#NTCED Parts Pack
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@empty crystal quick, I need images for nexus
just open your own game and take screenshots?
lazy
like I don't have images I can just give you that work for your shit dawg
idk
@hasty venture
you have a couple files in you mod that are just full copies of vanilla files (e.g. WeaponSlotUpgrade.tscn & drone-plant.gd), do those have a particular purpose?
i ask since my modmanager is picking them up and overriding actual changes with them
as far as I know your mod has zero reason to include WeaponSlotUpgrade.tscn or drone-plant.gd
drone-pland.gd is definitely un-needed
basically the issue is they aren't inherited, they're full duplicates, so when the loader picks them up it overrides all inheritance
Yeah, those shouldn't be in there then
and i'm trying to figure out if that's a thing i need to deal with or if those are unnecessary
i didn't do a thorough check
but quick glance tells me it's just those two
i was so confused why inheritance was getting wiped out
yeah my bad on that
maybe something that could be a neat tool to work on if you ever get free time would be a checker for code compared to vanilla files, and if any files have too much of a similarity it would highlight them to avoid future issues like this
it was since the initial commit
yeah, throw out WeaponSlotUpgrade.tscn, it's containing folder "Upgrades" and drone-plant.gd
yeah, there's a lot of room for improvement, but i'm making sure the core concept actually works rn
Za'krin out here wondering why his loader isn't working, meanwhile rena with copied over default files

absolutely, no point making an elaborate tool fixing something that can just be dealt with quickly when the main project is still at hand
i would never know if the order was just slightly different
HUSH
I WAS BEGINNING AT MODDING
REWEEEEEEEE
it's fine, it was literally a non-issue up until Za'krin cooked up a fancier loader that just auto loads files and says "modmain? I hardly know her"
on that subject. anything of mine doing it?
not that i've seen so far
also just made https://discord.com/channels/426287934870781952/1296705616919789598 so i can stop taking over random threads
ok, redownload it since its now gone
he probably doesn't even need to re-download it 
LOL
ngl, Dual haulers in my mod come in clutch
i faintly regained my motivation to mod this game so i tried doing just this mod, fresh download for both the mod and game and still only works inf front of the bay ๐ญ ๐
i will commit space warcrimes not before seen soon
hold on...
holy shit
disregard my earlier message, the mod is working
Glad to hear
Line for loading it is commented out in modmain
Ah, that's weird
Ok, well shit I got work in a few ;w; I'll fix it tonight
Ngl, I thought it was enabled
i think the ZKY modmain we have been using has the UA translation commented out by default
Hmm
func _init(modLoader = ModLoader):
l("Initializing")
updateTL("i18n/en.txt", "|")
`#updateTL("i18n/ua.txt", "|")` < dis one
replaceScene("enceladus/Upgrades.tscn")
replaceScene("ships/modules/AuxSlot.tscn")
as I can see
enjoy the game for a while 
that's what I've been doing, haven't really worked on much of anything and just beein vibin in the game
Hey, no worries, I've got a vested interest in KTI's success, if they go under, Bootleg looses a sick ass platform to install PDT-Lasers on 
lol
Ok, news, getting some commissioned artwork :p
when I get time, im updating my lore page lol
that's pretty cool actually. looking forward to it!
yee, first one is gonna be a promotional poster I thought about for these drones lol
tho, with limited info on how they look like, its a vague interpatation
They're pretty nondescript. Basically a chunk of propellant with a mirror array.
Best advice on depicting them might be from a distance - they'll sparkle like space glitter, with the propellant discharges and the mirrors reflecting that chaotically.
