#Mod Development Discussion/Help

1 messages · Page 7 of 1

hollow pewter
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probably the infinite storage edge case

deft bane
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You know, have we made a modding step-by-step yet?

hollow pewter
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I don't believe so. I started a modding guide for the wiki a long while back, but it's very basic being a (very confusing) thing on mod mains and setup for getting mods to work in the editor OOTB

little pine
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yup afaik thats the only one available, it's what i found when i was looking for stuffs too since its on the wiki

little pine
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the SRA-08 needs their docking arm strength increase a bit, when you are docking unless you dock extremely slow, you have to use RCS to stop yourself after interfacing because otherwise you will drift out of the arm

granite robin
hollow pewter
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It's the arm specifically when attached to a station with no rotation, same thing happens with phages

little pine
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yea rotation helps a lot with keeping you connected, i figure that could be a little quirk of the station since its under construction

little pine
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this ship is a bit overtuned, it is from IoE

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i wonder if i actually fill it up, how difficult would it be to fly lol

hollow pewter
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yeah, was mentioned not too long ago in another chat, stats are false, see here: #delta-v-spoilers message

little pine
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it's getting better, for some reason when i put a groovejoint2d on the top part of the mouth, it cause the physic engine to go jank

granite robin
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Back to it, got dealer promotional images set up.
@hollow pewter once you are free mind helping with adding wesponslots using HevLib?

nova prawn
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What

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Is that

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Is that a fungus

granite robin
hollow pewter
granite robin
granite robin
hollow pewter
granite robin
hollow pewter
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and to make it easier, these are the weaponslot types & display names:

  • Central: slot type: sailCenter, display string: SLOT_SAIL_CENTER
  • Left: slot type: sailLeft, display string: SLOT_SAIL_LEFT
  • Right: slot type: sailRight, display string: SLOT_SAIL_RIGHT
granite robin
hollow pewter
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Iirc the only thing that prevents it is if the mod folder it's stored in is commented out in the mod loader script. Lemme take a look rq so I can be more definitive with that

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ok, so it'll only block it if there is a line in the addedMods variable of the modloader containing the mod's root folder (the one below res://) that has it's line beginning with a hashtag

this screenshot should make it a little more obvious. despite IoE being set to load, because there is a commented out line with the same mod folder in the variable, it'll still blacklist it and not load from that folder

granite robin
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Yeah weid, well will test it without godot

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Ignore ghost slots

hollow pewter
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You need these three others as well, the equipment one specifically will be why it wasn't working

"res://HevLib/scenes/keymapping/ModMain.gd",
"res://HevLib/scenes/equipment/ModMain.gd",
"res://HevLib/webtranslate/ModMain.gd",
little pine
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loves the leopard print

marsh sealBOT
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whats "MTBF at 100% stress"

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@hollow pewteryou would know this i think

hollow pewter
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iirc it stands for "mean time between failures", basically how long you'd expect the equipment to last before requiring repairs

hollow pewter
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Spoiler for a neat little project that I'm working on in the sidelines. Likely gonna release tomorrow or the day after (finalizing up a few quirks), but it's something absolutely broken so I think people will have fun with it. (Also using phone camera bc wifi cut out and had to use cellular for this, but it adds to the mystery >:D)

granite robin
hollow pewter
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:D

little pine
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oh boi salvaged singularity tech into a vessel?

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ganymedians better watch out

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i've been thinking about hijacking the singularity gravity code for a mining tool, but hasn't got around looking at it yet

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i am very curious about the thruster layout though

granite robin
little pine
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❤️

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model E but better 🙂

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idk what i did, but it no longer jank

little pine
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Hev could you point me to where damage calculation/durability is set? not quite seeing where the logic or the variable is. What does friction do?

hollow pewter
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mind if i ask what you're specifically looking at? (although, my guess by friction is that you're looking at the arm code, after a second look, you're more likely referring to friction properties of some physics nodes, i'd need to know the node specifically so i could take a look, although i'd assume at a glance that it'd be resistance to movement of the object)

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anyway, for the question as to where they're set, damage is directly being set with the changeSystemDamage() function of ship-ctrl.gd, however that's just for setting the damage variables, the calculation for the variables provided to that function is entirely dependent on the equipment.

however for damage types that are dependent on external factors (i.e. collisions, accel, etc.), they're called from signals connected to the ship control script (which provides the following signals: damageImpact, damageAcceleration, damageThermal, damageEMP, and damageRadiation), which searching for any of those should let you know which (if any) functions will accept damage from those types. For stuff that accumulates over time like wear, that's usually calculated within the equipment's script.

little pine
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so i was just wondering if that's hardness or used to determine which object is damaged

hollow pewter
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i haven't really given it much of a look personally for excavator or beak code, but i'd assume it's to make it open much slower than other ships

little pine
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so my original goals were these
concept: -refit the EIME for ring operation (armor plate or change material) -tune reactor down for reasonable use -redesign the cargo door/hold -unique modification allows utilizing heat produced to process ores -stock repair drone
now that i ive fixed the cargo door and moved the RCS, im trying to tune the reactor and make it a bit more durable. this isn't all that pressing since i wasnt sure that model E is even more fragile anyway

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the repair drone can be added with the new hevlib update so that one i'll do last. I'll probably scratch the heat using part, thinking about it again it doesnt seem very useful

hollow pewter
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if you're making an entirely custom ship, don't bother using hevlib to add nodes and just straight up add it to the ship directly

little pine
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if you have any opinion on the RCS layout id love to hear it. I just declustered the thrusters by moving the T/B part inward and stop the horizontal one from poking out

hollow pewter
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honestly, don't really have much of an opinion on it just looking, i'd need to know if it actually makes a difference first ofc

little pine
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i am not sure myself, i changed the angle a bit and made its profile much smaller, that part would be difference for sure as you get a bit thinner horizontally, thruster position would help with collision since its no longer clustered in 3 outward. On handling i would have to fly it more ive only tested it in tuning

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i considered moving the lower thrusters to the back corner like this to make use of a better gimbal angle, although im unclear on that neither

hollow pewter
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so i guess i'm now a recognized modder on nexus... and i get an adblocker as a result lol (which i almost certainly definitely wasn't using already)

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(you can also tell how much i actively check this site considering it was just over 2 days ago at this point)

nova prawn
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Oh god

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Nexus mods

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Hate that place

hollow pewter
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Yeah, absolutely do not blame you. I've never used it as an end user, but as a developer it sucks ass (I have literally used this as a reason to put mods on update limbo to send them to the GitHub pipeline to make it easier for me), just i do it because it's easier than GitHub for some people, and makes for a wider outreach.

nova prawn
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Mhmmm

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Every time I HAVE to go to nexus mods to download a mod for MW5 I can’t stop myself from thinking “Man I really wish that I was allowed to actually use the internet speed I’m paying for”

hollow pewter
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For dV it doesn't matter too much, the largest mod for it on the site is 16mb, but for mods in the hundreds of megabytes or even up to gigabytes, 3 Mbps is absurd

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Honestly at that point, you'd probably save time looking for a mirror download from elsewhere

nova prawn
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  1. Fucking. Gigabytes.
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VonBiomes is big.

hollow pewter
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30 at that speed?!?! That's criminal

nova prawn
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I use steam instead - the MW5 community does not seem to understand why.

hollow pewter
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[insert specific brainlet wojak here]

candid summit
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Which Godot engine version do I need? 3.6.1?

hollow pewter
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3.6 also can work, but 3.6.1 should have a few extra editor features

candid summit
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thank you

hollow pewter
granite robin
hollow pewter
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I'm going to assume that the forwarding is from a DM?, but this is a very weird case, as what i can see in this is a bunch of improperly formatted ini configs attempting to be parsed, followed by what I presume is a zipfile failing to open, with the last line in the engine log saying that a file stored in the Delta-V.pck file cannot be opened, which I presume is what causes the crash

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unfortunate thing is that the log isn't very verbose, so i can't say what is failing to load, which isn't very helpful at providing a lead

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good thing that you were able to get a link though, as i'm looking through the bug report form and neither a link for the save folder nor mods folder were provided

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problem really is considering this is an issue with the game's PCK, I cannot use the debugger to figure out the issue, although to me sounds like it's corrupted

vagrant spade
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i'm running almost the same mods and im having the same problem with the crashes as well, very annoying.

hollow pewter
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ok, i've found the source of the issue. i'm currently doing a reorganization to the pointer system to make it easier to read verbose logging and then i'll get on to the issue of missing equipment

vagrant spade
hollow pewter
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I've created a set of guides that should be sufficient to aide with anyone struggling to install mods.

Unfortunately these won't be all-encompassing right now for a couple of reasons: A) I do not have the game on itch.io or Epic, so there are no launcher-specific guides for those, and B) I do not own a Mac, so no guide currently describes setup for it outside of Steam or GOG specific setup, which is especially problematic considering it has a different folder structure to Windows or Linux. If anyone would be willing to provide info for either case, it would be much appreciated.

