#[SPDX] Industries of Enceladus
1 messages · Page 6 of 1
@hollow grail heya, wanted to ask you how you did your hauler drones? Cause I'm trying to get them beyond the 400M range but they don't seem to be doing anything of the sort.
I have fallen in love with the K225 Stubby, its just perfect for how i like to go mining.
So i've noticed something that i'm not sure if it's a bug or if i'm making a mistake somewhere lol but I have a Mitsudaya-starbus MSU and a Nakamura Big Mt which list a 90% mineral processing efficiency and a MPU mineral efficiency of x120% however the actual percentage of processed ore from raw ore i have been getting has been kind of all over between 60% and 110% even from the same ore type on the same run. I was calculating each ore individually out of curiosity on whether the x120% was additive or multiplicative which is how I noticed.
geo might be making inaccurate measurements of the rock outside of the ship
Tried working up a version of ERM-420 that inherits things from IoE in an attempt to make a compatible version of my mod. That didn't pan out, might be doing something wrong with that avenue of things, not really sure but I also don't really have any further ideas on how to go about it.
Which leads me to this. I think forking IoE and doing an "IoE+Bootleg" version that is just IoE with my mods' crap jammed in to IoE's stuff, is probably the easiest and most viable route if I were to continue trying to tackle this myself. Which isn't an ideal solution long term because maintaining that for if/when IoE makes changes would be, not so fun 
yeah :P
#experimental-feedback message MPUs still work, but not sure how the efficiency changes from tuning.
#realtime-development-updates message
The equation right now is dynamicEfficiency = baseEfficiency^processingSpeed
Hey guys i got little favor ,can someone fix this ship ,i mean fix the low stress instaling weapons ,when i put 2 MWG and Drones MLF ,then crash the game.I dont have idea how the fix it .
why does it have 4 low stress hardpoints and another separate?
typo most likely
the information for that panel is taken from a text file, not what the ship actually has installed
I could actually use some help fixing that aspect of my own ship mods. None of them display the info despite having it in the mod
i might be able to help, but i don't have much knowledge on actually modding ships in. i'm gonna try using ZKY as a template for how to, but you're prob better asking Ka'krin
from the looks of it everything is handled in the translation files except for the promo image section
ah fair. you can also use any of mine. they are all based on the ZKY OCPDrone but have an updated modmain. the OCPDrone mod main is ancient
or at least the text aspects of it
yeah but for some reason my game refuses to load that info. i cant find an input field in godot to reference it either.
does your modmain have the line for translations?
gonna move over to my own workshop. yes it does
cause my game 100% loads the "SHIP_NAME" bit correctly
I didn't write up anything past that, but it displays the name I set properly
Is this an issue for the beta below bleeding edge? Love me some experimental patches/betas but I understand that some things gotta keep cooking to iron out bugs
Seems to still be working good post update, bar a glitch on the propellant, mass driver and nanobot sliders when launching the first dive after installing the game update. This glitch made the relevant sliders show as empty, and the launch price reflected this. However on arrival I was infact loaded up with said stuff
Messing around and refitting a prospector that I nearly wrecked in a fight, microwave needs to go
alternate cargo containers?
good placement of containers that put them near center mass
I don't know if this is caused by the new update or not but when I try and put haul drones on the kt-225 SH the game crashes almost every time.
Same crash when trying to put haul drones on the Pigeon Prospector
really need to fix that someday i genuinely don't know what's causing it
it could be the increased range
ughhh
like since they're not standard ships...
ooh. oooooh. maybe that's it. their configs are generating without a value.
Is it normal for mining companions to explode and put everything in the red on those weird OCP slots meant for cargo containers or do I have an RCS setup burning too hot next to them?
I think I was using the pin IOE thrusters because of how ridiculously they can push an OCP around without needing the torch as often
put in the front
otherwise you will fucking die
put the companions in the front, otherwise you will fucking spin and die
als i never updated the IoE i have now
so some help would be greatly appreciated
its just the same as installing it
you just replace the current one
does updating IoE from whatever version to another okay with an already modded save?
@acoustic ore Well you probably will have "ghost" equipment slots on some bought ships (if you buy new one it won't have them); maybe cost of equipment will be different.
Generally - backup current one and try new one on same save.