If you had to depict one close up . . . maybe like a caltrop with really long spikes, a ball of rocket fuel around the vertex where they meet, and at the tip of each spike, brakching arms that hold faceted mirrors in a vaguely spherical shape around it.
yknow, i just thought, do you take commissions lurkily?
you are an artist after all
plus would be pretty cool to have some of the art portions for a DV mod done by one of the artists too
Ah oki, I already have a interpation of what they would look like if they were in person
I can't wait tho lol
Im going all in to this modpack :p
Well, I'm a writer, so in that sense I'm an artist. ๐
I've been involved in a lot of design discussion and decisions, but beyond that my contributions have been largely laying out some event spreadsheets for how to tie some story events together, and dialog writing, though Koder's also written a lot of his own, too.
so do we have you to thank for the wonderful steam updates that get written in lore style?
i love reading every single one of those
I have written some of those, but often Koder is too quick for me on those. By the time he starts assembling them, he's rarely in a mood to delay them for long.
The time mismatch doesn't help; the ones I've written have usually been early in the morning for me, before work. By the time I get home, he's getting ready to go to sleep.
ahh i see
Right now I'm trying to put down a path forward for a story event, and it's tetchy because I want there to be a little investigation, but question-and-answer means some non-branching, non-decision dialogs, which we're trying to avoid, so I have to walk that tightrope.
Safe to say, the drones look about to be as what I think they would look like
Well, NTCED's version anyways
Alright
I have updated the wiki and the new artwork is here for the mod :3
@empty crystal don't look to much at the bottom words, had to work with all the info I got around the place lol
@round roost also you too
yooo that looks awesome
that looks amazing. really shines like a high-end promotional poster
Yesh, I love it, turned out really well with all the info we had
Would've been easier to base it off something already there but yeee
what did that cost btw?
cause that looks great, and if i get enough money i might commission them for the KTI MPDGs and the "TitanXL" XD
Well make sure you got something that they can reference off of
For a poster, $120 but I got like 2 other variants also so worth
dang nice
that actually seems pretty reasonable. if I ever get into making mods, might consider it also
I have their twitter handle on the GitHub wiki but I could put it here if it's fine
imagine every in game company having a promtional poster, the Wiki would be full
Not sure if it's a combination of mods, but the NTCED milspec prototype doesn't seem to want to activate if any value except zero is set.
it would be. and that is why I plan on making each mod have its own dedicated page where such things would be perfect, and leaving the modding page with a quick descriptory snippet
you are on 1.0.1 right?
that's weird
there was also the new update on the drone stuff so hmm
I am unsure. It's hard to keep up with mod versioning, at times.
Let me check the date the file was modified.
usually, a quick glance at the mods folder, I put down its verison
Oh, it's in the file name. No, I am not. Thanks.
I need to make a habit of rechecking gits or subject posts first.
lol ye, I update the mod verison at the top so people or newer know
if only a solid way of checking for updates could be figured out for it, would eliminate most of these sorts of issues
maybe if and when Za'krin gets around to overhauling the end-user side of the ZKYLoader, we might see some functionality like it
hopefully
well, that's up to Za'krin really, but hopefully soonish
I'm full sending it on this one
yeah i need to start versioning my mod files lmao
something like a mod_version tag in the modmain or smth I would imagine
yeah but thats not very user friendly
they would need to be experienced modding enough to know to look in that file
yeah, it would only really be useful if the game or another mod read them
a new user should be able to get a zip, see the version, and pop it in the folder.
yup
Funny thing is, I already downloaded the update, just never placed it.
lmfaooooooo
Looking back, it was funny while thinking of how the drones and stuff would actually worked based from lore and game footage
Idk why, but this goes hard
I gotta say I love it. But also that it looks like the movie poster for speed. And speed 2
Crazy xD
Tech magaiznes do it too
true
In NTCED 1.0.1, some of the dual systems do not always seem to respect the sanbus. I keep seeing two launchers launching to one target.
It's not as obvious in a still, but they're launching from two sources, here.
Yeah running into that problem but I think it's cause we never over wrote the vanilla SANBUS just for the sake of saving a headache
I didn't notice it using single launchers, so I think it might just be the duals.
