructions in the important notes, it just says that to avoid dll errors you used patches to fix things, what am i spoze to do with that?
And // do work from what i have seen
I also don't see a load order instruction in the post, is it further down?
Or are you talking about a totally different post..
Important Note: to avoid overloading DLL itself with unnecessary functionality, vanilla compatibility fixes are implemented as Minor Fixes Plus mod - which means, you need to use Minor Fixes Plus.
JSONLint is the free online validator, json formatter, and json beautifier tool for JSON, a lightweight data-interchange format. You can format json, validate json, with a quick and easy copy+paste.
Anyway, reading all instructions and notes from #1312016085243007027 message and #1298265273266212906 message, and using https://jsonlint.com/ to validate loading_order.json is a must.
Humm, i disable fixes plus when there were issues with it, didn't see that it got updated, so i never re-enable it. Need to rename all these damn files to have a FUU prefix..
And yeah, i guess // don't work in your validator, but it works in game
my validator is same game's JSON validator.
Idk, i didnt see any of this load order when i started this modded extravaganza
You have issues with this because one of these reasons:
- You installed everything your way without following instructions.
- You're using DLL mod with incompatible version of the game.
Instructions exist for a reason. And I can't help you, if you don't follow them.
You act like i saw them and said fuck it
Also, adding FFU prefix to non-FFU mods won't make them compatible.
No i mean i have 30 mods to go through to get them in the right..
You know what, now i say fuk it
Do whatever you want. You're ruining fun for yourself, not for me.
Oh heck! I didn't see this one either. I wasn't suffering issues from it, but going to fix that right now!
Thanks for pointing that part out!
it seems we don't need Extended licensing mod anymore, nice
It will be updated for .13
instead of 1/3/7/30/300 it will update into my license options 1/7/30/90/360
I see, that's a good choice, thanks
And you will be able to sell used licenses at 1/10 of their price.
thanks, something is always better than nothing
FFU: BR Mods [REL-021]
Latest mod collection can be downloaded from here: https://git.soon-tm.info/warstalker/FFU-BR-Data/-/releases/REL-000
Instead of spamming with 20 uploaded files here, I will keep them organized in my GitLab instance.
I also moved mod descriptions from there to here:
Core Mods Information: https://git.soon-tm.info/warstalker/FFU-BR-Data#core-mods
Major Mods Information: https://git.soon-tm.info/warstalker/FFU-BR-Data#major-mods
Minor Mods Information: https://git.soon-tm.info/warstalker/FFU-BR-Data#minor-mods
But they are still work in progress and severely lacking. Will update them eventually.
Durable Transponders mod is deprecated by the way.
Sorry for being dense, but just making sure, any that are marked VXX(21 in this case) are updated and should be downloaded and replace existing mod folders? So like if I have Learnable_skills_v7 I should definitely update to the v17
Yep.
I miss C++ semicolon syntax sometimes. shiftily looks left and right Usually whenever I'm working in LUA, that code makes my eyes cross for unreadability.
Thank you, somehow I missed a LOT of updates on some of these. And I just went through and reordered the loading order cuz some where out of place. Lort I might have even more fun now lol
Gave +1 Rep to @unkempt moat (current: #8 - 47)
Also, do I need to redo the patch if I update a base mod that has a patch?
Nah, patches aren't needed.
yay, one less thing for me to screw up....again
oh......oh, yeah I stepped in it. What did I do wrong? I moved Minor_fixes_plus to the top of the FFU modds and moved all the non-FFU mods before the FFU mods
Thaat's strange. That looks like the entries from Minor_fixes_plus erroring out. That should only happen if the FFU-BR dll isn't working? Try reinstalling that.
I moved it to the bottom of the FFU mods, and to the top of all mods
The only crucial and required mod. Using Fight For Universe - Beyond Reach DLL without using minor fixes mod
breaks some important parts of the vanilla game. In loading order it must be beyond all FFU mods and after
all non-FFU mods.
beyond = typo and should be "before" or am I just being exceptionally dumb?
I did not do that, but have remedied that and still getting it. I moved the Minor_Fixes_Plus back to where I believe it is supposed to be in the loading order, which is as follows:
"core",
"Cassette",
"MegaDollies",
"EVAToolClips3",
"FrissysTweaks",
"DomYourSub",
"SewingKit",
"NXT_AltStart_NoAging",
"Brighter Lights",
"Minor_Fixes_Plus",
"Extended_License",
"Space_Engineering",
"Ostranauts_9000",
"Glass_Only_EVA",
"Learnable_Skills",
"MedicalMiraclesMod",
"Sharp_Laser_Torch",
"Charger_Capacity",
"Fast_Tow_Braces",
"Full_Auto_Vents",
"HygieneStation"
Found some non FFU mods in the wrong order. Cleaned it up a bit order wise and tried moving MFP down to the bottom:
"core",
"Cassette",
"Ostranauts_9000",
"MegaDollies",
"EVAToolClips3",
"FrissysTweaks",
"DomYourSub",
"MedicalMiraclesMod",
"SewingKit",
"NXT_AltStart_NoAging",
"Brighter Lights",
"Extended_License",
"Space_Engineering",
"Glass_Only_EVA",
"Learnable_Skills",
"Sharp_Laser_Torch",
"Charger_Capacity",
"Fast_Tow_Braces",
"Full_Auto_Vents",
"HygieneStation",
"Minor_Fixes_Plus"
No change
Yeah wouldn't expect the loading order to fix those errors. It's seeing the entries in Minor_Fixes_Plus and freaking out that they are wrong. But they should only be wrong to the base game parser, if the DLL was working properly I don't believe that error would show up.
So you might have to wait for Warstalker to wake up if reinstalling the DLL(And double checking that bepinex is in the right directory and all of that) didn't work.
It was working just fine before I updated the mods and put them into what I thought was the right loading order. Prior to this I was all of this(no, I added "learnable skills") but in a more disorganized loading order on older releases and I was getting no errors
I was thinking if the game wasn't loading the fixes first and then tried to change something based on a mod I was loading, that was what was causing the errors. But if that's the case moving it to the top of the loading order should at least get rid of those specific errors. I'm about to go to bed myself, just trying to do some initial troubleshooting and documentation for WarStalker to be able to point out how dumb I am for an obvious fix later
And you have double checked that you are running the new version of the DLL released 2 hours ago?
I wasn't at first but installed it before the last two attempts
followed the directions on the github page
This error means that you didn't update DLL.
Or you left some old FFU mod files from previous releases.
It should be like this: non-FFU mods, Minor Fixes, FFU mods.
okay, so I didn't realize the DLL needed updated and threw it in after I updated the mods. The mods I deleted all the old mod folders before pasting in the unzipped updated mods. Would adding the updated DLL in after the mods throw things off?