Yeah 1.7.5
see https://discord.com/channels/426287934870781952/1067385553261166602 for the path to your save directory
then just copy the save game somewhere else
gotcha
savegame.dv?
wait then how would i restore it?
just copy paste it from the backup folder into the actual thing?
yeah, restoring it just means overwriting the file with the older one
you can also duplicate the save by changing the filename when restoring
ok now ima make a fucking shortcut for this lol
good call lol
I have to do it through command line, which arguably is even more annoying, but thankfully @signal lantern showed a method using JavaScript and browser bookmarks a couple of months back that make it easy to copy stuff to the clipboard
you could just make a batch file right?
batch files would be nice if they actually fucking worked on my OS
guess it's what I get for buying a cheap laptop with a shitty Linux port
can't even sudo without replacing the OS, which I can't really be bothered doing as it's just a laptop for basically excel work
give me a ship editor and ill make a ship with 16 arms
What I'd really like to see is ARMs with a tuning like drones get. THEN, multiple arms at odd angles will be really useful, passing ore forward to feed it.
ship config
that cruzzer got no storage
this is
why can this hold less then the crab
how is it even posible
to hold less ores in a bigger ship
Crab has a combined storage 50t, Tsukuyomi on other hand has per ore storage of 37,5t
so how doo i increase the storage
then
There is equipment slot for that, don't remeber what it's called
Yeah this will increase per mineral storage, there is also conversion to combined storage, and cetrain MPU/MPP have storage as well
You already can, just not same stuff.
iirc there's an equipment module that (might be) in the same slot as the mineral hold that converts the cargo hold into variable
i don't remember the name, it should say on the item description however
i haven't used IoE in a long time
that's one of the hold extensions, you'd want one of the conversion kits
ok yeah that would be it. the NDSBH looks to have the best conversion ratio
the other conversion kits have a reductory ratio that means that the total storage is reduced to fit in the equipment that converts the split storage into a variable storage, based on the vanilla equivalent with the bender having a lower total mineral storage in exchange for variable storage
the 1:1 basically means that you'll get the same total storage with variable as if you'd filled the same tonnage with the 6 different minerals normally
which for the Tsukuyuomi with a NDSBH means you get a variable storage hold with a total capacity of 225 000 kg
no problem
it does that, it's an issue with the lack of a large dock at enceladus. don't worry though it still lets you launch
Use more efficient engines.
why if i can use power
switching out that refinery
It is worth pointing out that the Tsukiyomi is a warship, not a cargo hauler.For the same reason a van has more cargo space than a tank.
Though in fairness, I'm not currently running IoE, given how it conflicts with pretty much every mod, and I'm not sure what the crab's situation is.
i think that wesley at the time didn't realize that the crab uses variable storage compared with the tsukuyuomi
although that issue was resolved, and especially through the help with another one of IoE's features
That wooouuuld make a difference.
just a tad difference
225t of dynamic cargo is pretty good
So frigate is a really good dynamic hold ship
But here's the issue
Ores disappear like I'm going schizophrenic
Ok so firgate has some collision issues, so ore can escape through excvator doors if you pack enough. Or if it's not about it, game has a limit on how much ore chunks you can have at a time, I believe there was mod to raise that limit, probably on old gitlab mod catalogue
the limit is on chunks being identified by the geologist, i think the number of chunks is limited by how powerful your pc is
Ik frigate got issue of cargo collision
Also mind if you tell me that mod name that raises the limit
My pc is an all in one pc which has a cracked screen lol
lol fair enough
I'm willing to push the limits though
i've reached the geologist identifier several times (mainly through using the titan and very powerful lasers), i'm yet to find a limit to chunks (or physics objects in general)
I have 4 mining tuned pdmts and I'm drifting through the rings near large roids
Also where the cargo bay tapers down near the frigates bridge sometimes doesn't allow ores in if jammed annoys the hell out of me
Then again frigates are military craft and not designed for mining
just doing some experiments after grabbing the mod-
what catagory is the RP-25 under, outta curiosity?
checking in case im either being dumb, its not compatible with my OCP, or something funny is going on xD
Cargo bay accessories IIRC
huh. the catagory isnt showing up-
could either be something the stock OCP intentionally doesnt have,
or could be something odd happening with a ship id been using in vanillia before?
i do believe that some equipment aren't available on the vanilla OCP
yeah turns out a handful of vanilla ships don't support them
thanks,mate!!
np
i, have been noticing a possible issue with the OCP "deep dish"-
ive had the excavator/rotary cargo door completely jam on something twice now-
im not sure if its some kind of damage effect due to the modifications making it more fragile, or if somethings getting stuck inside the bay somewhere- though i THOUGHT the door rotated around the back of the cargo bay..
sometimes its entirely jamed stationary, occasionally it'll visibly try to move and shudder
and sometimes it looks like...
im not sure how to word it, like its hanging disconnected from the motor/drive linkage if it was a real physical object?