Yeah it's a problem with duals :/
Since it still uses vanilla sanbus
Me and Za'krin talked about it way earlier
I think Advanced Drones actually ended up doing it's own sanbus stuff for multi-drone and related things, so you might want to try and upgrade NTCED to use adv drones as the base instead of multi-drone
it still has the exact same support for multi-drones but it also contains the MPU drones and Yeet Protocol goodies too
Oh boi
I mean it's basically just multi-drones, but with more functionality available to use
really wouldn't be significantly difficult to switch over to it instead of multi-drones
swore I used the updated one tho
On a secondary note . . . I wouldn't mind seeing lower-powered dual hauls. Less launch capability per target, less oomph in moving things, but that's the trade-off you make for being able to handle more at once.
Would encourage mixes; single systems for catching runners, dual systems for handling a crowd.
Wdym by less launch capabilities?
multi-drones and advanced drones are two different things, I think there's zips for it somewhere in the Mod Dev Discussion thread
Like, Haul Drones launch 50ps, dual hauls launch 55ps (I assume that's per target?). Would be an interesting point of balance if the trade-off for handling multiple targets was launching at 30dps per target, instead.
If I'm misreading that, and it actually is launching 27.5 drones per target, then just ignore this.
Ah you mean lower the consumption rate
AND their effectiveness in moving things, with it, as I assume those go hand-in-hand.
Right ofc
I will need to update to advanced and other thing
Might as well do a 2.0.0....
Or not idk
"Feeling cute, might update my mods later, IDK."
I would typically save big versions for big new capabilities, but versioning systems are like assholes. ๐
yeah, tbh, was gonna do 1.5.0 with smaller amount of models but considering what you suggested... we looking at uh, probably alot of models
idk how imma verision this, might as well consider 2.0
@cerulean steppe today I find out if you unhash both langugue files, you will fuck up the game
wait
no im dumb, I never put in the lanagugue file in my test verisons
dies

@sweet grail new release is out, updates on both Github and Nexus
ok now to plan the THICC(ER)
for everyone to be in the know
right now for other news
working on the THICC(ER) storage
I think it falls under EXSTORAGE
right idk wtf is going on
im like
confused
Since I have the left and right scenes but they use the SYSTEM_EXSTORAGE name atm but I dont see EXSTORAGE-R anywhere or EXSTORAGE-L
and also I wanna custom color it
reeee
I think it's in ship scenes
Here got them
ahhhhh
thank you
Question, what is the actual file called
wait-
stares
I must be really blind
wait no
I still need that file
gah
StoragePod by the looks of it
from this screenshot, what file was it?
I opened K225 (ATK225.tscn) and looked around slots.
Probably this or IoE route
sweet gods save me now
Unless Zakrin has any input about this or I just gotta live with the fact I now have to mode every ship
yes
I was trying to do it how I usually do it with the drones
I got like
45% of the way till I ran into the issue of different system names
I have the right and left scenes then was gonna add them to the upgrade UI but then I couldn't due to it
right, so you already have weaponslot.tscn set up with the equipment, you're just trying to add them to upgrades.tscn now?
I made custom containers before, let me check how they're done
system = "SYSTEM_EXCOM-L"
nameOverride = "SYSTEM_EXCOM"
price = 111000
testProtocol = "detach"```
right its like that
problem comes to be the system naming
which is the default one so
idk where to go about
it seems im missing a few steps or not idk
name for the UIs is THICCER LEFT and RIGHT
in relation to the spirties so ye
sorry, I'm not clear on what part you're stuck on
uh
ok so
basically im trying to follow how the default THICC's are done right? when I go to look at the default, the deafult has a Left and a Right System name. I copyed the modules correctly and pathing just like how I did the drones but it seems like I may be missing another compnetant to this setup
lemme finish eating and I'll take a look
sure thing
also it seems the the material stuff get belong to each ship too
and here I also wanted to try making custom colors to them too
uh sure thing
has a bunch of old files and all
its my modding/work folder of it after all
ye, no worries
okay, here should be what you need to change
I'll review it later but it seems like I over reacted from a glance lol
alright, after looking at it, I understand now
hmmm question remains how, how do I edit the mesh/color
thinking noises
Looking to see for anyone using this right now, got a bug report that the drones aren't working as intended again
@hasty venture here's a patched version of the drone script, it should fix that issue with multiple drones targeting the same chunks.