It doesn't matter what is updated first, DLL or mods. As long as everything is updated and in their respective folders - everything should work.
Somebody in #1298265273266212906 had same error as you - only to find out that DLL wasn't updated.
okay. I just downloaded the Dll Assembly-CSharp.FFU_BR.mm.dll this afternoon off your github. Let me double check that I didn't pull an old version or something
You always can follow error reporting instructions to see what logs show.
How contents of BepInEx folder look?
Because missing config folder means that BepInEx isn't even running.
I've been using a number of the FFU mods for months. So I've just been lucky?
Did you install BepInEx correctly? I.e. do Ostranauts folder has winhttp.dll?
They probably broke things instead of working, because they don't work without FFU at all.
Show me the contents of Ostranauts folder.
Lol, it doesn't even have Ostranauts.exe it isn't even being launched from there.
......
Find where from Ostranauts is actually launched and follow these instructions #modding-discussion message
๐
yeah. I just went to steam and browsed out to the right folder.
And I think I know the problem
I ran into this before, and did have it installed properly but I'm old and forgetful. I forgot Ostranaut mods go into a separate folder to avoid getting wiped by steam.
I went to the ACTUAL directory and the old dll was where it belonged and has been updated
I'm down to this for errrors
And now error reporting instructions time ๐
want me to upload it here?
Yeah.
Outdated mod syntax in one of the other mods that rely on FFU modding API. Via notepad++ serach all mods for --ADD--= and you will find which mods are at fault.
so open the mod_info.json?
sorry I'm not used to digging into these things like that
Open notepad++ and do search like this:
Then click Find All button.
okay, Cassette and Hygiene station both have it
Then just replace --ADD--= with --ADD--
okay....well I either fixed it or broke them. One way to find out!
Fixed them.
game loaded and both mods seem to be intact still....success! Thank you so much for your patience and understanding. Some day I may actually get a better grasp of all of this
Gave +1 Rep to @unkempt moat (current: #7 - 48)
Though, HygieneStation should be before Minor Fixes.
As I can't guarantee that it will work as intended.
Who knows, maybe closed-cycle EVA Suits won't allow you to eat/drink/wash with helmet on.
I thought he integrated it with FFU for kisosk compatibility. Or was that Cassette?
Oh, if he did integrate - it should be fine.
Yeah, quick skim looks like he did at some point to some degree
we'll see once one of the crew gets steenky again
And joy of joys, fixer happened to have a maintenance pump. I even came out on top selling a bunch of bits and pieces, she basically paid me to take it! lol
And its damaged ๐
eh, I'm used to fixer uppers....story of my gameplay
I did notice there's no install context menu option.
Strange. There is install context menu for me:
Hmm... You fixed broken part and now its without Install option?
yup, repaired and fully restored
No issue for me either - repair appears on both of them.
Will try to purchase directly from Fixer and see what happens.
it's only 1 piece, right? it's not like the towing brace or reactor core and needs multiple pieces
No, 4 pieces are needed.
It even says in description.
oh, I thought that was in reference to the other devices you're working on
well....crap. I guess I'm only 1/4 of the way there
Purchased damaged part from fixer - I can install without issues.
And even after fixing I can install it.
@wheat steppe try save and load game to see if menu option appears.
Also, make sure old mods are deleted and new are downloaded from https://git.soon-tm.info/warstalker/FFU-BR-Data/-/releases/REL-000
Maybe you didn't do clean mod install and old files are in conflict with new files.
that one I know for sure I am good on. keep a copy of the last zip I downloaded. I deleted the older ones and their related mod folders before I unzipped the new ones
deleted, re-downloaded, reinstalled. loading up again
still not context option
want my save?
Yep.
Google Docs
try spawning one via console command for now and see the outcome.
spawn ItmMaintenancePump01DmgLoose
Because while on existing one this entry is missing - on new one (spawned and purchased from fixer) all menu options are present.
okay. The fixer refreshed and I grabbed a second piece and it wasn't showing install either, but I'll give the spawn a shot
nope, spawned piece still doesn't have the install option
then you need to remove all mods except FFU mods and add one by one to see which nukes Repair Pump.
that's kinda what I was figuring....sigh
Remove all mods except FFU mods, spawn with command and see the result.
It was the "Sewing Kit" mod, and it looks like there was an update and I did download it, but accidentally used the old version instead of the new one. Updated it and the spawned instances have the install context
Cassette has FFU integration/dependency. No idea on the other one
I found Cassette, Sewing Kit, and Hygiene Station all have FFU integration. The rest don't seem to, but if I have any more issues I'll re-do the elimination test and move any that are the culprit below MFP and see if it resolves
At some point in time I'll get better at this whole thing, and before it's all said and done y'all might actually have me coding lol
...Never say "coding" to someone working in a hospital ^_^ It means something completely different to those fine folks!
or mention that a patient gets moved to the 9th floor when the building has 8
Holy crap! Fixer sells damaged pump pieces for 60-70k, a few scraps and components and a chunk of repair/restore time later she'll happily take the same piece for over 200k....that's a pretty decent ROI if I've ever seen one
I'm kinda kicking myself now though.....I had most of my scrap and components in my Cassette racks, and didn't think to stow it all somewhere else first, and when I reloaded the mods I got the racks back, but all the cassettes and items inside them are gone....I've got plenty of aluminum and mech/elec parts, but I'm not sure I'll have enough steel or carbon fiber to get my ship fully repaired
If you put Cassette back in and reload that same save, you'll have the items back.
I didn't realize it until after I'd waited around and got all 4 pieces to install the pump. I'd have to backtrack quite a bit. It was more a "dummy, stop getting ahead of yourself" moment. My ship's in pretty decent shape and I'm almost done repairing and offloading. I'll fill them back up quickly on my next scav run, even if I have to strip a ship of walls and conduit and dismantle en masse
walls give a lot of steel, a little aluminium, and some fiber. conduit sets me up with aluminium and the two parts. between those I can harvest up more than what I need in short order
Try dropping it back into the current save anyway. Who knows? It might work. The Cassette racks and smaller containers are all new items, rather than repurposed ones, as far as I can tell; thus, the game could simply be prevented from "seeing" them because the items currently do not exist in the accessible files. As long as nothing else is taking up the spaces where they were installed....who knows? It's crazy enought to work!
Bigger issue: I'm not getting an uninstall/install prompt for the cassette racks. I dismantled one and it dumped the cassettes on the floor even though they weren't visible in the rack. So I bought a new rack and was just going install the new one(with the pump once I had the mods stuff straightened out new instances were unbugged so thought this would be the same). Ended up moving the cassette mod above M_F_P and below, down to the bottom of my loading order, etc. No change. So I pinged Vervi, as I'm thinking he may need to update his mod since WarStalker updated the base FFU dll
I have not seen Vervi around in some time, so hopefully they'll see the ping. I hope he does; it's an exellent mod.
