#K-Tech Industrial of Mars
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thats an issue with my thorch and rcs mods
that ive been dealing with since i MADE them
Ah ok
it spins too!
and a secret bonus stat on the OCP hab is it slowly increases crew morale
cause its roomy and has grav
That does inspire another very silly idea: cothon but the torch has been removed and replaced by... something
something?
Idk what
ah
But there ought to be a reason for removing the torch
High stress mount on the rear maybe?
Yes, that is exactly what I was thinking, but the torch needs to be replaced by something, not just amputated
agreed, i will work on thinking up ideas
want me to give you a ping with what i make? (tomorrow, im going to bed before i start tonight XD)
sounds good. tomorrow (later today) i will work on remaking my RCS and Torch mods.
after looking into a new cothon mod XD
"Time to do some sketchy shit. Doo da, doo da"
"KTI Engineers recommend against using gimballed main torch engines on this variant of the cothon"
Oh wow , that' like 100% way to fry salvage
should be fun!
i never said it was gonna be a "good" ship XD. just that i would make an attempt
if it fails, i just remove the main torch slots
Is that 8 RCS that I see?
yeah
part of my Cothon mod, 8 RCS. the Mk2 (shown in the image) has angled RCS.
the Mk2.1 changes the RCS on the arms from angled to straight forward, back.
and the Tug variant. which is the WIP in the image. uses the Mk2 as a base to branch off of.
so it retains the angled 8 RCS.
the Tug also broke the cothon mod entirely. so im working on it again lmao.
well.
Pilot Zoom loads and works.
but i broke something with the advanced drones mod when trying to work on the modmain.
working on fixing that now.
My ships and SWOLE mod, seem to be entirely compatible with IoER.
The Supply Factory mod is broken. (appears in the store, does not funciton)
the MPDG's are broken. (appears in the store, does not funciton)
the thrusters are refusing to even load, so those might be scrapped or entirely remade.
Hm, I see. I'm not able to be too much help rn, but you are replacing the aux slot and thruster slot scenes for those equipment right?
i wanna say yes. but its been a long time.
i know they load as placeholders tho
You need to make sure the slots are replaced in the mod main as well, HevLib only handles everything for hard points as of now, so you still need to make sure aux units and thrusters get replaced there
Perhaps something to make it unique, why not position the excavator underneath the hull (where the arm can reach), and put the reactor closer to the top of the hull. Having the reactor right underneath the habitat doesn't make as much sense considering it basically means a radiation-sickness death sentence for crew, plus the backwards-facing excavator can give some practice for flying the cerf, as that ship's cargo bay is on the "bottom"
interesting idea. ill look into that
oh shit so, when i did my modmain cloning lastnight i fucked up cause i treated it exactly like the SWOLE
no scene replacements
Yeah, I thought I did explain it but I guess not. Direct handling for equipment like that is on backlog though, so maybe in future
Fair enough
atleast i know what to fix on that though
thanks
that would also most likely explain why my thrusters arent working XD
well at least they show in the store again
i probably "fixed" the modmain incorrectly, by adding the scene replacements back into the initialization func section. but the MPDs are not functioning still
I'd say upload the mods and I can take a look later. I'm out the house rn, but I can absolutely give it a proper look when I can
take your time
im in no rush lmao
ok, giving this a look again and looks like the double quotes strikes again (this is on the factory at least)
oh for fuck sake.. HOW does it keep sneaking back in lmao
its probably double quoted on all of them
also looks like the thrusters are malformed too
yeah that wouldnt surprise me
the thruster mods were my first attempt at a module i think
i'll do a bunch of the fixes for this (and i'm also going to concatenate the mods into a singular one as it's a pain to do the same thing 7 times over) and see if they work for you
i was about to start the modmain fixing.
ok, i think i've found another issue: IoE preloading strikes again. basically means i'm going to need to do the same thing for aux slots and trusters, same case again (which may be in part the issue)
disabling IoE lets the equipment work fine, just the moment it's added on, it doesn't work
i'll put off the fix (at least on my end, i can still help you solve it if you want) so I can get some drivers added to hevlib for it
is it just the thrusters with load issues?