Steam installation guide:
https://github.com/rwqfsfasxc100/Delta-V-Useful-Files/blob/main/how to/steam installation.md
GOG installation guide:
https://github.com/rwqfsfasxc100/Delta-V-Useful-Files/blob/main/how to/gog installation.md
Generalized installation guide (command line, batch):
https://github.com/rwqfsfasxc100/Delta-V-Useful-Files/blob/main/how to/general installation.md

vagrant spade
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not really sure which mod caused this

granite robin
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Hmm can't find these, Maybe you are on outdated version?

hollow pewter
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The translation does exist as a part of VelocityPlus, as it's a part of the variated contacts, so I'll see if something is messed up with the formatting. I did remove the use of WebTranslate as a stealth patch this cycle, so maybe a regression there

hollow pewter
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actually, yeah looking at it that's the most probably cause as I guess i forgot to instance the translation files for it after removing WebTranslate

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i'll fix it later when i'm able to

naive patio
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Was I pinged here?

granite robin
naive patio
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OHHHHHHH, got it 🤣

gaunt jewel
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@hollow pewter so I've done a lot of looking and I don't think this is an easy fix. I'm going to fix my mod setup and start a new save, it's likely the same issue will reoccur. References to the problem ship do persist in the save export (sold ships, transponders, probably the hash to some degree), but ultimately I don't think I can clean the save without probably messing other stuff up. Definitely not any of your mods faults though, totally on me for uninstalling a mod and just crossing my fingers that it wouldn't be a problem later.

hollow pewter
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well, you can't exactly say that it's not an issue with my mods. given the issue still persisted after disabling the mod you thought was an issue, i think that makes it more than likely it is an issue with my mods

gaunt jewel
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Yeah, sort of. So I regenerated the cache and the cfg (and each seperately, also tried using older ones from backups). Whatever the game is loading that triggers the CTD is in just the save file. I'm not convinced the save editor mod is exporting 100% of the data into plain text 1:1 so if there is something it can't see, I don't know how to verify that. However, given that I had a similar CTD when I first uninstalled the mod (because the modded ship was in the dealers inventory. Went on a dive to reroll the list, then re-uninstalled it), It makes sense that some part of that data is still around, and via some properly functioning mechanism in the game or your mods, it's trying to access that again and getting errors on return. But the fault still lies with me, essentially.

I unpacked the game, went through the godot manual for the CPP class to understand the error (the engine logs are only returning <STRING>: 64:, no path given), the mods files, the HEV and mod menu cache files, ect. I'll fill the form and send you the files still, but I do think it'll be a waste of time.

hollow pewter
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the String: 64 issue is something to do with the way configs are loaded, I don't know exactly what or why it's doing that considering the same doesn't happen when launched through the editor, but it doesn't cause problems by itself so I wouldn't worry about that.

I suppose I should also give a bit of info for the way ships are handled, if the game cannot find it within the ship registry, it'll skip it without issue. The only time it is an actual issue would be if the ship was the active vessel, as it assumes that the selected vessel can be loaded, and crashes when it doesn't find it

gaunt jewel
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Yeah. It crashed returning from a dive in the OCP:DD from IoE, with one of those OCP-TRTL mixes in tow, but it's also connected to a crew agenda, and so on. I'm working on the form and stuff, just want to be thorough and follow the steps. Rechecking my save exports to see if it thinks my ship is something else.

gaunt jewel
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AHA

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I figured it out

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under "currentCargo" there was a blank "", and under "currentCargoComposition" there was a null.

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I think it was because I was towing back a ship, since the currentCargoBy was attributing it to the derelict

gaunt jewel
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@hollow pewter submitted the form. Only thing I didn't mention in the form is that I've used your NTCED updates for mod.manifest and mod_checker_script.tscn, but I don't think that should be relevant to the issue, but who knows.

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just the ones post september 03 when they used your last pull request

hollow pewter
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sweet, ty. just a quick question, which save is the one you're having issues with so i know which one to copy over?

gaunt jewel
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top save

hollow pewter
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hm, not that. derelicts don't appear in the list

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since this is directly related to what's displayed on the end dive screen, perhaps you picked up an oddity that was added via a mod, and wasn't saved for whatever reason?

gaunt jewel
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my best guess is that it was kind of a weird 'lost child/sibling' event. It came hurtling toward me outta nowhere, and when they triggered the whole 'that's the x!' false transponder trigger, they didn't follow up with the usual EVA swap steal tonnes of remass and return to station bit. I thought it was because I'd already hooked it with the arm, so I returned manually and it crashed on loading the station. Could be unrelated, just a bit of weirdness.

hollow pewter
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hm, that is weird

gaunt jewel
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it did say I'd acquired the 'true' name ship, but even on the save export it's using the false transponder ID

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glad it's fixed though, also means my whole save isn't bunk because of the mod I uninstalled. I did clean out any references to it from the soldships, transponders and hashes, although I doubt that mattered.

hollow pewter
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yeah, the crash is literally because there's a blank and null entry in the cargo data

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i haven't tried to fix it myself, but considering that's the first thing to break after loading save, i'd say it's the most likely fix

gaunt jewel
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so how are you seeing the process where things break? I went through so many logs but the only errors I saw were the <string>:64 in the engine.log

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Is there a way to step through the code in godot?

hollow pewter
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yeah, you do need to manually force mods to load, but it's not too hard to do that. using the editor also does not produce the config error, but since I haven't seen any difference in behaviour it's low priority

gaunt jewel
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yeah no worries. I saw your guide on the wiki for loading mods via the editor

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I was just hitting that point where swapping to the backup I'd made the day before was faster than figuring out godot and trawling through the project code for answers

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I can read a bit of code, but I get lost very fast when it comes to scopes and referencing across a whole project

hollow pewter
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yeah that's fair, luckily it'll show you exactly where the crash occurred if it's a problem with the code

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ok, just removed the blank and null entries from the cargo, and the save loads a-ok, so luckily it's a quick fix

gaunt jewel
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👍 thanks so much for the help man

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definitely nice to not lose 75 hours on this save

hollow pewter
gaunt jewel
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thanks for your help on steam too lmao, I'm payne on that

hollow pewter
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ah, yeah ofc. I do try to help as much as possible, so it's my honor lol

wind bramble
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Is there a console in the game?
How do I know if the mod was imported successfully?

hollow pewter
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There is a console, but it won't display the info you need when it becomes accessible. The best way to see would be to open the game's log 0 file (which is what the console reads from anyway). The mod loader info will be in the first handful of lines, and should tell you if it loaded successfully (also forgot to clarify where it is, being at %appdata%/dV/logs/dv_log_0.txt)

wind bramble
hollow pewter
wind bramble
hollow pewter
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ok, so by the looks of it, not a bad attempt all things considered.

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first thing's first, you do need to remove this line (or at the very least cut it out), as you don't have any Upgrades.tscn file to add, it'll attempt and fail to load it, and I'd presume this is directly the issue with it not loading

wind bramble
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This attempt was to make it like it was in the eime-m mod

hollow pewter
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yeah, probably the better mod to use as a template as heavycothon is a very old mod, and i've heard from others it doesn't work completely

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only other thing I can see is that you'd want to switch out the load to that of your ship, which means it should be load("res://my_nova_ship/Starship_Nova.tscn") as what you had previously was pointing to the EIME_M ship

wind bramble
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Oh, I missed a line. I'll try what you said right now.

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Unfortunately, it is not visible in the store(

hollow pewter
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you may need to skip some time, as it likely won't be available immediately. I find skipping time with the 7 day hotel is good enough to cycle a large number of the ships in the dealer

wind bramble
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For a long time now I can’t understand why this is so. Maybe the game itself doesn’t like the scene?

hollow pewter
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try this zip instead, I was able to get it to work, so might be a miscommunication somewhere

wind bramble
hollow pewter
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i couldn't really say, might have been the folder structure that you stored the mod in, or the image files weren't properly stored. I am yet to try the mod in a release build, so there might be some difference somewhere

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the ship is also really bright, so might not be properly suitable either. i'll see if i can make a few extra fixes and do some more testing and i'll get back to you with something more suitable

wind bramble
hollow pewter
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there probably is an error somewhere on my part as well, i'll see if i can fix it

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try this one. I believe the issue was that the game doesn't recognize .png images directly, rather it has to convert them to a stream texture and is put in the .import folder. Since the mod zip doesn't contain this, and only the engine does the conversion, the mod likely failed to load due to being unable to find the images.

I've copied the .stex files (the converted images) to the mod folder and changed the file paths to them within the ship scene. This should work properly now, so please let me know if it does

wind bramble
hollow pewter
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conversion is done automatically by godot, you'd just have to copy them from the .import folder, which you'd want specifically the .stex files

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then to make the change to your ship's scene, this is the change made (first image is from the old scene, second image is from the new scene). this effectively involves changing the image path to the new files, and changing the type from Texture to StreamTexture

wind bramble
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First, link the png to the scene. The .stex files will appear. Place them in the mod and change the path and scene type.

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Did I understand everything correctly?

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Sorry, I'm using Google Translate.😅

hollow pewter
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almost, the images will convert by being in the filesystem and having the project open in Godot (you may need to have it as active window as well)

hollow pewter
wind bramble
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So there is no need to connect to the stage, thank you

hollow pewter
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yup, just the converted ones will, so it may still be beneficial as it'd be a lot less work adding the reference as all the hard work is will have been done for you

wind bramble
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You helped me sooo much, you are an incredible person

hollow pewter
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of course, plus it's always nice to see another person interested in making mods

wind bramble
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scene

hollow pewter
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Looks to me that the file isn't named correctly, as the full path has be exactly the same to the file on disk. Try right clicking on the respective .stex files and copying the path

somber pebble
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need some help getting random game crashes during mining, pls help 🫃 wanna play full moded game but no luck so far
in the engine_log just mass spam of same 2 errors, nothing else:

ERROR: (Node not found: "Game" (relative to "/root").)
   at: Node::get_node (scene\main\node.cpp:1512) - Method failed. Returning: nullptr

ERROR: ConfigFile parse error at <string>:45: Expected value, got ERROR..
   at: ConfigFile::_parse (core\io\config_file.cpp:280) - ConfigFile parse error at <string>:45: Expected value, got ERROR..

dv_log attached

mod list below
also have 4k textures dls
maybe it's just some mod compatibility stuff idk

AcheetaDeez
AchieveDeez
BootlegERM-420
BootlegPDT-Laser
DerelictDelights = 2.1.3
HevLib = 1.9.12
IndustriesOfEnceladusRewrite = 2.5.15
MIsForMPU
Moar.RADARs
ModMenu2 = 1.0.2
MoreMinerals = 1.4.0
NTCED.Parts.Pack = 1.1.2
TreasurePlanet-TorpedoBoat = 0.2.1
VelocityPlus = 1.1.8

upd1: also all mods was added to existing save, i didn't see any requirement on any mod to start a new game but still, if you 100% sure thats the issue let me know
upd2: also have non english game language selected, if you 100% sure thats the issue let me know

hollow pewter
# somber pebble need some help getting random game crashes during mining, pls help 🫃 wanna play...