It is an FFU mod, so it needs to be below MFP. and yeah, it is several versions out of date at this point.
yeah I was struck with that, the fact they haven't been around much lately and that updates are progressing but the mod is still at least usually functional but for how long?
If/when they do respond, I may see about getting permission to curate the mod. Either convincing one of the fine modders that is more active to take it on, or.....shudder forcing myself to finally get an understanding of coding well enough to maintain it at least.
And nothing against coders, it's just something I have tried again and again and do not do well with
@slate yacht figured it out, problem was the kiosk item was already instanced so was still glitched from the reload of the mods. I tested by SFFWD to the next refresh and it reset to working order.
Wow....I love it, it fully restored my ship in less than an hour, but man is that thing a power hog
left it turned on, didn't make it a day before my entire battery bank was drained. And that's saying a lot
LOL, you need fusion reactor to run it safely.
Imagine running Shield Generator using only batteries.
I mean I could see doing so if you were right next to kleg to buy power or something
Well, it consumes 1.5 MWh.
So it'd be a bit expensive, but just occasionally docking with and buying power from kleg would work, you just would have to keep an eye on the power gauge.
well that explains it. my battery bank holds roughly 7 MWh but that's not accounting for lights, a stack of hydras, a few atmo pumps, a buttload of thrusters, arcade, fridges, tv, terminal, bunks, med bed, doors, vents....who knows what else. Without it running I can go a few days on a run without needing to fire up the reactor but yeah.....yeah I'll be keeping the fusion running when I top up my ship status
Why don't you keep it running all the time?
No reactor probably.
Why would I keep it running when I don't need to? I'm not torching anywhere, so all it is useful for right now is to recharge my batteries when needed(well now recharging batteries and powering the maintenance pump). Leaving it running when I don't need it is just a waste of fuel.
It wastes a very small amount of fuel. You could leave it idling for months.
I would just as soon use it only as needed. Personal preference but if I need to start running it more often I will. One less thing to worry about/monitor. But this has brought something to mind.....installing one of these pumps at FLOT and on the various KLEG decks to keep them all up and maintained. It doesn't use nearly as much scrap as I figured it would, and I usually gather more than enough for my needs, and they have the infini-reactors to keep it running 24/7
I'm guessing they would only be active when that particular instance is active, but could be an interesting test
Years, let alone months.
I guess I need to learn how to adjust mine properly or something, because I've let it idle to charge batteries before, just a few hours and when I came back to.....nevermind, I found/installed a couple more He3 tanks on that run and they were likely not full so that would explain the seeming big drop in fuel
It has insane fuel consumption when it flares up after being shut down. But after that? Almost nothing:
As you can see I have enough fuel for ~12,905 days. I.e. ~36 in-game years.
If being only idle of course.
yeah, I've never done the actual calculations on mine. I think my issue was like I mentioned. I was still gathering He3 tanks to finish out my design and had picked up a few while out, so there was more tank to fill and I assumed it was actual consumption, not filling empty tanks
Not able to get this running... do the mods go in:
Ostranauts\Ostranauts_Data\Mods
--or--
Ostranauts\BepInEx\monomod
Thanks
that dll goes to monomod, zipped mods to Mods
I'm getting this screen as well, with a fresh install
Most likely either a mod that isn't updated or a mod conflict. Did you recently add a mod?
Or did you just switch to the public test branch?
try the elimination method. Remove all your mods and add them one by one until you get the conflict. Just make sure you put them back in the proper order (non FFU mods>Minor_Fixes_Plus>FFU mods
I got it working. For anyone else having issues:
- fresh install helps
- The "Assembly-CSharp.FFU_BR.mm.dll" mod goes in the MonoMods folder.
- All the [folder archive .zip type] mods go in the default mods folder, with the "loadorder" in correct order -- normal mods, then the FFU:BR "fix" mod, then FFU-BR mods. See instructions above.
- other .dll mods [such as SuicideBurn] go in the "BepInEx\plugins" folder.
Hope that helps and Thanks Modders!
@unkempt moat .....so I am having issues with freezes/hangups/lag spikes. Reported as a bug and it to an extent reproducible and they are looking at it. That's running vanilla, but I was seeing it much worse with mods running. So I went the elimination route and got all the way down to Core and M_F_P and I'm still picking up regular hangups almost straightaway on loading. I'm running .14 and after the update was when it seemed to start happening. Is there anyway you could give things a look over? No rush, just whenever you feel like it I would appreciate it.
What hardware you're using?
And I'm still on .13 public.
Processor 12th Gen Intel(R) Core(TM) i7-12700H 2.70 GHz
Installed RAM 16.0 GB
System type 64-bit operating system, x64-based processor
NVIDIA GeForce RTX 3070 Laptop
Decent hardware, but 16GB RAM is quite lacking these days.
yeah, it's been my one weakness with this laptop
Don't let my Steam Deck hear that!
Different OS, different overheads.
Ostranauts is very data-driven game, so it uses up a lot of RAM.
It's held up pretty decent with HellDivers II but I know they are probably more optimized with using VRAM
I wonder if that's part of why I'm having issues Build 42 of PZ. Not graphics heavy but lots of data
Definitly.
HD2 doesn't have such RAM requirments. Not as data driven, as other games.
Holy crap RAM is stupid cheap
I haven't really looked into it, but even just buying retail I can get 32GB for $60
nice, go for it.
gotta check with the wife first. Also gotta make sure I have the expansion. Been a minute since I looked over my specs. I know I have a space for another SSD
yup, I've got space for it, now just gotta make sure there's budget for it
getting a few red errors but jsut downloaded everything today. faces looking a bit weird
error codes,is the assembly c charp dll from FFUBE .531 the only one we need or are there others?
Badly outdated mod files. Because mod changed how loot lists are overriden. I.e. edge cases such as = in --ADD-- no longer needed.
I think it is necessary to add BepInEx patัher to the installation instructions because nothing worked for me until I installed it. I am a bit dumb but I hope others will not be like me (English is not my native language, I can read but not write)
I'm pretty sure this is written in the opening post:
hi guys i am getting this weird error with only the core mod installed i checked everything and followed the instructions
here is the log
@unkempt moat
You, possibly lost this:
A: You didn't install or enabled Minor Fixes Plus mod - and it is cruicial.
i did install it it is the one giving the error
maybe it is outdated when was the last time it was updated
Ahh. I see. You didn't install MonoMod
i did install monomod
But where is MonoMod messages in your log?
hot damm you are right it seems the dell was deleted by my antivirus software
it is safe right ?
just the windows one
Strange. Defender not seeing viruses too. What source do you use for download mono?
I'm used this link, and all seems ok: https://github.com/BepInEx/BepInEx.MonoMod.Loader/releases/tag/v1.0.0.0
Yes, first zip file from this link.
sorry it didn't delete the mono it deleted the mod dll the one you put in the monomod folder
anyways it is working now thank you for your help
Good flights, ostranaut.