both thrusters and aux units
ahh
well if you can tell me the way to solve it for the Aux only that would be fine. i can wait for the thrusters lmao
or just.. idk point me to the fixing process? i dont wanna take a ton of your time
as far as i could tell, it was just the double quote that was problematic, everything else seemed OK from what i saw
i only found the double quote on the supply factory mod
hm, i suppose i did do my testing from scratch
the MPDG mods were not double quoted, and they arent providing power like they should
ah
im loading my aux mods with IoER installed cause im trying to test for compatibility issues
ohh, that wouldn't help lol
i wanna get my mods compatible is the reason XD
yeah, unfortunately that's going to be a task completely on my end. on a positive note, it will make adding new ones pretty easily
ah is it entirely due to hevlib?
or part of IoER
well, not exactly. the issue is completely rooted in IoE, but doing the same thing hevlib does with equipment for thrusters and AUX units is about the easiest way to fix it
ahh
so i can play with IoER with my ships but aux and thrusters are FUBAR for now. thats fair
yeah, unfortunately so
That's clearly a spider.
Octopus?
maybe
eh... dunno about this one. its kinda goofy, i had to force mount two of the arms to get them working... idk. this might be a scrapped project lmao
you can always duplicate slots (have two hardpoint nodes using the type mainLeft for example). they will share the same equipment slot (both hardpoints will always have the same equipment at all times), but it is a way to add two more hardpoints without having to deal with making new ones
i forgot if we could actually do that lmao. but good to know.
my current issue is i removed the THICC slots in godot, but the game still shows them on the ship. even if i sell and rebuy.
that's an issue with the slots still existing in the ship's data. you'd need a completely new ship for them to not show
oof
but again, not sure if i even wanna commit to this arm thing.
it looks good / funny. but its kinda..meh in practice
@rapid fractal is there a list in the hevlib zip of all the different pointers?
like
POWER_AUX_POWER_SLOT
AUX_POWER_SLOT
i havent found a list yet, but im slowly going through every folder searching for one
for instance.
im working on the Adv drones mod now, what slot tags are they going to use?
Look in scenes/equipment/vanilla_defaults/, there should be two files for it: equipment.gd is basically all vanilla equipment tagged as they would be, and slot_defaults.gd has information on those tags (you'll want to look at the slot_types and equipment_types constants for what you are looking for)
Equipment type for drones is EQUIPMENT_NANODRONES, and slot type is HARDPOINT
I am in the middle of writing documentation for it tho, so I'll hopefully have something proper on it soon enough
ty hev
how does that even work...
TWO of the thrusters load in but the third just.. doesnt?
they also function like this. the third one just doesnt exist
(this is WITHOUT IoER)
I was about to say that it might be that two of the thrusters are overlapping, instanced scenes tend to have issues where children's properties don't get set correctly and the central thruster has a second one, but that's even weirder
Mind if you send the tscn file for the ship at all, I might be able to give it a look
sure. ill send the ship and main torch zips
on the cothon mk2. use the mk2, NOT 2.1
the image was taken on a mk2.
Ohh ok, is it one of your torches that is having problems perhaps?
K37 isn't really a good control group, as it's a bit weird in that it always works for whatever reason
fair
my save doesnt have any other ships tho XD
im about to consolidate my thruster mods into a single zip. its probably just conflicts with loading
Yeah, I was doing something along those lines when I was trying to help with compatibility last night, it's also really good as it means you don't need to recompile mods anywhere near as much if an issue affects several thrusters
you think i should just throw everything into a single zip?
lots of work, but probably a better option at this point
It's actually not a bad idea, just select all 3 folders and right click and send to zip and it should work ootb
wait.. i can fuckin do that?
You are allowed to have multiple mod main files in a single zip
ive been sitting here. remaking the mods into a single one
that's what the notice on HevLib's main page is for, the fact it has 4 separate mod mains (used to be 5 but one wasn't in use so I cut it)
I could actually end up cutting it down to 2, but it's a bit more work so likely not
and what about load order? just remove / set to 0 it from the modmains?
You can keep it for the time being, doesn't really affect things as far as I can tell (considering it doesn't work with IoE rn anyway), you could also just set them to zero and be fine too
time to experiment lmao
my main issue with the thrusters has ALWAYS been a load order conflict with my other mods.
currently
the torch partially loads.
the RCS loads fine.
the ships load perfectly
I suppose in that case, probably best testing with load order
Actually, quick question: do you have the debugger set up to work with mods at all? It might make things a lot easier if you're experimenting with priority
probably not
im literally making changes. zipping the files. moving them to mods. loading DV. loading my save. and checking the equipment dealer and virtual service for issues.
okok, i think you'll very much benefit from this. while i fetch the file, open the modloader script at res://ModLoader.gd
done
I was thinking of just entirely remaking my mods into my own IoER style pack.