Unfortunately these logs aren't enough to go on, if you're ok with it do you mind filling out this form at all? Don't worry about specifying a mod, rather it's the information you'd submit being the important stuff

somber pebble
somber pebble
hollow pewter
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It's specifically those containers, they're too large for the area given to them and as a result get shoved into the hull with their default positioning

somber pebble
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maybe that what caused the crash but it was not taking damage 2 last time i tried to fly this bug monster

hollow pewter
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It's not really something that causes a crash, but without sufficient info on it, it's not exactly the easiest thing to pinpoint as a cause

somber pebble
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sry didn't mentioned in the form, it's 3th save i'm playing "candy crush", first 2 is really old ones

hollow pewter
somber pebble
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all 3 times i was just mining

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so my best gues something related to moded pd laser, or other moded modules or interaction with modded ore, ok to many options idk

hollow pewter
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yeah that's the unfortunate part of this

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also, if you don't mind me asking, is the save folder from right after a crash at all?

somber pebble
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not sure tbh

hollow pewter
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ah ok, i suppose it checks out. if and when you get the crash again, do you mind sending me a zip of it again? there might be things that are different between your game and the test i'm doing rn, and I just want to make sure

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there are a couple of other things i discovered that I can work on while I leave the game running, as it turns out the KRB-500 isn't properly setup for use on the titan, and completely misses the excavator, so I can at least solve that and the containers

somber pebble
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np will do right now, so far i excluded ntced drones since it also crashed in the same mining scenario when mod was disabled, also the container stuf since it crashed whithout them an hour ago

hollow pewter
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i've gone through nearly an entire tank of drones with no luck myself, but a weird occurance did happen. i've never seen a preprocessor jam up a bay before now

somber pebble
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it always jam for me

somber pebble
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ok next one
where is my replacement container, i'm exactly on the spot, nothing
steps that i made:

  1. found random empty container, attached
  2. filed it up at let it go, selected i need replacement - 1st empty monocargo shows up on nav
  3. realized that this UIO container that i found don't fly anywhere by my command, attached it back
  4. let go of another my container, selected i need replacement - 2nd empty monocargo shows up on nav, at the same time 1st one just despawned on nav
  5. get closer to 2nd one, nothing
hollow pewter
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that's an issue that's been in the works on a fix for a while. the entire reason it happens is (pretty obviosuly from the issue at hand) that I had to make hacky use of the astrogation system to make the event spawn nearby. i've got things in place to fix it, but there's a pile of other things i need to fix before i'll release an update

somber pebble
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it's because of UIO container or because i spawned 2 replacement ones?

hollow pewter
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it's because you spawned two, the event that spawns the container is suppressed because there's an equivalent event in the near vicinity, and won't appear until the container leaves the area

somber pebble
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ok ty

somber pebble
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i attached it, filled with stuff, ordered to go back, it's just afk

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i assume it's because it's "UIO" and technically not mine container

hollow pewter
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it should still claim the ore as yours, but my best guess is that it never rebooted when it got claimed. i do have a good idea what could be a reliable fix for it, so i'll look into it

somber pebble
hollow pewter
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that previous one would be blocking the spawn of it, as you can only have one replacement sourced container at once due to them all being considered events. it should work more intuitively after the next update to that mod, as i've got a method to bypass that now

somber pebble
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it seems like it spwns only when you travel to it via nav, but since nav marker is to close you need to travel away from it first🫃

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Btw no crash for an hour so im 60% sure it's something with "more minerals" since i disabled it

hollow pewter
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could be, the version you're using is very much a patch job to get a working version since the requirements for the old mod no longer are available

somber pebble
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The only logs before every crash is mineral chunks despawn events so i gues thats it

hollow pewter
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could be, i suppose that is something to test for at least

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ok, you'll be happy to hear this, but i've just tested the new container code and it works with spawning several containers in the same area

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they also startup and fly away as intended too, so there's that as well

reef trail
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.,.
I'm trying to follow the guide for installing mods now, but the game just started to close from MM2 and HevLib
.,.

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help pls qwq

hollow pewter
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are you using mods downloaded from the Code -> Download zip method at all?

reef trail
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yip

hollow pewter
#

ah, that's why then. you'd need to download from the releases, as github uses a weird folder structure when downloading like that

#

this is where you'd need to go

reef trail
#

sry...its 3 am ,im kinda sleepy .,.

hollow pewter
#

it happens, and you're not the first either. does not help that github isn't the most user friendly

granite robin
#

Is there way to damage specific component in dive? Tired of banging into rocks for testing.

hollow pewter
#

i don't think there's anything currently, I haven't made any menus or anything for that at least. you'd probably want to do an iteration through ship.getSystems() and then use ship.changeSystemDamage() to cause damage.

there's a few signals that you do need to emit after performing that, so might be worth looking at the fixSystem function in SystemShipRepairUI.gd, plus it'd give you an idea as to how that function is used too

#

honestly, im surprised that i've never considered making one too, especially considering i'm working with the repair code rn anyway

eager turtle
#

I've been trying to figure out what this wrench means but I can't seem to make it go away and no other mods that have it as a dependency with work off of it

#

more specifically I don't know what is wrong or how to find out what is wrong to attempt to fix said problem :P

hollow pewter
#

That wrench indicates a library mod, which should have a tooltip for it but I don't remember if it actually got set.

#

Unfortunately given you're having problems elsewhere, I cant really debug myself without knowing the issue, so I'd need a zipped up copy of your save folder and mods folder and I can see if I can replicate the issue

#

If you could fill out this form, it should help streamline with the explanation of everything I'd need to help debug this: https://forms.gle/AsDf9d7gRkqB3iiKA

hollow pewter
#

@eager turtle please may you provide access to the google drive links

hollow pewter
#

yup, thank you!

#

honestly, from a quick glance I couldn't really give you much info on what's wrong, as velocityplus wasn't even installed according to the logs

#

let me try replicating it with my own zip rq

#

nope, seems to work fine to me. do you play with a controller by any chance?

eager turtle
#

I do not :P

hollow pewter
#

hm, well I can't think of any other problems I've seen people have with the mod menu. might be worth reinstalling the mods just in case?

#

actually

#

i just noticed that you don't have a config folder

#

it should be making it, although I guess other people may have used mods that also create it

#

ok yeah, same happens on my side after deleting it, i'll quickly patch that in

#

update should be pushed now, so mod menu should be able to pick it up

eager turtle
#

that fixed it, thank you!

hollow pewter
#

progress. ended up having to learn how to do networking as it was the first solution that could transmit data between applications without causing a race condition

granite robin
hollow pewter
#

redesigned dive clock for velocityplus (considering we now have the current date & time in vanilla experimental), plus something new

hollow pewter
#

I've updated the updateTL function to let you use the delimiter character just with a backspace (i.e. HEVLIB_TRANSIT_TIP_10|Using too many nanodrones catching worthless ores? \|Configure your geologist's filters to catch only what you want and save on drones too. has HEVLIB_TRANSIT_TIP_10 translate to Using too many nanodrones catching worthless ores? |Configure your geologist's filters to catch only what you want and save on drones too. instead of being handled as the second language's string and crash given that it would exceed the number specified)

func updateTL(path:String, delim:String = ",", useRelativePath:bool = true, fullLogging:bool = true):
    if useRelativePath:
        path = str(modPath + path)
    l("Adding translations from: %s" % path)
    var tlFile:File = File.new()
    var err = tlFile.open(path, File.READ)
    
    if err != OK:
        return
    
    var translations := []
    
    var translationCount = 0
    var csvLine := tlFile.get_line().split(delim)
    
    if fullLogging:
        l("Adding translations as: %s" % csvLine)
    for i in range(1, csvLine.size()):
        var translationObject := Translation.new()
        translationObject.locale = csvLine[i]
        translations.append(translationObject)
    
    while not tlFile.eof_reached():
        csvLine = tlFile.get_csv_line(delim)
        var size = csvLine.size()
        if size > 1:
            if size > 2:
                var i = 0
                while i < size:
                    if csvLine[i].ends_with("\\") and i < size:
                        csvLine[i] = csvLine[i] + delim + csvLine[i + 1]
                        csvLine.remove(i + 1)
                        size -= 1
                    i += 1
            var translationID := csvLine[0]
            for i in range(1, size):
                translations[i - 1].add_message(translationID, csvLine[i].c_unescape())
            if fullLogging:
                l("Added translation: %s" % csvLine)
            translationCount += 1
    
    tlFile.close()
    
    for translationObject in translations:
        TranslationServer.add_translation(translationObject)
    l("%s Translations Updated" % translationCount)
#

(also yeah i guess it is pretty obvious with this but I am working on something to add transit tips, so probably later today it'll be out)

thorn bone
#

I'm not very well versed in making/altering mods, but in the past I had managed to alter the "Y" mod to change it so that it instead replaced "Eon Interstellar" with "Elon Interstellar" for personal use only, and recently decided to play the game again and the mod had broken again, and I was unable to jerry rig a fix for it, like I had been able to do the past two times that it broke.