Hey guys, first excellent work here, but i'm having trouble installing mods. Did the dll with monomod, installed the correct load order, verified with jsonlint, i got installed: ostranaut 9000, minor fixes, im a tailor, and some mods from the collection of ffu.
I got a loot red error, and a warning about the mods folders.
Does the tailor mod use FFU? If not, place it before minor fixes plus.
load order should be:
core
all non-ffu mods (order matters just like mods in other games; last one in there "wins" any conflicts)
Minor Fixes Plus
all other ffu mods (in any order)
please grab a screenshot of the error message, too
Sure.
Here is also my load order:
[
{
"strName" : "Mod Loading Order",
"aLoadOrder" : [
"core",
"Ostranauts_9000",
"Minor Fixes Plus",
"Space Engineering",
"EVA Suits Rework",
"Larger Wall Light Radius x2",
"Storage Rebalance",
"I'm a tailor",
"TrashBag",
"Cassette"
]
}
]
It also says this:
non-FFU mods should be loaded prior "Minor Fixes Plus" mod.
If you talk about my mod I am a Tailor, yes it do.
wall light radius is a non FFU mod if im right
but past that you should be okay, those warnings should be okay to ignore unless you see something thats very much broken while playing
The mods that it shows warning - screenshot content of one of these folders.
Seems like you've unpacked them incorrectly.
In mod's folder there should be something like this:
data, images, mod_info.json
off topic but its wild that i share 8 servers with someone that i would never have interacted with had i not gotten this game
Welcome to the club ๐
ever thought about trying to make mods for captain of industry?
Some formulas - mostly a library to change some read-only values through reflection.
Well, its pretty much work-in-progress and more of a proof of concept, not a full-fledged mod like FFU for Ostranauts.
okay, well i guess hit me with a ping as it progresses, i dont see a post in their mod tab if you have made one
Its too raw to make a dedicated tab for it.
fair enough, well back to playing
for a bit before i try and tackle some more Factorio PyMod
Shit I share exactly 8 servers too with war lol
lmao
So, I should have mods unpacked inside mods folder, without a main folder for them?
can you take a screenshot of your mod folder
When you say prior, you mean above or down minor fixes?? Sorry, I sometimes get confused by this little details. English ain't my first language.
On it
hmmm
I checked and, indeed, lights is non ffu. So i put it alongside ostranauts 9k
can you open up minor fixes and let me see whats in it
OH I KNOW
the name in the load order should match the folder name (ignore the load order shown, its not set correctly)
Above in the list.
oh, gonna check this.
Ok, fixed that. now i'm gonna do what proxi said
yeah make sure everything matches then see what warnings show up
Damn it was that!!! Many thanks! it works perfectly now, not a signle warning, everything loaded just fine
Gave +1 Rep to @timber valley (current: #201 - 2)
thanks to everyone! @unkempt moat too!
Gave +1 Rep to @unkempt moat (current: #6 - 59)
no problem, honestly if i wasnt so tired i would have caught it sooner
dont worry, it was quick enough. thanks again
I take it mods don't work for the experimental patch right now?
FFU: Use at your own risk
Non-FFU: YMMV
Anything that hasn't been updated since January this year: Good chance it will not work at all
FFU is nicely work with 0.14.3.21.
Well, it was intended for 0.14.3.21 ๐
I hate that I automatically read out ymmv by now
support for Minor Fixes Plus for 0.14.4.0 is still in development I'm guessing?
also lol
Correct. FFU is only updated for main-release versions.
Otherwise War wouldn't have time for much of anything else ๐
And @coral drift pings me, once new release is up.
You asked for ping... PING ๐
Thanks!
Gave +1 Rep to @warped warren (current: #205 - 2)
Will work on it during weekend.
Ahh.. sorry, it's not public, another test branch on public
Oh well ๐
I'm temporarily stupid as hell. Is it safe to assume none of these mods work with the latest update, or the public test update? Because the idea of a shoulder slot for a lamp for my EVA suit is amazing ;w;
Yep
However with this next version, he is breaking the modding API from the rest, meaning modding should be more update stable
That's pretty cool to hear! It's probably nice not to lose momentum/interest in maintaining a mod when you have to keep tweaking it every patch & release. ๐
That is what I heard, not 100% what he will do. Only warstalker knows what they will do haha
Dang. So everything's broken?
Nope
He patched it and now stuff should work generally
he broke it into many pieces
should I get the newest edition, or the one I'm told to get in list
Mod installation tutorial for video game Ostranauts.
Current @zenith gust download all the DLL
yes
okay, got ya
unless u went into steam and used a legacyh version
I didn't know Steam had a legacy
... Wait. Is this public test?
If it is, I missed it
would explain why I had all red lines the last time I tried this
Dont wrry
just download the latest stuff
dont wrry about legacy, that is a layer of hell you dont wanna enter @zenith gust
your game should look like this with no beta stuff
listen mate, this game is early access and had a big update, mods will probably mostly work, but stuff can change
nods
Also for base FFU dll stuff, download all the DLL
Yeh. Put it in Monomod. Right?
Yep
... My problem was that I put a comma in the wrong place while making a json
jesuss
heh
trust me, I understand 
does this mean installation is now even more difficult?
nah
just gotta download a few more dlls in same space
it also means its harder for updates to completely brick our mods
like ffu is less of a risk factor
very nice
compatability is not easy
what's the load order here?
the mod load order
its like putting on clothes
Do you put underwear at same time as pants
or do you put your underwear on, then your pants
I have no idea what these are.
was kind of hoping there would be a premade Json, honestly
heh
What are FFU mods?
are those the DLL's I put in monomod?
Because I have no idea which of these are FFU otherwise. Its not like they say on the box.
The FFU mods are the ones from #1312016085243007027 and any other people's mods that use that framework - they should specify that in their first post. e.g., Cassette.
order:
- Core
- All non-FFU mods (the order matters - last one in wins if there are any conflicts)
- Minor Fixes Plus (the one mandatory FFU mod)
- All other FFU mods (order does not matter)
All mod names need a comma after them except the last one in the list
I see. Thank you.
No prob ^_^
So all I've got is FFU mods then. Heh.
Cool. In that case, order is simply Core, MFP, everything else. Nice and simple
Yeah. Everything is FFU. Added tailor to the rest of the list. That's it.
I don't know what's going on there.
why is there purple?
That usually means that FFU was not installed correctly.
Okay. So. All DLL in monomod.
Bepinex installed
monomod installed
I have no idea.