Thank you Za'krin
Confirmed fix and hotfix has been pushed out to all sites
so just to check, no compatibility with IOE? I have both and i am not seeing your dreones in the store
not with the original. it overrides the way slots work, so you won't see any equipment from other mods on any equipment slot that IoE adds equipment for
but i can use your rewrite?
yeah, it should work
ok i will test it, how do i back up my saves? so i dont bork something
for backing up saves, you're best copying them to a separate folder that's easy access in the save directory, which operating system are you using as the location will change based upon it?
yes, the .dvb specifically is a backup of the save from before the current save time
hmm so they show in the shop, but the EXT mil-specs, so far, dont do anything
yea, something is still causing a break in them, the drones show using the compatibility mod, but they dont work on a dive. Dont even show in the J menu
weird
i'll prob have to take a look in a bit, currently trying to fix the docking bays on the OCPs
the base drones fully work, and also the IOE drones arent in the shop
but yea, now i have my save backedup, and know how to i can guinea pig these
yeah i did notice the lack of IoE equipment from my testing
hmm apparently, i DONT have base IOE, but your IOER 1.75 and in that one the IOE drones are there
nvm, im dumb
which ship are you using btw?
Titan atm, i got the IOE big boy, the Frgiate
yeah def something fishy with the docking bays, having a similar issue on the OCP as well
Yeah IOE classic is not compatible with this but with Hev's technically should work as long as the drones between the two don't do something funky
yea, so far just the things posted above, your drones not working in a dive, and IOE(hev's) not even showing in the game, it'll all work out eventually i am sure.
yeah, i kinda screwed up with the docking bays, hopefully i'll figure it out before long
anyone else getting an issues with drones not working with ships beyond the starter ship? am not on beta or experimental, tried the eagle prospector and ATK 225 so far and the drones aren't going out to pick stuff up... Tried installing the experimental branch as the hotfix mentions they are now working with experimental version fo the game but no change :(
i can confirm they don't work on an eagle for me too. they launch for me but don't apply forces to ore chunks
looks like the issue affects vanilla drones as well
any known mod incompatibilities besides IoE? I'm running better refining, the bootleg stuff, some of the the KT stuff (not the ships) and the old remove ID limit for ore chunks mod
i think it's a direct issue with NTCED, as it's the only mod i'm running with the test
that's a dang shame, was hoping to finally realise my dream of having a ring wiping mothership ATK225 :(
seems to also be a little inconsistent with different equipment too, some work, some don't
Are the drones supposed to be tug, haul or both? Their description makes it seem like they are supposed to do both but they never push the rocks into my open excavator like haul drones do
Haul, wait for update.
@cerulean steppe hi! Any news on fix? Or latest change in vanilla game caused deep rework for haul drones?
Might need to unpack the game again with the current updates 
And hope it fixes itself
same ๐ญ
๐ญ
I got the same bug with the 7 new companions and THICC from the Derelict Delights mod that I had with the NTCED Parts Pack, where they only appear when equipped to the K37 TNTRL.
I removed other mods one by one until I found that the culprit was the Heavy Cothon mod. Just an FYI.
one day... 
Alright
So time to take a look into this
Im wondering since there have been alot of update lately if extracting all the game files with all current updates will work then patching above that would fix it or not
Not sure since I am clueless to all hell getting back into this
@cerulean steppe hey also question, where you the one to also mod ship colors or no
You mean ship skins like in #workshop-archive ? I've done some for personal use. But that's in game feature, not really a mod.