wobbling back and forth-
anyway, will keep an eye on,
one thought i had was that it MIGHT be something trying to go into the nub in the cargo hold getting stuck between the wall of the pocket and the door trying to slide by, but the way it moves when it DOES try to open/close, is like its getting stuck after a little travel either way,
so it could be an outright glitch, or an issue with the design/layout?
ok, thats odd-
the door actualy seems to be trying to rotate BACKWARD when i try to open the cargo bay o.o
@hollow grailif you have a moment to take a look/
if there's anything file-wise i can pass when you have a chance to look at this, just let me know ^^
absolutely loving the mod content, by the by!
the whole preprocessor system was something id been thinking of asking about as feature ideas/requests go, till i saw that there was already a working implimentation
oh sorry i completely missed this - this is something of a known issue... one i hoped i'd fixed
Looking back,
I think the door might somehow have done a 180/spun backwards?
Probably doesn’t help that it’s an intermittent issue huh?
As someone who’s played fallout 4 and rimworld with literally over 400 mods you have my complete sympathy and understanding!
it's something i noticed in testing and hoped that it wouldnt come up too much. basically the physics thing that is the door object is mounted on a rotor and hooked up to springs that apply forces when shortened and lengthened
… and half the time the cause is something that should be completely unrelated -_-
Following you so far
twitchy eye or the error message in the logs is either a generic alphanumeric soup that says nothing without 4 hours of research, or actually actively lies about the problem ARRRRGH!
the hinge reaches a sort of 'critical point' sometimes where the springs will actually stop pulling it open and start pushing it open. like if you've ever played a physics game and put an object on an offset bearing with a spring on it, you'll know that after the spring connection point rotates past the bearing it'll start pulling it the opposite direction, that's what's happening
Ooof
it really just means i have to adjust the bay stoppers again LOL
And you’d thought you’d either balanced that behaviour out,physics sim wise,
Or coded in a detection and reset?
mmh balanced is a near term
really i just bodged it. godot has a fantastic visual editor that lets you set things up hands-on
the stoppers generally worked at the position they're at rn, until now lol
…. I refuse to accept it as reasonable regarding motherboards today,
That we now have both beep generators and 2 charicter digital displays as a almost standard,
And there are still codes that can mean 2-6 completely unrelated things -_-
Ok, got the little trauma flashback outta my system
the games behaving exactly as it should, theres no errors, it's just 2d physics behaving properly improperly, if you catch my drift
(Several hundred potential charicter combinations and you’ve started reusing before 80!?!?!? ArRRHHHHHHHHG!)
Yeah, I getcha
I’ll let ya know if it happens again-
i miss my beep generator. i like it when the computer goes boop
I was being a little rough with slamming large roids into the bay,
Like near 20, and sometimes at angles,
So it could have just been a massive spike of momentum that effectively “broke” the springs/forced it way past the stopping point
ya that might be it
its probably jamming the doors hard against the stoppers just enough that they go past the fulcrum point
If it helps, you can by plug-in ones online for a few bucks-
I think that the connectors for them are. Still standard
i found tho that spinning was both a neat trick and fairly effective
Spinning to shatter them when they’re in the bay?
just violently rotating, applying constant torque on the doors
Oh! By the by,
Slight heads up about a non-gameplay effecting model/rendering glitch
not necessarily spinning in one direction, rapidlychanging. its usually enough to slap the doors into submission
If you’ve fitted a cargo container on a rear slot on a cothon XL,
It won’t show/render the torch on that side of the hull
Might be clipping or something?
LOL bizarre i'll give that a look when i can
Not a prob ^^
Also, I outright giggled when I saw the NANI thruster refit xD
And the disclaimer that the origional manufacturer both found it hilerious and gave it their seal of approval
Like, the kind of giggle that makes your blood run cold when your merc unit’s demolitions specialist is the one making it
i actually took a look at the NANI's code
turns out it's functionally a thruster. like it's not just a weapon that acts like a thruster, it is a thruster, like, code and everything
I mean, makes sense for both it and the lesson
…..
Is it bad I can see said company making close combat-specced manipulators just for the funnies?
so i thought it would be very funny (and a lot of folks agreed) if i put them in as thrusters
it's very fun on the weird k225 refit apparently. having 7 thruster slots makes you very powerful
And explosive, I think I remeber seeing?
sin space engineering would make a flying toilet if there were demand for it
Oh my gos
Is that where the TC 2000 came from in unreal tourney 2004???