LS did a solid step-by-step video, and I have a more basic text one, as well
#modding-discussion message
Use those to troubleshoot
alright
his vid is from just before War changed it from one DLL to multiple. Aside from that, it's the same
@zenith gust did you make sure to download the minor fixes as well?
the purple is usually when you forget to install minor fixes and add it to list
yep
brother show the whole json file
copy-paste the folder names
Mod installation tutorial for video game Ostranauts.
is the tailor mod an FFU mod?
i set it to relevant time code
was doing that, yeah
If not, it goes before minor fixes plus
mkay.
nah
this is like dealing with old school oblivion
ffu aint the type to be put on steam workshop
its a dll, it could easily be bad intentioned
It's FFU mod
Hence this is why I also post link to the source code: https://git.soon-tm.info/warstalker/FFU-BR/
Yes
I don't trust code I cant see
Though tbh it doesn't matter as much, but it feels less sketchy
Hay war, have I ever told yah that your mvp for ffu, cause legit cant live without lmao
screw u for making such a good tool
hehe
kekw
All seriousness, splitting the core into several dll is a really good path
really helps with longevity
I just installed FFU:BR. Is there something I am missing? The pink faces are here, also my "parents" are pink.
Anyone can assist?
Frequently Asked Question:
Q: I have purple faces in my game - what's wrong? A: You didn't install or enabled Minor Fixes Plus mod - and it is cruicial.
It is on a fresh install with no other mods, followed instructions on git, dowloaded all six .dlls etc
Oh missed it somewhere
I cant wait for autoloader to work
then this hopefully will never need to be asked
other then when updates brick ffu
The EVA Suits Rework needs an update. I had to disable AITweaks, since it completely removes the PDA slot entirely. But to get the PDA slots to work with EVA Suits Rework:
Add this at the end of file in EVA_Suits_Rework\data\slots\slt_eva_generic.json, this goes right after "mount_EVALamp" code block. Don't forget "," at end of the evalamp code block.
{
"strName" : "pdaCards",
"strNameFriendly" : "PDA Carts",
"strHitboxImage" : "blank",
"nItems" : 2,
"nDepth" : 5,
"fAlignX" : 0.0,
"fAlignY" : 0.0,
"bAlignSlot" : false,
"bHoldSlot" : false,
"bHide" : false,
"bCarried" : true,
"bAllowStacks" : false
}
And than add this to the file slt_base.json in the same folder
{"strName": "data", "nSlotOrder": 80},
{"strName": "social", "nSlotOrder": 80},
{"strName": "pledges", "nSlotOrder": 80},
{"strName": "pdaCards", "nSlotOrder": 80}, <---- add this
only works in a new game unfortunately... so lol. a patch would be needed ;/
Yeah. Warstalker is aware; he does updates (for main versions only, such as today's) on the weekends, generally.
This is strange. Like super strange. You shouldn't be required to redefine pdaCards in slt_eva_generic.json (since it is already defined and disconnected from EVA suits) . Only adding new entry for sort order into slt_base.json should be enough.
Anyway, I checked - no entry in slt_eva_generic is needed.
FFU: BR Mods [REL-022]
Update released. EVA Suits Rework mod updated to Version 22.
You can fetch it from: https://git.soon-tm.info/warstalker/FFU-BR-Data/-/releases/REL-000
EVA misc pouch now can store PDA cartridges and inventory size is increased to 4.
PDA cartridge capacity is increased to 4 + auto-correction on load (in EVA Suits Rework mod).
EVA suits shoulder lamp mount now uses proper lamp art.
Rock on! Thanks! ๐ค
I propose a small change to the defintion of "TIsFitContainerEVAMedical" in "cts_eva_extended_inv.json". Replace "IsDrug" by "IsCategoryMedical" so you can store the pill bottles in the pouch, as well, which makes sense to me. Add "IsBlood" and "IsTechnology" to "aForbids" so you filter out blood and the medical bed.
Just create the mod that overrides that part. This is the whole idea of FFU's modding API - so you can create mod that overrides any part you want without need to copy entire data block - only strName and values you want to change.
is the maintenance pump sold at any of the kiosks, or is it a random find on derelicts?
i'm downloading the mods now to try out, and that one sounds rather useful
It can be sold at the Fixer, I know that for sure.
I think it's sold in parts, or was initially....I'm not 100% on that though, it's been a couple months since I've been able to play
Only at fixer and in parts.
Stock up on spare parts and trash. This thing is hungry, when you install it for the first time on the ship.
Also, make sure that you have nuclear reactor. It also hungry for power.
@unkempt moat is there a trick to installing this? i finally bought the fourth one and repaired all 4 pieces, but i don't get an install option when i select any of them. i put the blueprint for it down and it still won't build
I'm pretty sure all of them are damaged.
And you either need to install damaged one and repair it or repair parts and install intact one.
Unless something drastic has changed in the design, it will install. I was one of the first guinea pigs on this one and I know it works very well, but absolutely you need to be running your reactor while it's active. I had a massive battery bank and it drained it in like an hour.
Well, control over active nanites is a very power-consuming process ๐
Aye, a wonderful balance of "making it easier for you without putting it on easy mode"
Well, its actually right now on easy mode, since you can just feed it trash, scrap and parts. But with proper production chains you will need to produce nanite containers and usage of raw materials as is will be extremely ineffective.
I meant in general, instead of just being something where you plug it in and basically your ship is invincible with no major costs
Well, yeah. The idea was from going basic low-tech, to end-game semi-automation, to give you more freedom to do what you want instead of constant maintanance.
And for that I truly thank you, especially given the mammoth ships I wind up making
Gave +1 Rep to @unkempt moat (current: #6 - 71)
You're welcome. I have massive ship of my own after all ๐
I only hope that it doesn't impact performance much. Tried to make it as optimized as possible with all the changes.
Well, I made the upgrade from 16 to 64 GB of RAM and based on the Steam overlay that was likely the source of my performance issues. I don't lock up like I was, and I'm seeing it regularly cross the 16 GB threshold
all four are repaired and fully restored, but no install option is available. when i drop a blueprint i get an error message
i am using a clean install and latest file versions of the mod
can you do it via the install menu?
I seem to recall having a similar problem when I first tried it, turned out I had either files in the wrong spot or something like that. Might double check the steps to make sure you got all the files in the right spot
thats what i did with the second screenshot, thats when i got the error message
they should be, i'm not having issues with any of the other mods
okay so with the second one you can get the ghost image, it just doesn't follow through with going and picking up the parts and installing them
I wasn't either, mainly by sheer luck
the second one is from dropping the blueprint with the "install" option on the left of the screen
right. so it's at least getting you there
Hmm... This is strange. Please follow the Error Reporting Instructions from here: #1298265273266212906 message
I need to understand, why you're getting error.
War will get you straightened out. If he can help a halfwit like me, you'll be squared away in no time!
And if you get all parts with console command spawn ItmMaintenancePump01OffLoose?
i'll give it a try. the ones i have i purchased from the blackmarket dealer
And please share this save with me just in case.
how do i open the console command?