Yes and oh
I was attempting to make a custom paintjob for a part
The bigger container
@hasty venture So in ships it's handled by hull.gd attached to sprite node. Not sure how your container is set up. Then you just use that sprite from files and recolor it. Also not sure how to set script up to use paint job from mod zip if you want that.
Not really, maybe I'm just bad at explaining it.
Derelict Delights container as example
Script is already attached to sprite
Now all you really have to do is change where it points to and find texture which is right there.
i believe the pointer does accept files from the internal system (res://), so theoretically you'd just need to point it to the current location of the image
Hmm actually doesn't appear to work. Maybe look at how vilcy and g4a revenge ships get paint?
Ok if you add texture in first node with ship-ctrl.gd it works, but I guess it hard codes it.
I see
Hmm I wanted where it would have the fictional name and blue paint to show it being different
Bleh, first, I'll focus on fixing the mod then return to the thiccer containers
If anyone is wondering, yes there is still a planned fix, work has been killing me so I haven't had time to do so
i'm interested. Maybe you can give ability to update/fix your mod to someone? like Hev?
Should be able to, its really the matter of moving the files to the latest updated verison of the game
Pretty sure you can fork it
so You don't mind if someone else "updates" the mod? Thank you.
Hopefully Hev (one of DV's modding Gurus) will see what's broken here after DV updated the hauling drone mechanics.
Ye, I think it needs to just referance the new updated files verus the other ones
thats my guess
hmm. Ok. thx for the hint! @devout peak
Ye, as long as credit is given blah blah all that stuff, im ok with it
if its easier, I can merge into the main from a fork and credit whoever and all
@hasty venture Also: This is one of my most beloved mods. Thanks for making this! It was SUPER helpful!
Oh yes
but Za'krin is also the one who really helped pull this mod in through too
without the files he made, it wouldn't exist ;w;
I still have some stuff to throw in but time is not on my side
like many other mods and skins)
yeppp
hm, the fix may be harder than i first thought. i originally assumed it was that drone code had changed since, but comparing the current build to the latest build on the last release shows that it hadn't
F. ๐ญ
wait what
so the idea of transferring the files from the updated game is not working??
thats what I thought too
I was gonna have it referance the newly updated game verison so it works
but if what I was gonna do not work then this is a issue ;w;
one thing i ddn't do was check the code for the SANBUS system, i only checked that for the drone plants themselves
ah
yeah, plan was to re-referance everything
so it doesnt cause issues
if that worked then its fixed
from what i can tell when running the mod thrugh the debugger, the multi-drone systems seems to fail to find targets, and the single-drone systems find targets but don't apply forces
if that's any lead to go on
before, there's no problems with references from what i can tell
i see
I think I showed screenshots and compared between the two
actually, i just thought, i do have a set of backups that do go back as far as when the last release was made, which i guess a binary search could be made through them to find the first version where they break
hold up, lemmie pull up the repo rq
fair enough
alright, here we go: https://github.com/rwqfsfasxc100/DV-Version-Backups
oh nice
last time it worked from 1.63.9 eexperimental
so from 1.64.14 onwards we need to check
oh lordy
yeah, best thing i'd say is to pick the middle version inbetween, then depending on if it works, pick the middle between that and 1.63.9 or the current release, and repeat
oop, maybe something for later
๐ญ
Video now
What version
I NEED THE STATS NO W
WHAT FUCKING BLACK MAGIC DID YOU USE @distant gulch
Was it the SANBUS again?
Hybrid
instead of HYBRID
yeah, quick fix regardless
You gave me a stroke
I thought it was borked yet again
Hev, you can't give me heart attacks like this 
i won't do it again :P
@distant gulch but yeah, whenever you can, lmk the version details when it was working
all works
HOW
?!