New head cannon
Canon
theyre the pure essence of bodge. building novel garbage out of a doohickey-ass shipyard over titan. you can't fault them on function though, sse shit does work if barely
…. The thought of something surfacing made by them someday,
That is something they designed, prototyped and built entirely seriously and with focus is intimidating
Compare, say,
my personal favourite is the decom wasp. it was especially fun to turn the edgerunner ship into a functioning thing. tsukuyomi close second since i basically had to build from scratch, though a lot of the customs are like that
Carla’s FULL COURSE custom AC in Armored core 6 to the rest of R&D’s lineup
Which is like the latter, still made from scrap and salvage
But with essentially everyone in the company, sober and high, putting everything they had into making it near perfect and capable of beating the crap out of a lot of state of the art da factory fresh stuff…
Looks pretty good as well, picked one up!
Oh, any quirks with the makeshift reactor I should watch out for?
its fragile since it's literally a thi-cc hollowed with a service reactor built in
O.I
So, primarially glass reactor, or are there any other oh-crap things I should watch out for?
Easier overheating ect?
__ flashes back to his formative experiences with the “leaky reactor” in Pulsar: lost colony _
i dont think so
it has great emp defense and its super agile
“May flood engineering with radiation under stress. Is labeled “DO NOT USE”
Both a faraday cage, and that highly EMP resistant obonto computer right?
And being small and light enough to not use/mount a primary torch, if I remeber right?
As well as that state of the art reaction wheel/prop tank combo if I remeber right?
yeup, it only has three rcs thrusters
To balance out the Oberon, which has all the RCS thrusters xD
i thiiiink. i want to say yes. but i cant remember
the setup and testing for it was really weird. it's really easy to saturate its reaction wheeel
yknow since its got three thrusters
oh and they have built in gimbals
And with powerful enough thrusters/FBW autopilots it’s sometimes tricky to tell how much is the wheel(s) and how much is vectored thrust
i made sure to pitch up the sound so u can hear when the wheel's revved too high
a lot of ships have a low rumble but i think its rpm is something ridiculous like 900
Would SIN be the sort to try bodge-conjoining Mining companions with one another, and or other small ships as an alternate product to “try and make them useful”?
Like thematically if they both thought there was a market, and that it’d be funny enough xD
"it handles great, when you get used to the times it doesn't" is kinda the motto
oh ya probly
ive considered more kitbash sse ships like the OK720
“… what about the other fourty-“
*every thruster immediately falls off *
If there’s more kitbashes,
I 100% predict there’ll be at least one that’s an unironic sales success,
right now the main hurdle is crashes. folks tend to crash when they use my custom bot bays and i know exactly why i just keep putting it off because i ummm. im playing factorio
Because despite all reason and sanity, like Shorty’s “Rifleman” (note quotation marks) it works perfectly for task like a factory product xD
I have been seeing crashes in the main menu
But only if I don’t load my save immediately
No stability issues -after-, oddly enough,
Aside from a couple of lock ups when I’m -closing- the game
Nothing I internally consider serious enough to ticket on its own
the 2200 xl is arguably sse's 'most popular' since folks still use (and some completely swear by) the cothon. i imagine having extra crew space and comforts on the cheap isnt too bad
Actually enough crew space to breathe and not go insane,
More fitting space, all the other tweaks in exchange for just loosing one of the triplet’s engines…
Yeah, it’s essentially a common sense “wait. Why didn’t conlido ever do this themselves?!?” aftermarket refit
admittedly the extra crew space is just another lifepod but you can't fault simplicity. it was actually my first custom ship
If it still had the faraday shielding of the base model it’d be bloody close to perfect
Eh, in-universe, with the two perminantly docked together,
Even with a larger crew it’s still significantly more space
tru tru. also translatory thrusters
It works really well conceptually as a simple, “obvious” solution,
Like those capsule hotels that reuse Tarantula habitats
like folks reusing shipping containers as habitation
Oh god yes those extra two thrusters help so much
the compressive load on the pylons is much more readily handled than the angular torsion from the turning thrusters. it's weird that the default cothon just goes without them
Throw in that state of the art dynamic cargo bay conversion, and you’ve got a super-bender that handles with a huge bulk load an order of magnitude better…
Cost saving in universe?
ya ig
or the fleet aging means the pylons wear out
“It’s meant to be an unmanned interplanetary tanker/bulk cargo, it doesn’t need more than basic manoyverability”
At least I think it was origionally unmanned?
i believe so yeah
the lifepod is just grafted on
I’ve had a polite argument with the friend who got me into the game on if the pod cockpit was part of a manned overhaul. Or was factory issue to be cheap?