F3
Not 100% certain and I don't know that it's related, but "Hygiene Station" is FFU dependent I believe
i have one installed and no issues with it...
I get that, but if it is FFU dependent you should probably move it under Minor Fixes, just in case
i'll try that in a bit, starting a work zoom call now
no change
Look in bepinex file, for logoutput
Try disabling each non-FFU mod one by one, to see which of them causes conflict. These are my mods:
[
{
"strName": "Mod Loading Order",
"aLoadOrder": [
"core",
"Minor_Fixes_Plus",
"Exp_Tow_Braces",
"Exp_Transponders",
"Slow_Auto_Doors",
"Full_Auto_Vents",
"Lighter_Shadows",
"Charger_Capacity",
"Slow_Thermostat",
"Learnable_Skills",
"Extended_License",
"Storage_Rebalance",
"Sharp_Laser_Torch",
"EVA_Suits_Rework",
"Space_Engineering",
"Glass_Only_EVA"
]
}
]
```Probably one of non-FFU mods overwrites simple conditions and removes `IsMaintenancePump` from the game.
Try disabling each non-FFU mod and spawn Maintenance Pump part.
On the left screenshot - your part, on the right - one I spawned. I'm pretty sure the difference is obvious.
will do, got about an hour left on this damn conference call
it is one of the non-FFU, not sure which one as i just removed them all to quick test
StarterShipPlusMod
PositiveStartPlus
ReasonableLargeCanisters
Likely one of those 3. Those are the only 3 of the NonFFU mods I don't have and I can spawn it in no problem
by that I mean spawn in with the Maintenance Pump tag active
@unkempt moat Positive Start Plus is causing the issue
once removed it spawns in correctly
ok... after much suffering.... all ffu mods are currently on thunderstore
You don't need to name FFU mods with [FFU] prefix. Just mention that it requires FFU library.
Also, don't divide FFU Core per DLL, just ship it as single package - and if somebody doesn't need something - they can nuke the specific DLL.
I am doing it the way I am doing it and its too late now
Also for dll, I wanna make it so "non code" brick head people can understand
trust me... I have seen people where even using file explorer is a journey
I have had to explain the concepts of "right click" and "desktop" to people who have been using Windows since the late 90s...over the phone. There is no limit to those sorts of folks.
Yeah, I personally don't think there's much worth in catering to them.
Oof.
[0.14.4.9][๐] FFU Mods [REL-022]
[0.14.4.9][๐] FFU Mods [R-022]
Was there an update I missed?
Nah, just following new guidelines: #modding-discussion message
fair fair. Just getting back into the game and was wanting to make sure I stay up to date
Hi All! New to modding and feel like i've made sure that all the instructions/files have been downloaded. Getting an array error for Space Engineering:
Info : Unity Log] #Info# Loading JSON: G:/Program Files (x86)/Steam/steamapps/common/Ostranauts/Ostranauts_Data/Mods/Space_Engineering/data/conditions_simple/csm_eng_generic.json
[Error : Unity Log] IndexOutOfRangeException: Array index is out of range.
Stack trace:
DataHandler.ParseConditionsSimple ()
DataHandler.SyncLoadMods (System.String[] aIgnorePatterns)
DataHandler.Init ()
MainMenu.Init ()
MainMenu.Start ()
I know someone else mentionted to make sure it ends with false. It does.
Please follow the 'Error Reporting Instructions' pinned in #1298265273266212906
Sorry! Will do
Here you go! Sorry for the delay. Sleep/work.
I was getting the Exp_Tow_Braces error but then I updated the json to the Fast_Tow_Braces. then I got the array error.
Let me know if you need anything else!
it seems to end in error with Space Engineering mod
Yeah just not sure why
@unkempt moat sorry to ping if unwarranted but excited to try out your mod pack.
Good that you pinged me. I nearly forgot about it.
Try uploading here your file from G:/Program Files (x86)/Steam/steamapps/common/Ostranauts/Ostranauts_Data/Mods/Space_Engineering/data/conditions_simple/csm_eng_generic.json
Iโll do that when I get home. Thanks again!
Gave +1 Rep to @unkempt moat (current: #6 - 72)
@unkempt moat here you go! sorry for the delay. Pinball night ๐
I saw people mentioning those should end with False so I verifed that, but that was about I could find solo
Just found the reason of your issue in logs:
[Info : Unity Log] #Info# Loading JSON: G:/Program Files (x86)/Steam/steamapps/common/Ostranauts/Ostranauts_Data/Mods/EVA_Suits_Rework/data/conditions_simple/csm_eva_generic.json
[Info : Unity Log] #Info# Loading JSON: G:/Program Files (x86)/Steam/steamapps/common/Ostranauts/Ostranauts_Data/Mods/EVA_Suits_Rework/data/conditions_simple/cs_eva_generic.json
```What do I have written in **bold** in pinned post?
oh no
i didn't have a mod folder
i was starting from scratch
Might have downloaded the wrong something?
I promise I'm not that obtuse, but I was bouncing around the github trying to make sure I had everything. May have overlapped and old one my mistake.
Nor the archive EVA_Suits_Rework_v22.zip, nor the repository itself has deprecated cs_eva_generic.json in them.
I honestly have no idea where that came from then.
Hm
Sorry!
I see what happened. I downloaded FFU-BR-Data-REL-000 and it included some of the mods
Super sorry about that!
Duh, you fetched ZIP from tag. Don't do it, as REL-000 tag is just tag for the very first commit ๐
I'm a simple man. i see zip I see easy
But hey! Someone can search now and avoid this whole mess. I'm no github expert hehehe
Except, nobody is going to search. People in general don't search - they ask from the get go.
I tried Warstalker... I tried. โค๏ธ
War has learned great patience from having had to deal with me. Trust me when I say that his patience has increased tenfold trying to get his wisdom through my dense cranium
Some of the mods got compatibility update: https://git.soon-tm.info/warstalker/FFU-BR-Data/-/releases/REL-000
Please look for _v23 packs with updated mods.
[0.14.5.6][๐] FFU Mods [R-023]
Really itching to take another crack at Ostranauts, just wanted to know if the modules not listed as v23 as you suggested will break running them on the current build or are they also fine to use.
Can confirm from the following list that all these mods have been tested and are working:
"Minor_Fixes_Plus",
"Exp_Transponders",
"Fast_Tow_Braces",
"Cassette",
"HygieneStation",
"Full_Auto_Vents",
"Glass_Only_EVA",
"Learnable_Skills",
"Lighter_Shadows",
"Sharp_Laser_Torch",
"Space_Engineering",
"Hyperhandy For Sale",
"Charger_Capacity"
Not all of those are WarStalker mods, but all are FFU dependent and are working.