@distant gulch I meant the game's version, not mod
ok
1.72.13

lol, at least that's good news
yep
I been too busy to work on adding other of the planned stuff tho
I wanted longer range ones and more multi ones
also add in a custom painted modified thicc containers
well, let's hope you get the chance soon
hopefully
will say, I think I balanced it out so well the vanilla powerplants cant keep up 
lol i suppose that does help keep it balanced
yes
Acutally, the only thing helping my ship is the K-Tech stuff 
Military ones are so OP tho
@distant gulch curious, have you gotten to the Mil-spec models in your game?
Maybe once or twice, then THAT DV patch came out and all the modified haulers stopped working. Now I'm running 2 dual hybrid. Hopefully I can try Mil-specs soon. Glad to hear everything is working as intended.
Works very fine so somehow crisis fixed automatically lol
The power draw is insane though lol
not with modded power sources, LOL
Yes
Well actually
Even with the mega kti
It drains it so fast
While processing so
_<
@devout peak btw dunno how much you used my mod but any inputs you wanna give? I am gonna start working on adding new Mil-Spec stuff
im open to ideas on new add-ons
tbh, and kinda ironically too, i don't actually use mods all that much, especially content mods like this, but from what i recall of this, I'd say that what's already in is pretty good. for ideas, perhaps a set of single tugs and hauls that can handle just outside of visual range, and another idea i've had but never sought to suggest properly is a softer form of nanodrone being an "anomaly handler", which handles only smalligh non-ore items (drones, lifepods, torbernite, etc), at a close range (something like < 200m or smth, and being really slow about it), but something to help with the gathering of those sorts of items
Ah I see
so recovery drones and consumer varients that extend just outside of visual range
yeah, that's pretty much a good approximation of it
@devout peak you up
I forgot how to add the UI.TSCN to the Upgrades.TSCN
was it something something Instance child scene?
lucky u got me right now, i was literally just about to head to sleep
but yeah, you instance a scene (believe it's systemupgradeui.tscn or smth, the other equipment items should reference the same scene, hover over them and it should say)
yeah
ok
its been so fucking long
lol
Im about to drop a op testing equipment
aka me trying to remember so
lol
fair enough lol
lol i see
ok double checked and apparently i was wrong, it's systemshipupgradeui
oh
i completely get u with this tho, i'm completely for the vanilla+ style of mods
oh wait
I remember
this is how we did it before
so technically
its more so renaming than anything
yeah, it makes it a lot easier for duplicating it across lots of slots
absolutely
i pulled up the upgrades scene for IoER, i have no idea what went through my mind to feel like it had to be done manually
yeah
actually, i think it's because it was copy-pasted, as Space did it the same way for the original IoE
yup, i'm gonna add this to the list of features i want to add to my library mod, as it would probably be a huge help to have it added programmatically instead of being added to each slot in turn
mhmm
I still need to work on my modded containers and figure out how to paint them
aka no time for it rn
now
if I didnt add in said mod yet but its in the list
would it break the game
shouldn't do
hold on, i don't think we're talking about the same mod, which mod is this specifically?
mine :p
o
So here I have the UI for the soon to be upgraded cargo pods
problem is I dont have it really worked in there yet
I got everything in place but
should I delete it or having the UI there be ok?
ohh, ok now i see what you're saying. (i really do need sleep lol). but having it there should be ok, it just won't do anything when trying to interact with it
np
ooh, looking forward to it
I may have gone too overboard on their pulling rates lol
lol, would not be the first time that super speed drones have been made for fun #1290925501250273343 message
ah yes, the good old days
absolutely lol
Hi Rena-chan! So... How about new Mil-Spec Haul/repair drones with a build-in drone printer? Efficient in terms of material usage, but energy-consuming. And yes, print volumes should be added up. And a prototype that is inefficient in terms of material use, but less energy intensive.
Hmm. I use 2+ haulers, so sometimes the ores near my ship behave similarly, but not as fast, most of the time. Haha.