Did something change relating to the formatting of the "translation" files (such as the "i18n\en.txt" file) on the stable build within the past 6-8 months or so? Was due to a change in mod formatting? I even tried messing around with the loading priority, to no avail.

The mod does show up correctly in the upper right, but in the Equipment menu, they all still are labelled "Eon Interstellar".

Any help would be appreciated, even if it is just a basic "ModMain.gd" with the translation helper script tacked on, which I tried to piece together myself after nothing else worked... Which also did not work. Thanks!

(Sorry if I am confusing at all, or it was already answered previously, I am autistic.)

hollow pewter
#

I've not done too much to deal with this sorta thing before, but I am aware that it can happen. My best guess right now (I'm not home so I cant give a proper answer right now), is that the translations are being loaded with a mod that loads before your mod. Maybe try setting the mod priority to some stupidly low number like -99999?

thorn bone
#

Just tried it and it still doesn't work, I wonder if I somehow borked the ModMain.gd file or something.

hollow pewter
#

Most likely not, as I'd imagine if you haven't changed it then it's unlikely to have broken over time. I do want to try when I get home, so if you don't mind sending the zip here so I have an easy way to use it, I could try and find an exact fix

thorn bone
#

I actually have tried to keep the ModMain.gd file updated, by jerry rigging different ModMain.gd files together since it kept breaking, from more updated versions (or better formatted) from other mods, and it had fixed it (at the time). Eventually it had broken again, so I replaced it outright with the commonly utilized format from the Wiki, including the translations function from the same Wiki, and it had fixed it. After it broke again I tried doing the same as the previous time, but it didn't work this time.

Just to see if it would work, I tried several minutes ago to replace it with the original one from Y (and saving the jerry-rigged "updated" one from the Wiki I had attempted to throw together), but it still didn't work.

Here is the latest zip file, the one from right after I tried the -99999 mod priority, but from before I tried using the ModMain.gd from the Y mod again.

hollow pewter
#

Alright thanks, I'll give it a look as soon as

granite robin
#

Kinda known issue replacing vanilla translation sometimes just doesn't work.
#1252866978075512863 message

hollow pewter
#

ok, finally able to give it a look. first test im running the mod standalone, and it appears to work fine OOTB, so this tells me that it's a mod order issue.

#

since you've told me that it appears in the top right, im going to initially test with just HevLib and MM2 modmains, if it turns out these aren't the offenders i will need info on the other mods you're using too

#

nope, seems specific to any of the 5 i've just enabled. i'll go through each but i do have a hunch it's specifically the equipment modmain

#

hm nope not that one specifically either

#

well, it was part of the issue. that modmain plus another for a module i probably don't need anymore (the keymapping modmain is for something that never really worked, so i guess i forgot to remove it edit: forgot this modmain contains stuff for some of the debugging menus i added, skip this it's staying in)

#

huh, so it's one specific scene that's being loaded that causes the issue. adding a check to make it not run functions usually called through _process() until it's passed the onready phase makes it work

hollow pewter
#

ok this is really weird, talk about inconsistent but sometimes even running the same code can get different results. only thing i can say is that it seems to not load the translations if the game freezes during boot

#

my best guess for this issue is that caching is somehow an issue with the editor perhaps?

#

turns out all i needed to solve it was move one specific title screen modification to the onready phase of the complete opposite load order (INF priority rather than the -INF it used to run on), that combined with the fix i had earlier seems to work smoothly now. this is just in isolation with HevLib, MM2 and your mod installed, but I do believe this should also help with an IoE translation replacement too

#

appears to work with Abandoned Technologies, IoER, and Velocity Plus installed alongside, at least in editor. I've got a few other things i want to do some fixes for (for reference I have update log drafts for 3 mods right now, totalling about 20 bugfixes between the three), but expect this to be fixed in HevLib 1.11.0

#

@granite robin this should also be helpful for the Y (and maybe UwUify) mods too

thorn bone
hollow pewter
hollow pewter
thorn bone
#

For some reason it somehow still isn't working for me, even after updating HevLib and ModMenu2 😭

I even tried to temporarily remove all the other mods except HevLib and ModMenu2, so I have no idea what could be going wrong since it worked for you but not me.

Also, if/when it does start working, after more effort of course, do you how could I get it to replace the IoER text too? Would it be as simple as copying over the language txt files, trimming them down, and have another updateTL thing in the ModMain.gd to point to them?

Tysm for all the help so far!

hollow pewter
#

Hm, I see. Might be something happened since, but I didn't try on release versions so might be that issue directly.

As for IoE, you should be fine to copy and replace strings with your mod. Since modded translations work differently to how the game does, I believe that just loading the translations prior to IoE should be completely fine to override them

earnest lion
#

@hollow pewter Hi, I'm getting a consistent crash at a Ganymedean ore drop off point. Sorry for bothering you if this a known bug. log and save attached.

hollow pewter
#

please may you package your entire save folder to a zip, as I do need other files especially for a crash

earnest lion
#

k

hollow pewter
#

looks good to me, thanks

#

ok, looks like it's an issue with more minerals not registering minerals properly

#

hm, no seems like the crash im getting was irrelevant

earnest lion
#

it's consistent for you as well though?

hollow pewter
#

well, consistent as in first time astrogating to the location has it happen

earnest lion
#

I'll trying aproaching manually to see if that makes a difference

#

what do you think the odds on the EIAA-1337 getting my bald eagle there in one piece is?

hollow pewter
#

honestly, i wouldn't say it's worth trying, as the crash happens before the event can even finish being added to the rings

earnest lion
#

the odds weren't high

#

surprisingly it wasn't even the asteroid it rammed into that killed it

#

it just spammed the thrusters until it ran out of propellant

hollow pewter
#

ok, seems like it's a problem directly with the fact that more minerals limits the number of ore types

#

i guess I could just remove that functionality, as commenting out the function that handles that feature fixed the issue, but doing so means that just the first container I found was worth over 1 mil

earnest lion
#

so when containers are generated the base game just randomly grabs ores from the ore table and the mod crashes the game if it tries to grab more than 6?

hollow pewter
#

pretty much, it's why there's such a roundabout method used for the rogue monocargo containers in abaonded technologies

earnest lion
#

it probably wouldn't be easy to implement logic limiting the number of ores grabbed by the game in a mod would it

hollow pewter
#

not really, given the fact that it only happens when spawning the container i could just do what i did with the monocargo, except selecting 6 random ores rather than 1

earnest lion
#

would it be easier to have the mod randomly delete ores after the initial generation until its back down to 6

hollow pewter
#

might be, but i am considering removing the limit entirely considering i've had a few people label it as a bug

earnest lion
#

up to you, it may be the simplest solution to both the crashing and the mistaken reports. would it be easy to implement value limiting or post gen deletion logic in the mod? To prevent ore purchases from being absolutely busted.

hollow pewter
#

yeah it would be pretty easy to add, and actually is probably an easier solution to it too, considering that's basically all the current implementation does either I'd just need to change how it does that

#

actually hang on, i think i might have a better solution for it. if i remember correctly the reason the rogue monocargo crashed was due to calling the same function too early, which may just be the solution here too

#

ok, progress. no crash but also i don't think it put any limits on the container either

#

well, that change is staying in regardless, as it turns out the logic for it wouldn't work when adding a bunch of minerals all at once anyway

hollow pewter
#

honestly, after trying a few things, i might just remove the restrictions anyway.

hollow pewter
#

ok, i've got a solution to the multiple mineral functionality. since it's a load order issue, i'm just going to make it someting supported by HevLib. I'll have it disabled by default, but it at least works

earnest lion
#

Thank you, your mods are awesome!

hollow pewter
#

fun fact, if you mod in hydrogen or uranium as minerals, the singularity core and torbernite crystals classify themselves with their actual minerals

earnest lion
#

does that mean you could process these and store them in a container? It would be cool to be able to hit every uranium cave in one run instead of making multiple trips.

#

wait

#

if you added "equipment" as a material could you process lifepods and store them in a container?

hollow pewter
#

Unfortunately not, what determines how an object appears under microseismics and their ability to be processed are two very different sides if it. Probably could be done, but likely not worth it considering what you're destroying in the process

thorn bone
# hollow pewter Hm, I see. Might be something happened since, but I didn't try on release versio...

Sorry for taking so long to get back to you, I finally got around to trying it on the "beta" and "experimental" builds and it still didn't work, so I am at a complete loss for why it worked for you but not me.

Did you need to change anything in the ModMain.gd of the Elon Interstellar mod zip I sent previously to get it to function? If so, what exactly should I tweak/add into it to get it to work?

Also, could you please elaborate on the latter half, for if/when this hopefully starts working for me and I want to swap name of Eon Interstellar in IoE?
Would I need to edit it in the IoE files? Or copy over and trim down the language files from IoE to my mod, and add something to the ModMain.gd?

Thanks so much, and I'm so sorry for this being such a time sink!