TY
Learning to mod things for this game has been quite a confusing ordeal. To use all these mods here, do I need all the FFU dll's?
FFU-BR Main
FFU-BR Console
FFU-BR Extended
FFU-BR Fixes
FFU-BR Quality
FFU-BR Super
I am currently trying to diagnose what may be causing my game to disable my character's needs basically, none are going down in current save.
I am only running the mods here, Kragain's starter ships, I am a Tailor, CYOA/CYOS, and Ithalan's Additional Ship Models.
So I am kinda confused what is causing my character's needs to not go down. ;w;
You absolutely need them all, yes.
Ah gotta update the thunderstore ones
u dont need them all
If you use thunderstore, (Gale mod manager) it will handle all that stuff, here is vid on using thunderstore https://youtu.be/BxUTZahN3B4
Here is the offical site
https://thunderstore.io/c/ostranauts/
This video is about how to utilize the Thunderstore for Ostranaut gaming. I am sorry it is so quiet.
This video was unscripted, and is a mild mess. May make better one in future.
1:01 - Part 1- How to use Thunderstore
4:12 - Part 2- How to make non thunderstore mods work
9:58 - Part 3- Uploading to Thunderstore
Ah didn't know there was a thunderstore for this game, will definitely check it out.
:d
I am old, I always check either nexus mods and steam workshop for mods... =A=
I only ever used thunderstore for risk of rain mods back in the day.
I think the Nexus for this game has seen better days >_<
We use thunderstore cause we can autoload stuff
FFU was too much of headache to install to consider more manual methods
where as this, deals with that
I mean doing it manually wasn't hard. :s the only annoying thing was the manual setting of mod load order in the files, without going through manually making autoload for each one that didn't have one.
Trust me
some people struggled
dont blame them, toke me a bit to understand
either way, now, its install gale, and bam
1 click install
plus updates
3000 hours of painful manual skyrim modding has taught me many things.... =A=
yah some people struggled with installing 90% even with my vid
either way, it resolves most of the issues
Hi all, anyone else getting the bug where your pinned inv windows vanish/move from where you pinned them?
I think it may be from the FFU DLLs or Minor fixes mod?
(Thread on bug, explaining exactly what is happening)
https://discord.com/channels/302515943945273347/1420472537304793208
Replied in the thread.
Hi all, I am not sure if I missed it, but does any know a fix for the batteries and oxygen slots being combined? I have two batteries in but I an only see a sliver of the second one.
I've...never seen that before. Can you post your loading_order file, please?
Sure
Anything in the list that is NOT an FFU mod (such as astral adaptations) should come before Minor Fixes Plus. In your case, they're easy to identify in that file ๐
Move those other ones to the top and try again, then try removing one at a time and running the game again to isolate the culprit. Note that Storage Rebalance hits pretty much everything with any storage slots at all - you probably don't need Better Bay, so start by removing that. Then Astral (it's pretty old too) and see what happens.
My best guess is mods that hit the same area of the game (container slots, in this case) are coming into conflict.
I have one mod that is specific for expanding clip points(left a ping on the mod thread already) that is causing a similar situation. It's workable in that if you try to put a battery in, the battery slot comes to the top, oxygen bottle same, etc and the clip points as well. It is graphically ugly but still useable.
That is to say, it is most likely one of those other mods, and Eric is(as always) on point
if you play with FFUmods - you no need mod with clipping clots, just find better EVA suit. yellow one is my beloved. HUGE backpack
I got a yellow one in my current playthrough for salvaging, and a black one for dealing with pirates; ||aฬดฬอออnฬธฬฬฬฬdฬถอออฬป ฬทฬฬฬฬ Mฬธฬอออeฬตออออat.ฬฬออ||
Not everyone uses the EVA suit mod. Me personally I like the idea of having to sacrifice backpack space for EVA capability. I just wanted enough clip point space(which to me would make sense) to be able to attach all my tools and helmet when not in use. I don't want a bunch of other stuff or high powered suits. To each their own
I remove some things like the bonus pouches from the eva suit mod personally
Just a personal preference
I keep the backpack though since its nice to have a place to put my tools
Are the mods that did not get updates still compatible, or are they on hiatus/not relevant anymore ?
AFAIK they would fall under the "Try it and find out" aegis; I'm sure War will have a much better answer once he's back online. He is currently working on getting the FFU framework itself updated to main game patch 0.14.5.10
Thanks !
no prob ^_^
Yep, mods that did not get updates - are still compatible.
Oh which ones got updates?
All in the list are compatible with 0.14.5.6 - didn't check for later versions though yet.
Shit I need to update the mods also to the v23
Not sure if this is an issue, but Ostra v0.14.5.15 is throwing errors on the Storage Rebalance mod (looks like the --DEL-- lines for "IsOversized" in cos_bin_large.json is the offender).
(I could also be entirely misunderstanding the console output FWIW)
if you see = in array operation, i.e. --DEL--= - it means you're using outdated mod.
Or, you didn't follow instructions properly:
Hmm, I thought I followed the directions pretty carefully. It's a fresh install, so no old mod folder to delete. Is there a more up to date place to pull down the files than your github? I also swapped out the DLL hotfix you posted here a couple weeks ago.
Hello guys, so, I installed everything fresh, checked the load order, everything seems fine? But, at new game, it throws these errors and gets stuck there, at ship spawn ? Any clue? Don't know where to ask
Can you please post your loading_order file in here?
Sure:
That looks correct to me.
Do the mod names in your list match the folder names exactly? (not the mod names)
@unkempt moat ...?
Yes! In fact, not long ago I already did this, and worked. But now tried to start a new game and updated everything. But, here I am.
Does the game work with all mods disabled? I'm not quite sure why it's giving you the errors. Please also run Verify Files in Steam.
Verified. And, yes, the same error without mods
I have these inside monomods, of course:
Nevermind, found the solution. There is aFFU_BR fix, that fixes this bug.
Did that also resolve the Exception error? If not, please file a bug report for that.
I noticed that Storage Rebalance doesn't allow you to access/sell files from loose NAV stations. Not sure if this is intended behavior, but it feels like a slightly awkward side effect of the mod.
What do you mean?
Can you show me the difference?
Seems like this is something I need to fix.
When you sell NAV stations in the shop, the files that are contained would normally be nested like a container. Your mod prevents selling contents of loose installable containers, and it seems like this behavior is being applied to the NAV stations. I'll load it up and uninstall my main NAV if you still need a screenshot.
Please do. I need to understand where issue is exactly.
Sure thing. Just a minute...
First image shows that there are files in the NAV, second shows the Licensed Supply Kiosk and nothing showing nested beneath. It also doesn't apply the value of files that aren't seen to the actual sale. Last picture shows the shop value of the files.
Sorry for the wait... load times are what they are, lol.
But without FFU storage mod it does show?