Oki, seems like something I should consider more
If ore is moving too fast around where it's supposed to collect, the tuning for the deceleration range will be useful. Things nearby will move slowly, but as long as you're capturing it all, that's what matters, right?

Gotta be a work in progress
I wanted to make a god tier one ngl lol
me just grinding for it
Seems like only the dual haul set of drones work. The others have zero effect on ore, they dont move them.
Iโve run into a problem: Iโve equipped the drones in the equipment tab, but when I go into a dive the drones are goneโฆ No toggling in Geologist tab, and no drones are flying out to collect ore. Help
Maybe itโs related to IoER?
You're using it with IoER?
I used it with some other mods but not with IoER and it worked fine for me
Yeah I am, itโs probably causing problems. Thx!
Yep yep
Hold on a moment
Uggghh
Thought this was a mod that added
DRONE drones
and not just microdrones
I fucked around and found out and apparantly Derelict Delights adds new drone companions, and I have NO idea where it gets those from
I'll do some more experimenting on my end but I'm so sorry
Well, some good news at least
I did test it with IoER, and the nanodrones work perfectly fine
they are broken in my save
Well, dealt with enough nonsense personally
I think the newer version of the mod may address this? It changes how things are added, it's a bit broken (referring to IoER)
But hopefully with the usage of hevlib things can be made more compatible
I'm just gonna wait until the newer versions are cleaned up more
Is it safe to assume this mod is non-functional? My experience with it varies from the drones not moving ore to not appearing at all in the geologist tab.
Are you using it with another mod or by itself
this mod does not play well with IndustriesOfEnceladus and also appears to have incompletely implemented functions, I did a lot of personal work on it on my end and I'd love to talk about fixing it up for a proper updated release at some point
still a very fun mod, i love the multiple drones implementation
try this. it should work now, but requires HevLib to function (although if you're using IoE it shouldn't be a problem)
also, @hasty venture see if this patch works for you too, might be a good thing to have it updated on github and nexus too if others have the issue as well
seems to work so far, going to do more thorough testing now
Alright, thank you Hev!
i just installed this version of the mod (used to run the one found on nexus) and while the drones show up now and actually fly out, they dont seem to do anything to the ore chunks
weird, they worked in the sim for me, but i might've had a different setup. if it's ok with you, do you mind filling out this form (just put the mod's name under other), and i can take a look later: https://forms.gle/vUoarawnYjy3hXJi9
This form is used to keep track of bug reports for any of my mods. Anything that you may see as problematic should be reported here. You may still report bugs to the Github or Nexus pages, however I will always prioritize reports made here beforehand, regardless of how critical for the sake of keeping it organized and in a fashion where everythi...
Ok, looks like the dual haulers m.o.d. and the dual hybird harvester class still work, but the other 4 do appear to be broken. I'll look further into what separates those two from the others
Ok, very weird cause, but I believe it's because those two are custom modules while the rest instance the vanilla drone mount
Which I suppose also makes sense, as the same thing happened with IoE's drone mounts
@hasty venture i've made a pull request to merge the fix here, and in the meantime here's a compiled zip too. This should have all drone units working, at least a test i did with a titan with all fitted worked
@cyan remnant try this patch
Oop, yeah I did see that pull request, I just haven't had time to merge it
Let me go ahead and merge it and also update stuff
Honestly, I have been out of the loop and might just do a co-contributor, haven't had time to work on stuff lately
That's fine, figured life was happening with u. I am happy that the age old issue with some mounts not working is solved now though
they seem to work now
so new release has the fixed stuff and should be working
@hasty venture i've made a minor maintenance patch through a pull request. not required, but it fixes the HevLib checker, and updates the manifest
Sounds good, I'll give it a look and merge it
Can this mod work with this modlist or is it outdated? Is it safe to add mid-save?
github version should be compatible with, and mid save should also be ok
Thanks for the reply ๐
The Dual Hybird Harvester seems to let ore drift away from 750m compare to THI Harvester