(If you want me to send my logs, I can do that.)

hollow pewter
#

probably something I did since I made the change to do that, as I can no longer get it to work with current release either. probably because there were one maybe two things that causes crashes due to the reordering. i have an idea as to what could fix it, but it effectively boils down to loading a specific script at the wrong point causing issues with mineral additions

#

other main issue with it is that it's inconsistent, running the same code in effectively the same conditions yields different results

thorn bone
#

That sounds very annoying. If you want me to help test any fixes, I can do so. I'm in no rush, though, so don't feel obligated to hurry or anything, I don't want to add to any stress you may or may not have.

hollow pewter
#

honestly, probably not too much you could do really. i suppose may as well ask what other mods you're running, as that may have an impact?

thorn bone
#

Only HevLib and ModMenu2 right now, alongside the Elon Interstellar text changing mod that is trying to be fixed. If it matters, the DLC I am running are Anthropogenesis, 4K Texture Pack, and Tales from the Rings. I will temporarily disable those if to see if there is any change, though, but I doubt there will be.

hollow pewter
#

actually, the DLC might be it, as they do reload resources when being changed. lemmie try something actually

thorn bone
#

No change when disabling the DLC.

hollow pewter
#

hm

#

I personally never test with DLC, as it causes mods to break when run from the editor. it's not an issue with release builds, but i don't really consider it

thorn bone
#

Shall I send my latest logs from without the DLC?

hollow pewter
#

it's fine, not really something the logs would help with here

thorn bone
#

Ah, alrighty

hollow pewter
#

interesting, i disabled the loadDLC() call in the manifest bc i didn't think it was needed, but the two times i've launched from editor they've worked. i'll do two more then try on release

#

those two also worked, even weirder is that I have a mod that adds minerals too, which has been a common denominator in the past of being very likely to not work

thorn bone
#

Hmm, if you want I can see if it fixes it on my side too?

hollow pewter
#

i'll do some testing on my end first, but yeah if i have any luck I'll send you a copy

#

nope, seems to not work for me. i'll repeat it just in case but first time was not successful

#

no luck either

thorn bone
#

Odd

#

Any chance it has anything to do with the "HevLib Library WebTranslate Module" that the logs mention?

hollow pewter
#

nope, that's a currently defunct modmain that only handles HevLib's updateTL calls currently, which even then runs at the very end of the modloading cycle anyway so likely wouldn't interfere anyway

thorn bone
#

Alrighty

hollow pewter
# hollow pewter nope, seems to not work for me. i'll repeat it just in case but first time was n...

it does make some sense to an extent, release builds and running from the editor are two very different approaches, but i think i may have found a compromise. by commenting out the code that adds minerals, which runs every time even when nothing is added, it does let it update, but only about a third of the time was I able to get it to work.

honestly you might want to check out how WT's UwUify mod is made, as that uses a very different method of adding translations and works a decent bit better than replacing strings, as I believe it uses a language not utilized by the game to add stuff

thorn bone
#

Alright, I'll take a look at it, thanks!

hollow pewter
#

so, with me saying that, i realized I had a custom modification of an older copy of the mod trying to physically replace translations by removing the vanilla translations, and I actually managed to figure out how to override them

thorn bone
#

Ah

hollow pewter
#

i'm going to write a driver for it, as the process is exponentially more memory dependent if done multiple times, so it should do the same thing without causing as much of an issue for it

hollow pewter
#

Ok, expect this to take a bit longer than it normally would. Been asked by my brother to do something (which by itself will take an hour), and I also want to take the time to rework a few things to make it more streamlined in future

thorn bone
#

Alrighty, no rush. It is much better to take your time and end up with a better product in the end, with less stress created in the process, than it is to hurry and end up with an inferior product that in the end would take more effort. 😄

hollow pewter
#

Absolutely, and there are a couple of things I have in mind for this that should make for a better experience in future, considering there aren't enough mods using some of this stuff for the issue to become apparent

hollow pewter
#

@granite robin don't know if u remember how the original mod menu and how it would show comments with the mod priority, turns out the solution to it was way simpler than any solution I was aware I could've done back then

for line in modmain.split("\n"):
    var lsp = line.split("MOD_PRIORITY")
    if lsp.size() > 1:
        var lp = lsp[1].split("=")
        mm_prio = str2var(lp[1])

pretty much main use case for this would be whenever you're trying to fetch modmain information before the onready stage of modloading

thorn bone
#

Yay! I got my (currently private) mod that is aptly named "Elon Interstellar" which changes "Eon Interstellar" back to "Elon Interstellar" working again by using WT's UwUify as a base since I suck at coding (especially since I mostly used Notepad++,) and no other method I had tried actually worked.

When either HevLib or Mod Menu 2 updates to fix the old method of changing text, I will probably swap it back to that method. It will still stay private though, unless I somehow manage to get permission from WT, figure out what all I need to do to properly credit them, and learn how to use github.

Thank you very much for the help, hev! Also thank you too, WT, for the UwUify mod that I used as a base, as well as for the Y® mod that I originally used for the original (broken & also private) version so that my autistic self wouldn't be annoyed at the random change that occurred in update 1.72.13.

(This took like 45 minutes and a lot of stress type, since I didn't want to accidentally offend WT, but probably still did. If I did, then I am sorry; as I said one or two sentences prior, I am autistic, and it is unintentional if I did indeed offend you. 😟)

hollow pewter
#

nice work, and right as i've got a working demo for the driver on my end. i suppose since you have a working mod, for the time being i can at least go back to what i've done and clean stuff up

thorn bone
granite robin
hollow pewter
#

I'll get around to doing the same for IoE tomorrow (it's very late for me rn), although it's probably about time I considered updating the translation system for that mod as it's still running on something pretty rudimentary

thorn bone
# hollow pewter almost forgot to send you a copy. should work equally well as the one using the ...

Yeah that version works, but for some reason it still says "Eon Interstellar" about every 1 in 5 times that the game boots up, from my testing, with a seemingly higher chance of failing when loading a safe within a second or so of the main menu loading (and after skipping the Kodera intro thing).

I am currently in the process of mixing the one you had just sent with the "2.0" one that used UwUify as a base, so it would have a proper Mod.manifest and icon, and it's working so far (with the same 1 in 5 chance to not load properly) but do I have a few questions that I'd love if you could answer at some point after you are done updating IoE's files.


In regards to IoE, what exactly will I need to do so that I can override the 2 lines of text that say "Eon Interstellar"? I had an untested method in the "2.0" version of my "Elon Interstellar" mod, but had it as a config option since some people might not have IoE and I was worried it might break or something.

Would the mod likely break for people if they do not have IoE if the mod tries to load translations for it's files? Should I just have it as a config setting just in case?

Lastly, how would I go about adding a config option for enabling or disabling translations anyways, since (from what I could tell,) the changelog of HevLib didn't seem to mention how to do it? And would the changed lines of text have to be in the "REPLACE_TRANSLATIONS.gd" file like I assume they have to be?


Here is the latest build (2.1.0) of my "Elon Interstellar" mod. This version is the merge between the one you sent and the 2.0 that I built off of UwUify. If you wish to check for anything redundant or broken, I would be very grateful. It also seems to work about 4 out of ever 5 times the game boots up, just like the one you had sent.

Once again, thank you so much for the help, and also once again, I am in no hurry.
(This message ended up being a LOT longer than I expected it to be.)

hollow pewter
#

yeah the random chance of it not loading them is as far as I can tell entirely dictated by the game occasionally freezing during boot. I might try splitting the parts that clear and readd the vanilla translations, but not for right now

as for adding it to IoE, yeah it is in the driver file
"SHIP_YME_SPECS":{"string":"Make: Angry Ex-Eon Interstellar Employees\nHigh-Stress Hardpoints: 1\nLow-Stress Hardpoints: 2\nCrew: 5\nDry mass: 34,500 kg \nCargo bay: 140 m^3 \nProcessed cargo storage (per mineral): 11,000 kg","mod":"Elon Interstellar","section":"ELON_SETTINGS","setting":"modify_ioe_translations","invert":true}

if you want to figure out how to setup the configs or how the driver is modified, wt's updated UwUify does have a good example for it it both the manifest and the driver file

thorn bone
#

How would I go about adding a warning for mods that I know will conflict with it? What would I need to put into either ModMain.gd or Mod.manifest?

hollow pewter
#

you'd want to add conflicting_mod_ids to the manifest_definitions section of the manifest, which is an array of the mod ids for mods you're conflicting with. for your case it would be conflicting_mod_ids=["wt.UwUify"]

thorn bone
hollow pewter
thorn bone
#

Github is easily the worst, and most annoying website I have ever used.

The repository is set to "Public", but even with the direct link it has a 404 error when signed out.
My profile is not hidden, and even with a direct link, it has a 404 error when signed out.
The first public release shows up in "Tags", but not "Releases", and also has a 404 error when signed out.
I even tried deleting the repository and making it again, but that still didn't fix it.

I may have to figure out how to contact github support, which would be agony for my introverted self 😭
(I figured this was the best place to say this, since it is technically part of the "uploading" section of mod development.)

hollow pewter
#

weird, never seen that happen before

thorn bone
#

I spent like, 3 hours looking for a fix online, and I tried what I could from what was suggested by other people, but the rest of them seem to boil down to "contact support". So I guess that is what I'll have to do :-(

hollow pewter
#

you did publish the release, correct?

thorn bone
#

Yeah, I think I did at least. It shows up in the repository, and in the "releases" section of the "code" tab, not in "Elon-Interstellar/releases", only in the "Elon-Interstellar/tags" section, and when I edit it, it says "Update release".

hollow pewter
#

hm, that's weird, like it hasn't completely updated

#

i guess if you have a link i could see if it's like that for me as well

thorn bone
hollow pewter
#

huh i see what you mean, def doesn't show as a public repository that's for sure

#

might actually be your user, as i'm not allowed to see your user profile either

thorn bone
#

which is wierd, since it IS labeled as public. I think I'll just contact support, which is confusing in it's own way since the only option is a "Reinstatement Request", which is to "Request reinstatement for disabled accounts or removed content."

hollow pewter
#

yeah, im looking at my user setting rn as well and i can't find anything that may hint at making it a private profile

#

ah here we go, looks like this could be it

thorn bone
#

That's the thing though, that setting is also disabled. So I'm in the procress of making a support ticket right now, since one of the reasons in "Why are you requesting reinstatement?" is "I can login, but my profile and contributions aren't visible to others", which is very weird, since I never before actually contributed to something, only once did I ever submit an "issue" so idk why it would be like this.

hollow pewter
#

that is weird. honestly support is probably the best option anyway, so good luck with that

hollow pewter
#

well I figured out what happens when you have two completely identical ship instances

hollow pewter
# hollow pewter I've updated the `updateTL` function to let you use the delimiter character just...