ONE zip with ONE modmain.
so hopefully this debug change will help me out a lot XD
this modloader script is a manual override that lets you choose mod main files to load inside the addedMods array (in this example are a few of the mods i work on, which are commented out and not loaded). you can also disable mods by setting areModsEnabled to false whenever. just ctrl + a on the contents and replace everything in the one in the editor
you can also load mods the usual way by creating a mods folder in the same folder that the editor's executable is to get the vanilla modloading behaviour alongside it, although it's harder to debug that way
(plus, an easy way to use this is to right click on a mod main script and click copy path to quickly get the path for a string)
so. this is probably a dumb question
this lets me... run the game with mods, in godot?
or just display errors in the "Debugger" window at the bottom...
both
you can even use breakpoints (toggle by clicking on the left of a line's number, or via F9), or use the breakpoint statement
i have no idea what that means XD
basically means, when a line of code is run, the game will pause before it processes that line
it lets you go through each line to see what's happening, and makes it much easier to see what's going on if something doesn't work as intended
although, you're not using much in the way of scripts, so prob not much use right now
ooooh
still might be of help
does running the game in godot have any benefit other than mod testing? can i spawn in stuff i need to test out or do i need to farm for it?
you have to do it yourself either manually or via code, although let me get my everything save as it'll let you skip out on the hard part of it
something that you will want to use however, for even quicker usage, F5 (re)starts the game if you're in the debugger window, and F8 stops it instantly if you're in the debugger or the game window. it's much quicker than pressing the play/stop buttons at the top of the debugger
yeah, just make sure to rename it
will do ty
so it keeps complaining that replaceScene isnt declared. but the game runs my mods fine?
that's probably is an issue, likely means that the mod isn't actually making scene changes
i'd assume it means that you don't have a replaceScene function in your mod main.
if not, add this function to the very bottom of the mod main (make sure that you unindent first):
func replaceScene(newPath:String, oldPath:String = ""):
l("Updating scene: %s" % newPath)
if oldPath.empty():
oldPath = str("res://" + newPath)
newPath = str(modPath + newPath)
var scene := load(newPath)
scene.take_over_path(oldPath)
_savedObjects.append(scene)
l("Finished updating: %s" % oldPath)
i forgot about that, add this to a line underneath the priotity: var _savedObjects := []
i suppose doesn't also help that a lot of your mods were made before Za'krin's mod main template. i have made a few adjustments to it since, but i'll fetch a simplified version of mine that should be suitable for your use
yeahhh i had made a lot of my mods before that. and never got around to re learning the new modmain format
ok.. this ones new.. CurrentGame.gd has a missing , or ) on line 1886
might be easier to send the modmain script in it's entirety so i could take a look?
its not in a modmain its in a base game file
hm that's weird, how old is your decompile and which version of GDRE are you using?
looks to me like an issue that happened with old versions of GDRE
yeah, i'd consider downloading a new version and redoing a decompile
yeah, it was an issue with 3.x decompiles for a long time, it was only when i reported it importing really slowly in versions post 0.5.9 did it get noticed that it decompiled incorrectly
you really are just. THE modding and code man at this point arent you XD
yeah i suppose so lol
i havent seen Zakrin, or Digi, or rena doing a ton recently.
anyway, this should be the template modmain. i have stripped out one function, but it's not anything necessary considering it's stuff handling a config file:
yeah, unfortunately. rena has been on a little bit lately, but that was to push an update i had done for NTCED. sadly nothing from the other two though
life happens so i get it
yup. absolutely
my job has been busy busy, so i dont get a ton of time to mod these days.
i had a case of it too, pretty much two months of the summer was spent outside of any way to access a pc, so it has been stagnant even for me recently
oh dang
....
godot just imported the new project in seconds
the last time took almost an hour
yeah, that was the issue with older versions of gdre. luckily the dev for it is very good at maintaining the codebase, the entire set of issues that i had with it were fixed in like 3 days
im so glad to hear that
i thought importing DV was a slow hour long process this whole time XD
yeah, there were a few really old versions that were faster, although now i think of it, it was the upgrade to godot 3.6 that broke it on that version which made me make the report
jesus you aint kidding, this really does have EVERYTHING lmao
yeah, it's going to be a good bit of help for it
yeah ofc, i was pretty happy when i figured it out too, and luckily it's easier to do now considering you no longer have to wait ages or modify vanilla scripts to get it to boot
and i dont have to go through multiple steps of zipping the mods
something doesnt work. i hit F8. try a fix, move on
what would have taken me hours of testing. was done in 20 minutes.