It also makes sense given it’s an “always used/second hand” ship
…. Random thought for a SIN idea
yeah automated cargo bulkers refitted with a lifepod cockpit
Attempting to compete in the budget bulk freighter market,
By welding multiple XL’s/stock models together into a catamaran/trimaran
Because I could absolutely see someone who thinks like that trying, sober or drunk/high
… or a full frankenship…
LOL it's funny, someone's suggested that! i do like the idea of two ships just fuckin mashed together
KTA24 combo
“Ahhh yes, the “two day warranty” class..
if it breaks in half before two days, you get half your money back. it's thematic
“I can remeber the planning and development session like yesterday….. It was a little after local midnight, when the drugs began to take hold…”
If the trimaran/ two outrigger model splits , you get a 1/3 discount on your replacement/rebuild for each section that breaks off?
“Can you beat that? You can beat your dog, but you can’t beat that!”
God I swear to god I’ve heard that exact line in an in-universe commercial in a game somewhere
Aha! The promo for the Bombak in Red Asphelt, that’s where
Oh, and I can confirm that high-power main torches in the Oberon are, contraindicated
You can instantly hear the structural welds/control rod actuators start screaming….
Any role recommendations btw?
I’ve been leaning both high power derilict recovery and racing given her strengths and limitations
Can absolutely see why you gave her a new home, she’s got a gorgeous design
It’s a shame that assigning crew as a “b-team” to ships you’re not using isn’t a thing/possibly isn’t even a workable idea with reasonable effort and development time, either in the background or actually accompanying your main ship on dives, because there’d be so much potential for synergistic setups and the like
yeh, i was really happy with the way it turned out. liqvo did a fantastic job with the visual design
wreck recovery is a good role, great scouter ship, i've never run the oberon in a fight but i know it'd outpace kinetics
(One thing I’ve learned as a prolific mod user, is how often simple-seeming things are insanely hard, and the inverse)
By the by, is the “luxury grade” HAL-9001 life pod primarially flavour, or are there practical differences/effects, if minor?
eyup
oh uhh yes
so crew morale degrades at a set rate depending on how long youre in the rings
Also, if the stream of words I’m pelting with gets too much/you have to head off, lemmie know!
Yeah, a good chunk of the reason for the Cult of the OCP
One of two ships that has quarters actively better then a lot of those the crew would be renting/subletting stationsode
(Plus actual centrifugal gravity)
the cothon is cramped so crew gets unhappy fast. the xl is better at keeping crew content by a fair bit
The vulture is both a severe head-smashing hazzard due to the conduits/struts going through the hab, and more cluttered…
when you make your living space your machine space you probably have a design problem
Also “is.. is that an atmo leak?
I t.. think I can hear a (possibly psychosomatic) atmo l..leak around one of the retrofit seals…”
screams in nuke submariner
Err, not one but I’ve both heard stories,
And have a half brother who’s served on a Colin’s-class diesel boat and has the forehead bruises to prove it xD
The tendency to run atmo lean on O2 to reduce fire risks does not help, I’ve heard
great thing about micro-g: you won't hit your head on anything (ideally) but the hitting will be everywhere else
whew, anyhoe its late and i gotta go hitting some hay
Both makes people statistically more irritable, and minor cuts/scrapes take noticeably longer to heal
Sleep well’
Thanks for the chat ^^
no prob :] gnite
Exactly that. The Cothon is essentially cheap interplanetary cargo. It's meant to spend 90% of its flight time on its main drive alone, and have minimal, relatively reliable RCS that are essentially just there for lining up for departure, flip, and docking at the destination.
A lot of the stock ships are configured and kitted in accordance with their intended lore use, not for mining.
MAD-CERF haul drones not working for anyone else? they keep slamming ore into the front of the ship
@hollow grail had a thought.
If SSE were to get their hands on a EIME,
Be it for some insane reason first hand (“we sold a LOT of XL conversions this year!”),
Or salvage…
What kind of insanity/gonzo engineering could you see them getting up to, be it with a hull/hulk, or some of the high-value propriety components?
EIME if it was good:
(larger and has a better cargo bay)
…….
I’m also morbidly curious about what their spin on the idea of the bald eagle would be
Hmmm….
Custom one-off/MTO thing, maybe using a completely rebuilt Titan frame?
Lot of mass to use as protection for a fusion core…
Or…
If it was going to be big..
Soemthing loosely inspired by their work on that OCP/tarantula nightmare?
Pieced together from selected sections of a half dozen ships..
i like to think SSE steers away from the bougie stuff but if they did they'd probably do something utterly ruinous to it. like jam an OCP bay into its funny little sliding doors, and ideally ruin the shiny finish
Honestly just rip out the fusion reactor, put it into something else, and discard the rest of the ship
^ this
The EIME actually has a pretty great cargo bay. It's larger than most, and you don't really have to babysit MPU's - once ore starts piling up, they become self-loading. You can forget they exist, mostly.