Updating this bc i forgot to add something that gets rid of the backslash used to add the delimiter character

func updateTL(path:String, delim:String = ",", useRelativePath:bool = true, fullLogging:bool = true):
    if useRelativePath:
        path = str(modPath + path)
    l("Adding translations from: %s" % path)
    var tlFile:File = File.new()
    var err = tlFile.open(path, File.READ)
    
    if err != OK:
        return
    
    var translations := []
    
    var translationCount = 0
    var csvLine := tlFile.get_line().split(delim)
    
    if fullLogging:
        l("Adding translations as: %s" % csvLine)
    for i in range(1, csvLine.size()):
        var translationObject := Translation.new()
        translationObject.locale = csvLine[i]
        translations.append(translationObject)
    
    while not tlFile.eof_reached():
        csvLine = tlFile.get_csv_line(delim)
        var size = csvLine.size()
        if size > 1:
            if size > 2:
                var i = 0
                while i < size:
                    if csvLine[i].ends_with("\\") and i < size:
                        csvLine[i] = csvLine[i].rstrip("\\") + delim + csvLine[i + 1]
                        csvLine.remove(i + 1)
                        size -= 1
                    i += 1
            var translationID := csvLine[0]
            for i in range(1, size):
                translations[i - 1].add_message(translationID, csvLine[i].c_unescape())
            if fullLogging:
                l("Added translation: %s" % csvLine)
            translationCount += 1
    
    tlFile.close()
    
    for translationObject in translations:
        TranslationServer.add_translation(translationObject)
    l("%s Translations Updated" % translationCount)
#

if you'd rather not overwrite it, the change being made is converting line 31 of the function from csvLine[i] = csvLine[i] + delim + csvLine[i + 1] to csvLine[i] = csvLine[i].rstrip("\\") + delim + csvLine[i + 1] and adding the .rstrip("\\") call

hollow pewter
#

@native maple was about to get some resources ready to show you how to remodel the MPUs, but I just remembered that there's already a mod that technically does what you're asking, this time it lets you specifically set the performance of all MPUs universally, so you can use the RA with Nakamura efficiencies:
https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining

#

only downside to it is that there's no config or anything, so to change the values, you'd need to recompile the mod with the modifications (although adding a config menu wouldn't be too hard if you wanted me to make a modification for it)

native maple
#

I feel like any effort spent should be a modular mpu mod. To tune it in-game in all aspects.

#

A sort of "you can't have everything" where the more you want it to do, the less good it is at any one thing. And the less you want it to do, the better it does it.

hollow pewter
#

i suppose, but at that point you'd just be adding tunings for the print speed as all the other factors are taken into account by the current speed tuning, and ngl i feel that it probably would need a rework from the ground up at that point. besides, if it's just in game tweaking, then a config would take at most 5 minutes to add for what's there already

broken mesa
#

it is possible to tweak hired npc wingman to be more mining bot than bystander? Also make them collect lower value ores.

hollow pewter
#

certainly possible, but it would probably be a bit more of a brute force job to get that working, as there's a lot of values you can tune with the NPCs, and not really much to document it

#

although, you could probably copy the AI operands of the companion and make them pretty close

hollow pewter
hollow pewter
# hollow pewter

unfortunately this implementation requires a separate application running to work, but I do think that it's more than suitable to get it working

native maple
#

I want to modify tug and haul drones to not have latency from activation to affect on target. There is a small time before targets start being applied force to let the graphics of the drones fly out to them. I want to eliminate that delay. It will put it out of sync with graphics. I'm ok with that.

so I am thinking step 1 is examine what the drones actually do, how they work, and if I can modify that.

hollow pewter
#

It's late for me, so I'm only giving it a quick look, but as far as I'm able to tell, drones actually do operate within a frame or two after being given a target they're allowed to, which might just mean that there's an acceleration ramp up (or just low acceleration in general) at play.

if that is the case, it might just be a matter of giving them a decently sized increase in force (which if you want to see what that's like but overkill, this video is pretty amusing: #1290925501250273343 message)

native maple
#

hmm.... It does feel to me like the graphics and force imparted are out of sync sometimes.

#

especially at very long ranges. That's why I was thinking there was a delay to match the graphics.

#

sometimes at very long ranges, maybe crossing outside of max range, the graphics will play constantly and no force will be imparted. Can last a few seconds at most.

hollow pewter
#

yeah, the logic that actually handles the motion is a decent bit more complicated than what I'm prepared to comprehend rn, and that might very well be the case. I'll def look tomorrow though

native maple
#

I'd like to take a poke at it, but I don't know how to start doing that. guess opening the file after decompiling in godot. then I'd have to figure out where all the parts are for the drone functions.

hollow pewter
#

well, least I can do before heading to bed is pointing you towards the right direction. the getting started with modding guide on the wiki should be sufficient for at least the decompilation of the game, and after that you'll want to look towards the res://weapons/drone-plant.tscn and res://weapons/drones/DroneLaunchManager.gd files to see how it's handled

native maple
#

I'll see if I have energy after work.

native maple
#

what mod is rasamama rp-25 from?

#

I think I can guess

native maple
#

another thing that popped up when I started modding. I don't get ship recovery dialogs anymore. it stops after this line when I pick someone to eva.

IOC
velocityplus
modmenu2
hevlib

#

I'm staring at this monstrosity, helpless as my dialog is broken.

hollow pewter
#

weird, same encounter works fine on my end

native maple
#

Oh man, what is going on. modmenu 2 says it's up to date.

#

a lot of the modding works, a few bits don't.

hollow pewter
#

i probably need to do some testing myself, by the looks of it you're using release build so there will be some differences between my game and yours

native maple
#

release build of what?

hollow pewter
#

the game

native maple
#

ooooooh, are you running a beta?

hollow pewter
#

yeah, bleeding edge release. the fact you don't have the datetime display is pretty evident of that

#

ah yeah that would do it

native maple
#

I'll get the bleeding edge running after I get back. Is that in steam beta selection?

hollow pewter
#

yeah, I will do some testing on it myself, as there's still differences between editor launches and executable launches

#

ok, so HUD and MPU toggles still work on executable, so there's that. now to check the OCK720 derelict

#

hm, event doesn't show but I do have the RPC mod installed, which may be the culprit here

native maple
#

rpc?

hollow pewter
#

ok yeah, was that mod conflicting for some reason (something else I'll look into), but dialogue still plays

#

i just thought, if you haven't restarted the game yet I probably could take a look at the logs to see what happened

native maple
hollow pewter
#

oof

native maple
#

which log?

hollow pewter
#

just send the entire folder, that can't really be too determinable as it's based on game runtime

native maple
#

Huh, it's 23,000 lines of lock leak with node @rigidbody

#

all 10 logs are just that line with some dates times and numbers

#

I'm guessing that's not good.

#

I have been noticing some severe performance degredation from modding. Even in the shop menu.

#

it seems something has gone horribly wrong.

#

all 10 logs are filled with that line occuring 200,000 times over 5 minutes.

#

the wonders of programming.

hollow pewter
#

well, that line specifically happens when a singular object has more than 16 claims on it, which it probably shouldn't have more than a handful. my best guess is that something calling claim to it never releases it

native maple
#

So do I need beta or experiemental, or was that ruled out as an issue?

hollow pewter
#

not ruled out, however considering that the specific function that handles it has hundreds of different cases where it's called, it'll take me a while before I could rule a potential source. I'd check to see if the same happens with the bleeding edge branch but it may take a while to replicate the way your save works

#

408 different ways it can be called specifically

#

are you using microwaves by any chance?

native maple
#

yes

#

microwave pd turret on high stress mount of k37

hollow pewter
#

that would be it then, there's one specific case where no release operation happens. I forgot to add it when programming the microwave ore melting

native maple
#

hah

#

There is also something causing me to exit menus. Like i'm in the repair menu, do not touch any buttons besides moving my mouse, and it exits back to the menu/dock overview.

#

It does happen when I mouse over either fix or replace in repair menu. I've never noticed it happen in the equipment menu.

#

autorepair is turned off. That's the only lead I can think of.

hollow pewter
#

I'm aware of it, but I've never been able to find an actual cause for it. It's been something I considered a useful coincidence with autorepair, but since you asked, I'll look into it further

native maple
#

wild.

#

using experimental, still can't toggle mpu or hud.

hollow pewter
#

hm, very weird

#

any other mods that you're using at all?

native maple
hollow pewter
#

hm, so it is just those four.

