#[Reproducible] PDA carts cannot be equipped, crew's carts pop out of PDA when hired

36 messages · Page 1 of 1 (latest)

paper ledge
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Early Access Build: 0.14.4.9 / Playtime : 601052.6 secs 167 hrs
This is a friend's save I was asked to take a look at, he is unable to equip carts in his PDAs.

Affected save, with carts within reach for testing : https://drive.google.com/file/d/1e-pHQIXf-CXrPE1xF1GS8G9aelN7ve30/view

To reproduce :

  • open inventory
  • pick up any cart
  • when hovering the carts compartment of the PDA, label is striked-through and turns red.
  • on click to drop in compartment, log show "Cannot place item here."

I was mapping expected changes on a ship between carts equipped and unequipped on a clean save to compare and see if anything was out of wack on his save when he mentioned a tidbit that brought me here : as soon as he hires a new crew, the new crew's carts pop out of their PDA and end up in their hands...

I'll keep looking for a gremlin in the save data but this sounds like something a bit more involved, and I'm no longer sure which part to focus on.
The affected save shows the behavior on his windows machine, my linux machine and others I've tried and it doesn't occur on new saves on his end or on mine.

As for timing, this happened from the beginning of his run, he just lived with it thinking it was a gameplay mechanic he wasn't understanding. He has now invested a lot of hours and would really like a fix. (imagine playing 150+ hours building a ship larger than OKLG without DmgViz or PwrViz, dude is invested...)

dull latch
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I tried it and had the same result. I noticed that the file originated in a version of the game from before the PDA carts were introduced. I suppose it's possible that those two carts were generated as placeholders to account for just such a situation. They should work normally, but they do not.

I used Rescue to get to a shop, purchased some new carts, and those worked normally. I will pass this along to the devs.

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[Reproducible] PDA carts cannot be equipped, crew's carts pop out of PDA when hired

lofty narwhal
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if they're data cards then they dont go in that slot

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but it might be the PDA itself

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could just try buying a new one from the shop and see if that fixes it

dull latch
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I mean the add-in carts like DamageViz

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One from a shop does work

paper ledge
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Oh good to know, I'll tell him to do that.

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what about the crew's carts though, that's definitely odd, or could it be connected to the first ones, as soon as he's able to take control, it goes wrong?

lofty narwhal
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i think if the people existed in the world before the pda update then there's a good chance their PDAs are just messed up and badly migrated

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i'd just try to acquire some new ones

paper ledge
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That makes sense.

lofty narwhal
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if you want i think you can spawn in a new PDA by typing
spawn ItmWristPDA01NewPlayer

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that should give a PDA with the new player carts in it

paper ledge
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That works, many thanks ^

delicate scroll
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Does this mean this is no longer a "bug" but it's a "side effect of upgrading to a newer game save"?

Or is this still a bug where the solution would be to auto-convert NPC's PDA to use the newer format with default PDA carts?

paper ledge
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It worked on my end and others but things seem to be going differently on my friend's end, I'll confirm and update.

paper ledge
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Ok so it works but I had to disable his mods, he was using Ostranaut_9000 and a partial French translation, they seem to use old source files. That might be what initially caused the issue.

dull latch
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OS9K is purely cosmetic, so that would not interfere.

There are no official translations (yet), so any translations you find are fairly likely to rely upon old, outdated code; that is why I comments on the save version, above 🙂

paper ledge
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Do you know if there are any plans to support user translations without relying on modding ? Localization doesn't seem to be on the roadmap.

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hmmm actually looking more closely it's all declarative, are all texts in StreamingAssets?

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by that I mean, is there any hardcoded text that would not be translatable currently ?

dull latch
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From what Dan has said: Most of the user-facing text is hardcoded. Right now, it's a budgetary issue more than anything else, but the devs want to have proper translations available.

The same is the case with upgrading to a modern version of Unity (the lack thereof turned out to be an unexpected blessing this past week o_O). Doing either of these things will require a significant amount of code rewriting that they currently lack the resources to actually accomplish.

That being said, the game does appear to be improving in both visibility and popularity, so we'll just have to see how things work out 🤞

paper ledge
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Yes, I haven't played much compared to my friend, but just from the little I saw, I'm surprise it doesn't crash more, it's rock solid for being EA and such a complex web of systems. I can easily see it picking up. (Is there more Unity drama I'm not aware of ?)

dull latch
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Afaik, a major vulnerability was recently discovered in the current versions of Unity. If you notice a game that hasn't had a real update in years suddenly get a small patch in the last week or so, that may be why.

lusty skiff
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Yeah it was a pretty nasty Arbitrary Code Execution bug in recent Unity versions

paper ledge
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that explains my steamdeck pinging like Navi with updates XD

dull latch
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Hey! Listen! Update! Hey! Hey!

paper ledge
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I went down a rabbit hole, but when/if I'm done, there will be a full french translation that cannot break the game, can update itself and the tooling can be used for other languages.

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I can see why they're waiting to localize, it's going to take some serious rework to streamline it.

paper ledge
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it's done, 34353 strings translated, tool can add and translate new text as it gets added (or modified but this bit needs polish), everything is read from current game files, parsed and only specific field values replaced before writing the mod, so things unrelated to visible text will never show discrepancies.

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to generate a translation for another language takes, an openai api key and a change to one line of code.

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full translation cost was about 4$

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can't do anything about dynamic speech, conjugation and negation without injection since most of that isn't exported, but I don't think I want to go that deep...

dull latch