Can't test it right now, but I might get a chance to later today if you don't get around to it first.
I think that may be a vanilla issue
I also think so too, because I didn't modify NAV station in any of mods.
Also you can still sell from loose nested containers with storage reblance mod. You just can't open loose containers. But you can expand the contents in the sell menu.
I think its just that unpowered navstations can't be 'opened' anymore
ive played about 40 hours in this save and i had never been able to sell nav console files when they are uninstalled, no mods
Sorry for the false alarm then. I guess it's been a while since I've played, so maybe that changed/bugged in the meantime. As far as what Fohcs said, on my save I can't sell contents from loose installable containers... I was under the impression that was a feature of the storage mod?
Loose containers are intended to be inaccessible, unless they're installed. But stuff should be sellable from them - at least it was. Maybe something in original code has changed? Because I rely only on vanilla flags to make them inaccessible.
Ok, I have some other mods installed. I don't think any of them should affect that, but I'll try to remove them and see if I can isolate it.
I made a bug report for it, so as to keep info all in one place. Please feel free to update in there. I'll bring in the info from this convo once I'm back. #1429856673656344626 message
Thanks!
As you can see in https://git.soon-tm.info/warstalker/FFU-BR-Data/-/blob/master/Storage_Rebalance/data/condtrigs/cts_storage_access_limit.json the original TIsOpenInInv condtrig is modified to be openable only for specific things, not only for things that without IsHiddenInv and IsLocked.
[Command]: triggerinfo TIsOpenInInv 1
Condition Trigger 'TIsOpenInInv' Rules: {Is NOT Category: Furniture, Category: Industrial Products, Category: Electronics, Category: HVAC, Hidden Inv, and Locked.} Or {Is Category: Furniture, and Installed.} Or {Is Category: Industrial Products, and Installed.} Or {Is Category: Electronics, and Installed.} Or {Is Category: HVAC, and Installed.}
I see. Not very familiar with Ostra modding yet, but I'm assuming that's essentially an enum of triggers to modify the T/F of some "ShowInvWindow" function somewhere?
Pretty much. TIsOpenInInv is used by C# code itself, but present in JSON in order to be modifiable.
Ok, cool. Any idea if there's a similar method exposed to intentionally do whatever is causing my bug preventing loose inventory sales? I actually kinda like it, haha.
Minor feedback on the Maintenance Pump... they're showing up extremely often at the fixer (1 almost every refresh per 1.5 hrs) and the markup on repair is very lopsided. You buy damaged for 50-70k, and sell to the Licensed Kiosk for ~150k from zone, or nearly 300k if carried. Otherwise, very cool mod.
Well, it showing up in fixer's list is kind of temporary solution - because adding them to actual ships is too complicated. At some point, I will make them appear only on ships and never in shops (maybe extremely rarely in fixer's sale).
[0.14.5.15][๐] FFU Mods [R-023]
No updates for mods themselves, just changing the version number, to reflect DLL update.
What entries do I need to edit to allow for ||Meat|| to fit in fridges with the storage rebalance mod
I thought I had it removing "TIsNotRawFood" but that did not seem to do the trick for me
You're close. You need to modify TIsNotRawFood itself.
Adding TIsNotRawFood to the list of aTriggers got me what I needed, cheers!
oh youre using my mod :)
so hard to install so i thing fuck it
what are you having trouble with? I have had my issues in the past too, maybe I can help
well, a "single-click installer", or just one zip file with everything in it, would be nice for this mod collection
launcher is fine too
mods folder only for everything is ok too
but put something in something after click clack shit in and something more its lol..srsly
dev need to think about fix it as ssoon as possible cause... ๐
this is the only sentence I have zero idea about what it means
Has anyone run into an issue where it's difficult to add/remove o2/batteries/filters to the EVA suits? For me, the o2 bottles specifically are kind of behind the battery and filter slots.
Don't they highlight suitable slots, when you take it in your hand?
should bring the usable slot to the forefront. so say a clip point overlaps the o2 bottle, if you grab an o2 botttle it will bring that slot to the top of the overlap
I occasionally run into Maintenance Technicians on OKLG that are suffocating (or already dead). I managed to get to one quickly and noticed their suit battery/filter/O2 bottle were in their suit's backpack compartment instead of the dedicated "pockets". When I put them in the correct places, he was able to recover. I'm using EVA Suits Rework v23. Is there something I can do to ensure they spawn correctly?
Sorry I'm late but are you using the Thuderstore version of the EVA suit mod?
The Thunderstore version is ~4 months out of date, as best I can tell it's from before the inventory rework that consolidated the inventory windows; the version on WarStalkeR's mod collection site is newer and doesn't have the issues of overlapping inventory slots
Ooooh, that might be the problem then!
You're not the only one who has run into this issue
I was having trouble getting things to load properly when manually installing mods. I swapped to thunderstorm and gale mod manager and things have been almost entirely trouble free.
I was just having a discussion with a couple of other people over in #modding-discussion the other day
The fun part is WarStalkeR doesn't maintain the Thunderstore version, he gave permission for someone else to do it since he didn't want to
Interesting. I'm not at home, so I can't look at thunderstore, how easy is it for someone to just upload the latest version? Does the mod need to be modified further to make it compatible with the mod manager?
I'm not sure, I don't use Thunderstore; I don't think it changes the mod itself, it seems to be an additional file layer with a version checker json to get the mod manager to play nice.
Heck, what I'm seeing might not even be a version checker, just the code to tell the mod manager what to display. It could be as simple as deleting and replacing the mod folder in the plugins file with the newer version from WarStalkeR's site; I can't guarantee that would work though
IIRC, War has recommended always deleting old versions of mods before installing updated versions.
I didn't realize TS was that far out of date o_O
Yep, I'm pretty sure it's why I've seen so many screenshots from people who use it with their EVA suit inventories all messed up
Oh yeah, that does it, just copying the mod from the official source into the mod folder that the mod manager references. Fixed.
I do find it interesting that the suit clip points, misc pocket, bat/02/filter slots, and weapon slots are all grouped, while the med, ammo, backpack and ration spots are separated out.
Nice, glad you got it fixed for you
Not enough place on the screen to group ALL of them.
That would be an enormous window.
So i installed this collection, all seems fine, no errors in console, but starting ship (maybe any ship) have double-tiled problem (any tile, module exist twice at same spot, including airlock), which prevent me from actually getting to ship. Anyone know fix for this?
problem self-solved on second new game i think
Hi, is this mod still working with the latest stable? I'm reading that a lot of mods made before this update don't work
The FFU mods should work just fine. War updates them often.
I think it should be compatible with everything working just fine.
As no updates affected anything in that regard.
Installed last night, everything seems to be working so far. Had to replace the conditions_simple for More Doors compat, but after that all good
Does anyone have an updated FFU Suits Rework?