#

actually, just thought I do have a debugging tool just for this sort of thing, if you enable the event debugger in the debug section of HevLib's config, then scroll down on the menu after exiting the mod menu, you should be able to see all registered inputs. the velocityplus_toggle_mpu is shown being changed when i press M here

native maple
#

can't see it

hollow pewter
#

you do need to scroll down on it, there's a scrollbar on the right

native maple
#

ok, it is changing between true and false. the mpu is not toggling, though.

hollow pewter
#

which tells me that MPU code isn't being overwritten for some reason, weird. at this point might be worthwhile sending me your entire save folder, just in case it's something caused by your ship setup

native maple
#

where are savegames?

hollow pewter
#

folder above the log folder

native maple
#

that's cfg

hollow pewter
#

above as in the heirarchy, the appdata/dV folder

native maple
#

it's appdata/roaming/dv

#

above is roaming, there's no saves there.

hollow pewter
#

yeah that

native maple
hollow pewter
#

ok, since this isn't really going anywhere, i need the dV folder zipped up specifically.

native maple
#

savegame.dv is the save file?

hollow pewter
#

it's the first save, yeah

native maple
#

vlc picked it up as a video file, so that threw me.

#

second save is the modded one having issues.

hollow pewter
#

that's probably the one I want, since there's no point having a save that works fine

native maple
#

first save slot is unmodded

hollow pewter
#

unfortunately seems to work fine on my end, and nothing in your config suggests otherwise either

native maple
#

what the hee hell

#

Longshot idea, is there some dependency running on your system that you don't know about? like some random c++ redistributable that handles something. Would a sandbox rule that out?

hollow pewter
#

not really, everything that handles it is self contained in the engine.

this is the entire script handling MPU toggling, so only thing that I could think about is for whatever reason another toggle uses M and then prevents any subsequent scripts from getting that input

native maple
#

ruled out the steam overlay by running the exe directly. I'm on windows 11. I can't think of anything else funny.

#

I rebound it to multiple other keys, none of them worked. Nothing uses F6 either.

hollow pewter
#

might be worth restarting after rebinding, just in case that could be a solution

native maple
#

have, didn't work.

hollow pewter
#

hm

native maple
#

So we already know the keybind is successful. it does change between true and false on the debug when I press the key. So it's not doing things after the key is pressed.

#

took out modmenu and ioc. still not working.

hollow pewter
#

no luck on my end either, it is literally the epitome of "it works on my pc" response. only thing I have left is to copy over your config and try that, which luckily I have the config profile system to make it not painful

#

hm, nothing

native maple
#

It's got to be my operating system, somehow. Or my hardware, somehow.

#

do both the hud and the mpu toggle require not being in a cutscene?

hollow pewter
#

Yes

native maple
#

I have confirmed it is the operating system. I did a new user in windows 11 and it works. Going to try nuking the game to defaults and see if that does it.

hollow pewter
#

Weird, but user specific might make sense as I'm also using W11

native maple
#

got it working by deleting almost everything to do with the game from my primary account.

hollow pewter
#

Made a tool that should make dealing with the cargo hold area variable in ship-ctrl.gd a lot easier to work with. white & yellow filled rectangle represents the scanner's coverage determined by cargoHoldArea, and the red border rectangle represents the total area of the EIME HUD display with the green border rectangle showing the bounds of the hold within it, both helpful for determining a location for cargoHoldOffset.

the scene should just be a drag and drop within the ship's scene, unless editor_only is checked it will remove itself when loaded by the game so does not need to be deleted in post, and the script for it is self contained so no need to worry about keeping track of one. I am also going to keep a copy of this inside of HevLib in future updates, so any updates or improvements to it will be there

granite robin
silent zephyr
#

Uhh I still have like half the images left

#

But I could get back into it

#

Sure. I'll try to finish it up

broken mesa
#

oh that means I can make 1 full of my avatar family photos

broken mesa
#

Just for fun

thick snow
# granite robin https://discord.com/channels/426287934870781952/1478063496380944396/148084274470...

Hello, I noticed that the resolution of your faces-c.png differs from the one in the Vanilla files. I’m trying to create a facepack with double the resolution (4096×4096).
However, while my edited Sprite.tscn file works fine in the Godot editor, it doesn’t seem to load correctly in the Vanilla game, resulting in texture tearing. How did you resolve this issue?

Never mind, I found a way in the 4K DLC.

hollow pewter
#

Got another update to the older updateTL function, this time changing it so any lines starting with a # will be ignored:

#
func updateTL(path:String, delim:String = ",", useRelativePath:bool = true, fullLogging:bool = true):
    if useRelativePath:
        path = str(modPath + path)
    l("Adding translations from: %s" % path)
    var tlFile:File = File.new()
    var err = tlFile.open(path, File.READ)
    
    if err != OK:
        return
    
    var translations := []
    
    var translationCount = 0
    var csvLine := tlFile.get_line().split(delim)
    
    if fullLogging:
        l("Adding translations as: %s" % csvLine)
    for i in range(1, csvLine.size()):
        var translationObject := Translation.new()
        translationObject.locale = csvLine[i]
        translations.append(translationObject)
    
    while not tlFile.eof_reached():
        var line = tlFile.get_line()
        if line.begins_with("#"):
            continue
        csvLine = line.split(delim)
        var size = csvLine.size()
        if size > 1:
            if size > 2:
                var i = 0
                while i < size:
                    if csvLine[i].ends_with("\\") and i < size:
                        csvLine[i] = csvLine[i].rstrip("\\") + delim + csvLine[i + 1]
                        csvLine.remove(i + 1)
                        size -= 1
                    i += 1
            var translationID := csvLine[0]
            for i in range(1, size):
                translations[i - 1].add_message(translationID, csvLine[i].c_unescape())
            if fullLogging:
                l("Added translation: %s" % csvLine)
            translationCount += 1
    
    tlFile.close()
    
    for translationObject in translations:
        TranslationServer.add_translation(translationObject)
    l("%s Translations Updated" % translationCount)
hollow pewter
#

@wooden parcel for the issue with moar radars, the issue should've already been fixed, you may need to manually update the mod for it to be available though

wooden parcel
fringe fox
#

so um, if i tried adding a modified railgun in, where'd I start?

granite robin
fringe fox
#

hmmm, okay-

#

okay maybe I don't have the mental capacity to handle this rn, I mean, it's midnight rn. But, so far I do have ModMaingd in it, as well as copied the railgun stuff in, mostly I think-

#

will fix that tom ;-;

granite robin
#

Love when eldritch horrors eat my thrusters

patent frost
#

@hollow pewter I would definitely like to know more, also, whats to keep me from just editing the ore purifiers script and having a mod overwrite the vanilla one? or is that a nono

#

just trying to think about whats easiest

#

because I am not the smartest when it comes to coding or modeling at times 😂

hollow pewter
#

you're perfectly fine to override the script for it, and considering that the purifier is it's own scene you don't need to do a complete override just some value editing.

patent frost
#

any smaller mods you know that I could poke at as an example?

#

thinking thats probably the easiest route outside editing one of the preprocessors to be faster

hollow pewter
#

not really. there's an older mod that modifies the script directly, but that would be an override for every unit not just the AOP. Since that one involves actual code, I'm not going to use it as an example considering scene replacements are much easier and that's what I'll be showing you.

patent frost
#

alright, everythings installed and decompiled

#

smells a lot like bethesdas creation kit but less buggy, heh

hollow pewter
#

Yup lol

#

First things first, id create a new folder, which can be done by right clicking on the res:// label on the bottom left and selecting it as an option. I've named the folder AOPOverride, but it can be anything

patent frost
#

got it

hollow pewter
#

From there, create a new script within that folder (right click on the new folder and New Script. Name this one ModMain.gd, and open it. Feel free to clear the entire file as it'll be overwritten by a template

patent frost
#

correct?

hollow pewter
#

Yup, just ctrl+a and remove that

patent frost
#

blobfingerguns zoop

hollow pewter
#

Replace it with everything in this template. You can remove the updateTL line after the _init part as it wont be used

patent frost
#

the whole translation section?

hollow pewter
#

Just what's on line 36

patent frost
#

gotcha

hollow pewter
#

From there, create a ships folder inside your mod's folder, and then modules inside of that

patent frost
#

got it 👍

hollow pewter
#

On the top left, below the lower scene tab, there's a link button with the tooltip Instance Child Scene. Click it, then locate ships > modules > MineralProcessingUnit_DRY.tscn, double click that to open it

#

This should show a list of nodes on the top left panel. Select the top one and it should give you a list of parameters on the right

patent frost
#

aha, ok yep

hollow pewter
#

Adjust those to your liking, and then save it to the modules folder within your mod

#

Let me know if you're curious on any specific part

patent frost
#

purifier doesnt have any water minimum per chunk correct?

hollow pewter
#

Nope, it uses the same threshold that is used to dictate when an ore should be processed by any other unit

#

There will be a tiny bit of water left, but that is an intentional part of it

patent frost
#

ah I see, ok

this would be a direct replacer for the purifier and not a second entry correct?

hollow pewter
#

Yup, every change made here will affect the AOP directly

patent frost
#

thinkies if its a standalone (more or less) I would go nutty but still want it more or less viable for every ship if not

#

ah ok, so be reasonable, gotcha :P

hollow pewter
#

Making it standalone would take a decent bit of extra work, since you would need to make each model, and i figured this would be an easier start to not overwhelm you

patent frost
#

x10 kgps too much in your opinion or is that a decent point?

patent frost
hollow pewter
patent frost
#

yeah thats true, it easy enough to edit mods later then?

hollow pewter
#

Yup

patent frost
#

alright, think im happy with it for now, how do I save it into modules?

hollow pewter
#

Ctrl+s, then locate your mod's folder (you may need to do some navigation as the default folder will be the game's one), and put it in that modules folder

#

After that, go back to the mod main script

patent frost
#

hm, ok hit ctrl+s and I see a box for a half second saying its saving, not sure where its putting the saved file

hollow pewter
#

Check your mod's folder, it might be there already if it was saved prior

#

No dialogue box showing indicates that the scene already exists in the file system

patent frost
#

hm, the folders show empty

hollow pewter
#

Did you open the AOP scene directly instead of going through the instance by any chance?