the K225 titan mod was loading at -78 priority, which was for some reason causing an issue with the MPR main torch mod.
loading the K225 at 90. and the MPR torch at 7. works perfectly
good to hear
thank you again hev
of course
i'll let you know when i get around to writing the code for thruster and aux compatability, but for now enjoy
Sorry for being an idiot but where can I download the mod?
on the github ( here ), each of the folders in the file system (see first image) are for each mod collection. within each collection you'll see a set of .zip files (see second image). to download a zip, open the link for each .zip file, and press the Download raw file button (see third image)
Thank you very much ๐
damn hev you jumped on that fast XD
thank you.
also be aware my mods are currently not compatible with hev's IoER mod
Yeah, I was in the middle of updating HevLib to support the new hud
Also, thanks for reminding me. I did end up making support for aux units, but I'm still to do the same for thrusters yet
np, take your time XD
It's an annoying zip setup, i admit. but it also lets you pick and choose what you want or dont want to use.
when hevlib is updated to support thrusters, i plan on changing my folder system to be a single large mod pack like IoER is.
maybe instead of fully changing, i offer the choice.
download the whole pack, or pick and choose.
options for later...
Something I have considered is making some way to prevent an equipment item from appearing on the list, likely through a config toggle or something. I'd need to actually finish up the config system I'm working on first however
that would be cool to have.
probably over complicating things but having it as a part of a mod menu of sorts would be cool
it wouldn't complicate things as much as you'd think, probably no more difficult than defining a bool config entry and then having the equipment item check if the bool is true
oh. well dang ok thats awesome
idk how to do that, but its still awesome lmao
well, it'd be a hevlib functionality as i am working on a new configuration system that should make it easy, plus you have to remember that my mentality is me suffering trying to get something working so it's easy for future use in mods
hev being the hero of the modding community lmao
lol yeah, pretty much entirely stems from converting IoE's old slot system to something that works with other mods and vanilla
i shall standby for now till hevlib is more prepared
@sweet siren i think i might've actually figured out a way to get the equipment to work without needing specific HevLib tools.
basically, what i've done is created an extension to the shipyard script that runs one second after the it's loaded during the onready phase (which should be enough time to load everything to memory before the user can load a save), and then reload the ship instances to load any changes that might've been made since the script was last modified (since shipyard is an autoload, changes have to be made before the onready phase where changes will be locked normally)
the reasoning i use the ResourceLoader.load() method rather than the usual load() is it lets me create a completely new instance (it's the true statement at the end of the function), having this false (which the load() func does as it's just shorthand) means that it loads a cached instance rather than a completely new copy, that cached instance being the one loaded when the shipyard scene was put in memory
Oooooh. Want me to give it a test run when im home?
absolutely, i'd need to push a release to hevlib first. but i don't think that parts an issue
Just let me know what i need to change and when ypu are ready for the test
Im out grocery shopping atm
you wouldn't actually need to change anything, apart from another download to hevlib
Ah nice
well im home so if you get around to pushing it leme know
ill just toss it directly into my mods folder without making changes to anything on my end
yeah, i pushed it a while back, just check here: #1354537481197850655 message
oh sweet, im gonna try it now
does this potentially fix issues with IOER compatibility and my own mods?
or am i just testing if it functions normally for now
that's the intention, although i haven't done any proper testing yet
theoretically it'll work as it forces the ships to load after all replacements
ill test IoER now
i confirmed it loaded my mods fine without IOER
so now to test compatibility.
you brilliant mad genious
KTI mods loaded alongside IOER
there is the other part: does it install on the ship correctly?
im checking now dont worry
the slot issue was a fix i made about a week ago as i moved the code to the onready phase, but it broke basically every other part as A) weaponslots stopped working, and B) with a fix to weaponslots, the title screen modifications stopped working, so this should hopefully resolve all of those
hmm
its got the old issue of partial slotting.
my Titan mod should have 6 RCS on the back, and its only got 1 of the 3 torches.
huh, that's weird
that COULD be on my mod end
i need to see if this is the fixed torches mod or an old copy
best thing to do is to check with a non-K37 model vanilla ship, as that would make it definitive it works
checking now.
my test dummy.