The only nit I'd pick is the central nub could angle inwards instead of having sides perpendicular to the ship's axis, to somewhat minimize actuation jams holding the excavator open, but that's usually a problem when you're trying to water-mine ice without breaking it more violently.
Yeah,
From what I understand,
The majority of its problems start and end with “ruinously fragile propriety stellerator”?
I mean no, they end with the realization it's really just a K-37
an expensive, fragile K37
I mean, it's got as many differences as you get without changing the mounting configuration. Two main drives, cothon-esque RCS config, virtually unlimited power, larger cargo bay, weirder but lower maintenance mpu handling.
I think people base much of their judgement on what loadouts the ship can equip, and from that standpoint you have some of the same limitations.
i judge ships based on how bougie they look
eime? VERY bougie. no bueno. k37? thats my shit. i could buy this for -1 dollar and people in gated neighbourhoods would look at me like i'm an escaped chimp
That's because the primary utility of a ship are it's hardpoints, and for being the single most bougie, expensive ship in the game, I'd expect a different layout then the literal starter ship.
Not necessarily a better one, but a different one.
I do get that the hardpoints set the limitations for your hardware loadouts, but I don't think that this means these ships are useful in the same roles.
Like, the K37 is probably one of our best battlewagons. All mounts facing forward, high-stress available, nicely distributed and mostly balanced RCS mount. Not the best miner, not the best cargo ship, not the best drone ship, not the best at most things, really. But it's nimble and can deliver a lot of forward firepower.
I don't see the Model E excelling in that role because conflict is so expensive in that ship, but it does have mining advantages that aren't really available anywhere else.
but you really pay for those capabilities
Way more then they are worth, compared to other offerings... and that's before we get into price.
Whether the trade-offs are worth it is always going to be very personal, and is a different subject.
Eh, that's fair I guess
the MAD-CERF seems to have ore just... exit the cargo bay?
oh no
clever sliding door issues strike again
just be gentler with it i guess. for now. umm
i find that eating whole roids is better than just vacuuming up chunks
#delta-v message might be a good idea taking a look at this conversation
@hollow grail im having crash issues when im trying to file edit 1.7.5 after having used a edited version of 1.5.0
base 1.7.5 is fine but as soon as i edit 1 file of 1.7.5 it crashes when i try and load my save
want me to drop the edited 1.5.0 file here ?
Might be a good idea- will help them with working out what’s going on
yea, just waiting for them to respond
@vagrant topaz Don't know what you are editing. My best guess is zip that somehow got corrupted, try not to use default windows zip option if you used it.
im using the add to archive function using winrar
i can confirm that this works, it's what i use to compile mods without issue
here is my 1.5.0 edited, i edited the tshuciomi ship, drone harvester, cargoauxbigfab, and MineralProcessingUnit_Furnace
iirc
im not sure if its a issue with something that sDT did to the versions after 1.5.0 combined with the newer version of the game
try using send to zip thru windows' right click thing
sorry i let this one stew lol i dont really know how to respond other than to say that text editing mods like this is unwise but doable, though i don't do it
btw-
@hollow grail ,
im on 1.7.5, and it looks like the pigeon drone crash is still a thing xD
want me to look up if there's anywhere nearby you can rent a Screaming Room?
yeah its a pain
i think it's down to the code i injected. i really need to fix it but im tired and ummm pphhppbpt
looks like it IS specifically the harvest drones though,
if it helps-
the game freaks out and CTD's whilst the virtual model is starting to render
like since the game has a hard limit of 400 for drone range, i use a little bit of code to permit the extra range
unfortunately when that value's null... crash
probably also something to do with the ship configuration too
idk its a hard fix
im going to bed now
rest well!