#

Actually, try hovering over the top node of the scene tree. If the tooltip has a line that starts with Inherits, it may have just been saved elsewhere

patent frost
#

there was only one node that appeared when I opened the tscn, did I do something wrong?

hollow pewter
#

Hm, that should be fine anyway as it can be just one node when instancing (might just be my setup, idk). See if saving a fresh copy works, which should be ctrl+shift+s

patent frost
#

alright this is what I get

hollow pewter
#

ok good, from there go to your mod's folder, then ships, then modules, and save it in there

patent frost
#

not sure why it says boot.tscn there, rename it to MineralProcessingUnit_DRY.tscn?

hollow pewter
#

oh, i think i see what's happened. you're in the game's boot scene which I did forget to tell you to close considering it opens automatically, and is probably why it's different to my end

patent frost
#

ah, so its trying to save the boot scene? so I should back out of saving and close that?

hollow pewter
#

yeah, i'd also remove the AOP scene added and save that, as that's likely what was saved instead

patent frost
#

now the thing just brings me to a blank screen, just going to redo it until here and close the boot scene, I would do that through the sceneviewer?

hollow pewter
#

yes

patent frost
#

this way?

#

or do I need to close it this way

hollow pewter
#

both, first screenshot would be the script for it, and the second is the scene

patent frost
#

ok cool, lost the purifiers scene, but everything looks about right now

hollow pewter
patent frost
#

AHA

#

yeah that node setup looks way different

#

my bad

hollow pewter
#

it's fine, i'd forgotten that part too so it's on me just as much

patent frost
#

saved sucessfully

hollow pewter
#

sweet

#

ok, to circle back around, go back to the ModMain script

patent frost
#

blobfingerguns figured as such

hollow pewter
#

Under the loadDLC call in the _init, add a line with replaceScene("ships/modules/MineralProcessingUnit_DRY.tscn"). This is what loads your change.

#

I'd also recommend setting the mod priority to -1, as this should prevent any issues when the game loads ships

patent frost
#

this spot right?

hollow pewter
#

yup

patent frost
#

awesome

hollow pewter
#

save that, and then go to the decompile folder in file explorer. you're going to right click on the mod's folder and zip it up (how will depend on whether you have WinRar or 7zip or not), but i guess you'd have an idea as to how to do that?

patent frost
#

aye, should be good from there

should I name the mod in the MOD_NAME spot?

hollow pewter
#

up to you whether you want the mod to be named Example Mod or not

patent frost
#

fair, yeah I should probably name it lol

hollow pewter
#

yup, and yeah I'd double check once you've got the zip (and does need to be specifically a zip too) ready, and the folder structure should be Mod.zip > Mod Folder > ModMain.gd, which if it's like that should be good to be loaded by the game

patent frost
#

aye the structure looks correct

hollow pewter
#

perfect

patent frost
#

still shows in the game as 10kg/s, is there a seperate entry I need to change or did I do something wrong

hollow pewter
#

Description text is its own thing, unfortunately overriding vanilla text is a bit of a process but i wouldn't worry too much about it now

patent frost
#

ok, I was just curious before I did a ring dive to check it if that was tied to that or not

#

its for private use so I dont care lol

hollow pewter
#

Fair enough

patent frost
#

oh wow yeah 10x is a bit high

#

ahahahaha lmaooooo

#

this is freaking GREAT thanks!

#

never gotten that much modding help in a game before, you are awesome! salute

hollow pewter
#

Thank you

#

Being able to inherit scenes like that is very simple for what it is, and you can do a decent bit of cool stuff without ever writing any code with it too

patent frost
#

aye I got a few other ideas for it now... lol

#

I saw a bit of code for the remass and ore efficiencies, are those editable?

#

for future uhhhh, MPU foolery

hollow pewter
#

Yup, i would look to how IoE does that to get an idea for how thats done as there's a bit more involved with it, but yeah feel free to ask me any questions

patent frost
#

I'll have to think how I may want to edit MPUs if at all first, will do though thanks again for your help!

patent frost
#

@hollow pewter sorry to bother, whats the best way to reopen a project like this to edit it? think I need to up the chunks per cycle, its still not quite keeping up, which is odd, unless it does have a minimum thresold hardcoded for water content, its probably only drying about 50%

#

unless theres a decent way to debug something like this?

hollow pewter
#

Your best bet is to just edit it from the folder within the game decompile and rezip it every time a change is made. How exactly are you measuring water content btw, as at a code level it will remove water until the water content drops below 5% or the ore chunk's mass drops below 20kg

#

Debugging isn't too hard, I'd first take a look at this page as it gives you instructions to run the game and specific mods straight out of the editor, which also lets you breakpoint parts of the code (basically stops the game when a specific part triggers)

patent frost
#

the holds m3 content, not really an exact science but when the holds roughly 50% water that seems a bit high?

#

I suppose it could be the 20kg limit

hollow pewter
#

might be, but I'd guess it's only feasible with beryllium which doesn't have much water to begin with anyway

patent frost
#

does the purifier have a defined workarea? its hard to tell ingame 😄

hollow pewter
#

The coverage is very large for most ships even compared to the RA, but even then it will change based on the ship model

patent frost
#

ok so just the first segment of the Breakbulk

#

that may be atleast partly why, I'll have to see if I can tell a shift in water contents once the hold fills

patent frost
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I mean, its not lighting up as active, so, must be done drying

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just seems to be more water than one would expect

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I half wonder if the multiple ores mod is playing a role

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otherwise, unless my math is wrong, the water contents a tad high for 5%

hollow pewter
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Considering that a good majority of those chunks show water contents in the low hundreds, it does look to be working imo

patent frost
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maybe I'll have to see about editing the working size at some point like you mentioned a while ago when I was considering making my own

hollow pewter
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Yeah, probably the best course of action

patent frost
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that a modeling deal aka blender? or is it something else?

hollow pewter
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Just a bunch of vectors

patent frost
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oh alright, thats not too bad in theory

hollow pewter
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Its not at all, and if making the processing area bigger is the goal probably just means moving two of them to cover a larger area of the bay

patent frost
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oh the area can be bigger than the actual hold area?

hollow pewter
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It can

patent frost
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because yeah lifting the upper 2 vectors would defo be easier

near remnant
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Hey guys, I'm trying to add more hardpoints to ships through a mod. So far I've successfully added a second high-stress hardpoint to the K37 ships (using the mainLeft slot). However, that's not working with the Cothon variants, even though I'm using the same code. In fact, even trying to change things like the crew capacity or the ship name as a test doesn't work at all. It's like the mod doesn't want to load the Cothon related patches.

hollow pewter
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do you have a zip of your mod that I could look through at all?

hollow pewter
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Give this a try. I have made a few changes, so I'll explain what they are:

  • Mod priority constant - this lets you choose when the mod loads. I've set it to -1 as this is usually what works
  • Mod name and version. Not required, but I've added them to help with logging and also makes it easy to see if the mod is outdated
  • loadDLC() - Mods that change ship scenes have a habit of breaking dlc, so this is in place to fix that.
  • I've swapped out the modloader.replaceScene() calls with the replaceScene function I added to the script. the modloader doesn't actually have a replaceScene function, which is a little confusing as to how you got the K37s to work.
  • the other functions are helpers down the line. l() is a logging function that automatically adds the mod name and version, and installScriptExtension lets you extend a script if you wanted to
near remnant
# hollow pewter Give this a try. I have made a few changes, so I'll explain what they are: - Mod...

Oh wow, it works now!
Setting the priority to -1 makes sense, I guess this ensures the mod and its overrides actually load after the vanilla files, right? The behavior was also inconsistent before, yesterday the K37 was working perfectly, but today the extra hardpoint showed up in the equipment UI and allowed weapon installation, but the weapon didn't show up in the ship's system and couldn't be fired.
Anyway, thank you so much for the help!

hollow pewter
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of course. I would be a little wary of the positioning of equipment on the cothons though, as right now mass drivers will shoot the excavator

near remnant
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Also, the code I had was partly generated by an LLM, so I understand the confusion about it actually working. I've seen similar reactions from other people, from being completely dumbfounded at how a nonsensical code actually worked to a dev lightly scolding me and warning that what I did could potentially break a lot of stuff.

near remnant
hollow pewter
# near remnant Also, the code I had was partly generated by an LLM, so I understand the confusi...

that would make sense, probably scraped the data from the old gitlab collection as those are nearly 4 years old at this point and using the modloader for loading data hasn't been done in years.

my best advice for using LLMs for programming is to completely avoid using them for writing working code until you have the ability to write it yourself and figure out how it works. asking here is plenty fine anyway, as I'm relatively available these days, and since basically all mods have their own github page anyway, I do recommend looking through them as well as there may be some things that could give you ideas for something to do

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also, since it's something I've just noticed, all the added hardpoints use 1 for the toggle. setting a specific key is pretty easy, as you can use ship_slot_x for the toggleCommand property, where x is the number key to use for the toggle (1-8)

near remnant
near remnant
south haven
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Heya. I'm trying to install and use mods but I'm not doing something right and getting really confused.
I use Windows, Steam.
I've put --enable-mods in the launch options and made the mods folder within the game directory and placed the zipped mods within.
as far as I can tell, the issue is that the mods simply aren't turning on, but I'm likely wrong.
-# Images included.

granite robin
south haven
hollow pewter
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That's for the original mod, the rewrite works completely fine and i guess that notice was never removed