MAD torches and RCS layout.
seems not
single torch, no rcs
ah, unfortunate
let me make sure tho
remember the last thing i was working on was a fix for this issue, its been an issue even with my own mods
i suppose that's fair
I can confirm the IOER stuff loaded fine. thought there was a massive loading time with IoER installed
yeah, it does do that unfortunately
ok i have confirmed that my mods are all the newest versions
so its having an issue still somewhere
however, it seems to be only having issues loading MY thrusters
so this is still a great win
did you remove the cargo aux slot?
the one that handled secondary MPU modifiers
or is my titan overriding the slot for it
swapped to a stock ship, it is overriding it
oh yeah, it won't appear without the proper nodes, which won't get added unless you request them to be added to the ship
lemmie quickly write up what you'd need
what's the shipName variable for your titan again?
actually nvm i got it
ok, what you'd need to do is to make a folder named HEVLIB_EQUIPMENT_DRIVER_TAGS inside of your mod's folder, then place this file inside. it should add everything needed to replicate the titan's bay aux loadout
@rapid fractal hmmm. seems not
and just to be sure. this is a brand new generated ship from the dealer.
and yeah i followed directions. idk whats up. ill dig into it after im done helping with dinner
hm, for whatever reason it doesn't work on my end on release builds either, i'll see what i can do
ok, the reason i can't get it to work is some fuckery with the editor randomly not being able to do file operations on the internal file system
this is my current WIP of mods that... "function" (the MPDGs dont work, the thrusters are still angry about slots, but the ships load and function...)
i suppose the issue might also stem from me having other godot applications open, as there might be some issues with the way the debugger works
i'll look into this later, as i'm doing a rather large set of processes so might not be the best thing to run a game at the same time either
np np, ty for working on it
ok i figured out the issue, and it's entirely my fault bc i didn't write it in the editor (if i had a dime for every time i wrote improperly formatted stuff when not using the editor this week...)
let me fix it
and yeah it has taken me this long to look into it
and yup it works ootb
pretty much all you need to do as a fix is make this dash here any valid character for variable names (like an underscore) because i forgot dashes are used purely for subtraction
like this
I will totally fix that in the morning. thanks again hev
On github it says that the k-tech mods arent compatible with industries of enceladus but i see a lot of people with both in their mod folders. any info? still very new to the modding scene for this game
also is there any difference between the ship files in the top level Shipyards folder and the ones that are nested?
K-Tech Industrial Shipyards / .zip files
vs.
K-Tech Industrial Shipyards / K-Tech Industrial Shipyards / .zip files
i believe it's because the readme files were written when Space's IoE was completely incompatible with other mods that added equipment to specific slots (which included equipment added by K-tech), it's likely different now but I'd say there's no guarantee that they'd work without some tinkering.
the ones that aren't nested I believe are more up to date (one of the ship mods does have a more recent upload date than the nested one), so i'd personally use those
ok, thanks!
I cannot promise my mods will work with IoE or IoER
I don't have time to dedicate to working on them at the moment either sadly.
this file works once you delete the whole power mods folder at least for me so id say might work with IoER as of current or one before IoER version
the power related mods have always been the bane of my modding existence
they either work, or break everything
I suppose in some semblance of good news I'm finally getting around to making something to fix the issue with thrusters, the bad news is that I now remember why I procrastinated on it as it's going to be a documentation nightmare with some 50ish possible variables that you can set for each thruster. Most of those will be either self explanatory by name, or just not needed for 99% of things, but I do want to have everything put with a descriptor and be something that can be setup quickly, so likely will be a week or so before anything comes to fruition
Oh whats this hev? Ive been super busy
thrusters and aux units packaged together as something compatible with other mods, plus configs to enable/disable individual equipment items
there's a few quirks i'm aware of as i did copy some code from other mods for it, but it's a proof of concept for it
soooo not ready for github release then eh?
probably is now that i think about it, I was mostly thinking for updates but given the manifest likely won't be hosted there anyway, probably can go up without issue anyway
I have updated the github to hopefully be slightly easier to use.
now each mod listed has Right click > Save as next to its name.
to download the zip of that specific mod, just right click, save as, and it will download the zip for you.
I have also included Hev's AUX torch bundle on the main page under # Bundles with the same right click save functionality.