thats odd-
from my tests so far,
it looks like it craps itself and dies if you spend too long with the drones tab )either one) open, regardless of if you interacted with the harvester drone option or not\
guessing its either still trying to read the null value or the like
looking like it is possible to install other drone gear if you are both careful and rush, so im not sure what the exact trigger of the crash is-
can dig around for log files ^^
from what ive been seeing, save and return to main menu a lot when you do anything with the equipment screen when fitting a pigeon atm, ive seen something else, i think ammo storage, trigger the crash
ill give it a try, btw how do you do that ?, ive ever only used winrar
nvm, found it
nope, still crashing
sigh
welp, that fucking sucks
i liked having a huge drone ammo capacity and boosted yield an shit
guess ill just stick on 1.5.0 then
where the rest of the parts used to make the OTK720 went
something i've been tinkering with for a moment, hopefully something i'll be able to show off in a proper form soonish
standalone mod for anyone wanting to try. there's a few bugs and all, and things need fine tuning, but i've worked on it for long enough today
delightful
for anyone wanting to try, i fixed a type with the old mod zip as it doesn't load the ship otherwise
also, @hollow grail you're free to use this ship as a part of IoE if you'd like, it's just a gimmick ship i made to orient myself with adding/editing ships, and don't really intend on working on it any more than making it work well enough to mess around in
i figured your mod is probably the best one to include it with anyway, especially given i'd made references to one of your companies in the flavor text
…. Oh god
man i really need to see about getting this thing working alongside other mods
and fixing that crash
ik the root cause just need to fixit
so like the way IoE's Upgrades menu is set up, it replaces a lot of the WeaponSlotUpgrades and essentially voids the existing ones
for cross-compat i'd need to set em up so it doesn't do that, but also put each and every custom equipment item into their appropriate slots

maybe not this year
i suppose now would be a good time to show something i've been tinkering with in the background
nowhere close to a usable build yet, no translations or anything, but it works
just make a sub tab for IoE stuff that replaces base upgrades, like the base cargo would be force set to empty if a IoE cargo was selected
@hollow grail could you add ingame options to edit or multiply capacity for stuff like nano compnents or refined ore capacity on cargo cantainers ?, or is that not posible ?
How do cargo bay accessories work? Do they provide their own MPUs? Or are they modifiers? I saw a discord message stating they modified MPUs but also noticed that they seemingly process propellant on their own. And what is the purpose of the fabricator units?
they append or modify the functionality of the MPU. different units provide different functionality: the RP-25, Nakamura Big NT, and MPP-N1 reduce the water content of ore chunks without directly processing the chunk, turning said water into propellant in the process, the internal storage rack and mineral tank modules are more self explanatory and add extra processed mineral storage, and the fabricator modules (SSE Voyager fabricator & RMS-PAL) are a separate extension to the voyager MPU's capability of turning iron and vanadium/platinum respectively into mass driver ammunition/nanodrone components, as well as having smaller mineral storage additions as well
or at least try and make it so you can edit the files without crashing ?
looking for feedback on a compatability rewrite of IoE (main thread for this side project here: #1324503298295988327 message). as far as i'm aware, this mod will break IoE saves as much as loading an IoE save in vanilla would work, so i've attached a save file with all 11 IoE ships in dock, alongside a shittone of money.
i'm mainly looking for between interactions with vanilla ships more than anything, as i'm already looking to rework the implementation i did of the IoE ships to something closer to the original mod, although any feedback and bug notices are welcome
also do note that future bug patches to this are going to be pushed to it's dedicated thread to prevent clutter in this thread
looking over bugs with IoE to see about fixing them in the rewrite i'm working on, what was the exact loadout for this that caused the crash?
When installing a single turret, the game automatically crashes without any error message. Only after checking the logs, there's something like: error_input_two_less_point_stress_failure.
i'm assuming vanilla point defence microwaves, right
yes,and RDW Cannon Turet.
Even when I want to create just one microwave and drones, it's not possible.
huh, i think i patched the bug without realizing it, as both work fine for the rewrite
so, point defence on the front slots and hauls on the rear, right?
just want to make sure i'm using the right config
[1.63.9]: [2025/01/06 01:49:34]: Call [idle] on invalid object: fillInSystems([])
doesn't really help much, mind if i get a copy of the mods you have installed and the save folder to see if i can replicate it at all?
After installing two turrets on a low-stress hardpoint, everything was fine, but when I added THI Drones, the game crashed.
hm, i'll retry using the older IoE version just to get a control group
i can't really see what the issue is. the save you provided doesn't have the loadout saved, and i don't really know which version of the mod is installed
LoE ,1.7.6
do you mind uploading the specific version here, as i might be better able to test if i know directly which one it is?
Ok, I see where the problem might be. It’s about the front and rear mounts. The front is fine—you can install a turret and drones. However, the issue comes from the rear mounts, which automatically cause the game to crash.
oh i see, that makes more sense then. i assumed that the turrets were being installed to the front points alone
i uploud ,and still dont work.ehh i give up.
the ship is good ,but two point in back Incompatible.
you might want to try the rewritten mod, as it seems to work fine when using that version instead
and my save not fast to take the problem .
you mean this mod ?
IndustriesOfEnceladusRevamp.zip
that's the name of it, yeah. i don't think it's completely compatible with preexisting IoE saves however
I can try, but I doubt it will work XD
the ship names are the same and all, just the hardpoints are replaced with vanilla variants
i should probably do some testing of my own with it
ok
ok,i try the new save and i see what happened then XD
damn , i reload the mod ,and still the same problem ehhh ,nvm ohh well.
weird, they worked fine for me. i'll deal with it later when i come to actually finish up the release of the mod
i try to one thing ,maybe not compatibile with other's mod's .
maybe, every mod i've used the rewrite with works
however i've only tried with a small sample space tho
No, I just launched the game, bought a ship, installed THI Drones, and nothing—it doesn’t work. The turrets work perfectly, though.
weird
i guess for one last effort, do you mind zipping up the entire save directory and your mods directory and send here, see if i could take a look at what's happening?
ok
this is how i isntalled the turrets and drones
If I swap them—turrets at the front and drones at the back—it crashes.
one thing i haven't checked, are they vanilla or IoE drone mounts?
i send the video
i come to general room to share
update to the rewrite: #1324503298295988327 message
ok
How do Cargo Bay Accessories remass work in conjunction with regular MPUs? So like if I pick up a regular MPU with remass, and then an accessory slot with remass on it, what happens? Does it boost the total remass? Does it modify the base remass of the MPU? Does 1 remass just not function if 2 are present?
You get the remass of whichever MPU the ringroid is in I assume
Oh I wasn't aware they were separate and I thought they used the same module or something
@hollow grail not 100% important right now, but i want to note a disparity for the documentation for IoE on the github. The Bald Eagle, EIME, Wasp, Oberon, and OCP SNAP are blocked from using cargo bay accessories, but are not listed on the unusable ships list for them on the Github
been a while since i updated that
sorry for not calling in, i've been elsewhere lately lol, mentally yknow
that's fine, life does happen and you have to deal with it
i guess as you've prob seen, i've been trying to fill in on some of the pending tasks for this mod (compatability handling and all)
Is there a up to date list of mods this is not compatbile with?
nothing up to date, but i could probably do a quick check over the mod list and see which mods would likely be incompatible
Directly incompatible (adds only equipment to incompatible hardpoints)
- Bootleg Industries PDT Laser
- Bootleg Industries ERM-420 Autopilot
- NTCED
- K-Tech Generators
- K-Tech Jet Labs
Partially incompatible (The equipment parts of these mods will not function, but other functionalities will still work fine)
- ZKY
- Derelict Delights
I can't say for sure if mods that purely add ships could be incompatible or not, but with the way they're set up, I would say that they're fine to use
cool ty
You could try Revamp version - https://ptb.discord.com/channels/426287934870781952/1324503298295988327
Hi, would it be possible to scale up the Cargo hud?
It's super tiny and makes it hard to see whats going on in there.
certainly possible, although would probably require a decent bit of work to become operational as the HUD is hard coded to be at the zoom and scaling for the EIME, as it does break in similar ways on other ships as well
Ah, no worries then.
Does this end up displacing the ore purifier?
shouldn't do, it's just to do with the visual display of the cargo bay, however a large portion of mods haven't been updated since the OP was added, so i wouldn't expect the OP to work or even show up
i personally havent tested however, so don't quote me on it
is this compatible with moar radars?
wonderful
another question : does it work with the modmenu, it crashed with it for me (and stopped crashing when i removed it)
it should, i haven't tried but there isn't really anything that should make it crash. i'll give it a look however
does it crash when you boot the game, or later?
when i boot
oh looking at it it might be mod menu being weird, i removed ioe to test and it still crashes with mod menu
hm, any other mods in use?
derelict delights and moar radars
im gonna reinstall the game see if that does anything, cause mod menu didnt crash at all before
from my tests, seems to work fine once IoE 1.7.5 is removed
ok i see the issue, looks to be a disconnect in the way that the old IoE searched for ship configurations
weird thing is that it's something that shouldn't be happening
huh
seems to catch the same error even with no other mods installed
i guess the best thing to say is just find which combination of mods works for you, as this version of IoE kinda is depreciated at this point
fair enough
looks like the newest update broke some stuff
Do I have to unlock tsukoyomi-class frigate somewhere first or can I straight up buy her from the dealer?
Because I skipped a few in-game weeks and she still didn't appear
it should be able to appear in the dealership from the get go, you may have gotten unlucky
^ its also very very expensive
you'll want at least 30mil in the bank
It's probably worth noting and pinning that this mod is outdated and incompatible with most other mods even where it does work, and that a compatibility rewrite that is more up-to-date (as of this post, 4/9/2025) is live over here: https://discord.com/channels/426287934870781952/1324503298295988327
thanks, prob shoulda asked for something like that a while back, but i kept on forgetting
That would have been my next question if this is the most up to date mod or if the compatibility rewrite is the actual worked on mod currently since the last update for this one was in January if I have seen that correctly on github
.