#Industries of Enceladus (Compatability) Rewrite
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ok. Thanks for the clarification.
game crashes from main menu even without loading save. F
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if it crashes in the main menu, then it's likely not to do with the save
i'll take a look, then is it this save that you'd like to be fixed?
sorry it took a while (spent an age importing the mods to the editor), but by the looks of it, it seems that your active ship isn't from any installed mods.
i'll boot it up with saveedit and get a better look
huh, weird thing is it's using the KTI titan, which is in the mods i've got installed with testing. are any of these mods modified or OOTB?
i will say that the save does look pretty broken from the JSON. lemmie bring up a vanilla save for comparison
here we go
what i'd assume went wrong is you've sold an IoE ship, and for whatever reason that broke the JSON somehow and caused the issue
Yeah, that save looks a bit......wonky?
what's weird is that i get completely different results from launching in the editor or through the executable. the editor treats it like the ship doesn't even exist on the save, while using the executable gets to enceladus, finishes the crew animation and then crashes
actually, that part's an error on my end, i didn't have the mods loaded properly
but it does show more promising stuff now, a heads up that the ARMFocus mod no longer functions
huh, once I remove both problematic mods, it just crashes. no caught errors, no problematic scripts or scenes, nothing
oh yeah, forgot to mention, the second problematic mod is TurnNBurn
i'll try bringing in IoE to see if that fixes it
huh, it works fine with IoE on my end
now that i think about it, it totally could be the IoE specific slots. i'll try emptying those and give it a try without IoE
nope, same issue again
i'll try switching to a vanilla ship then disabling
doesn't work, but once again no errors ffs
last attempt, i'll try with a vanilla ship purchased from dealer
nope, once again same case. guess i'll have to try editing the save file
no luck, importing crashes
Which save are you working with, exactly?
I need something to distract me, I kinda wanna look through the stuffs
save b from here
i suppose for reference, loading that save without IoE only throws these two warnings, which come from vanilla code from some of the new events, and don't cause problems outside of their respective scripts
not even anything that usually throws for a missing ship or slot, it's completely silent
i think i might take a break and finish up a quick hotfix for IoE that i found with testing this, oh and for reference it didn't do diddly squat for this specific issue
new release:
- Fixed errors caused by the recent changes to image loading that still prevented the Oberon and MAD-CERF from loading
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.1.5
I want to believe that this save can be saved.
the only way i could get it to work is with IoE installed, sadly i don't have any leads for the crashes that occur without it
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yeah, i suppose that is the other thing, the chances of something working after removal will go down with more mods installed, more things to go wrong
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it should be fine for QOL mods that won't affect a save, however the moment that certain core changes are brought in (mostly new ships and slot changes), that's when things start to break
now it crashes with it (
hm, that's weird. just to make sure, none of the mods have been modified after download, right?
hmmm. i'll try to re download
on loading of the save game crashes.
last unedited mods
i see
i'll give them a look, and i'm assuming save B?
sounds like a bug that an older version of IoE had, i'll take a look
Than you
I broke my game and my save but I can't figure out HOW I did it.
Failed loading resource: res://IndustriesOfEnceladusRevamp/ships/Oberon.tscn
i have a feeling, that I need FULL cleaning of save and game at this point (
If i'll be lucky i'll be a ble to load per-IoE save after this.
yeah, that's an issue that i did fix with 2.1.5, but it shouldn't have any effect unless you had the oberon as the active ship
my active was KTI
with 2 arms
yup, so it wouldn't have been an issue
and that's why I can't figure out what the source of the problem is.
should i try to re install game and mods?
You don't KNOW what 'ungodly amount of mods' means ๐คฃ My FONV and FO4 games have >100 each
I agree. Some ppl run Starsector with 25+ mods
which are PACKAGES and not separate add-ons
i don't think reeinstalling is going to help things, as from what i can see, it's a pure mess of several mods not playing nice with each other. it's bad enough that the entire IDE crashed, so i'm probably going to do a bit of experimentation before i can come up with anything definitive
actually, might be in part a memory leak also, as i don't think i've ever had it use this much before
strange. so it's a leak by some mod....
ok. i'll wait
could very well be. i have no way to say for certain atm
Wait, hev, were you able to get the save exported? I don't have a free slot rn, and am too lazy to shuffle files
i don't have a fresh one as i overwrote it with a modification, but i can quickly get one
I'm just super curious at this point
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just realized, you don't have the KTI-K225 in this selection, is that potentially a cause
???
your save has the KTI titan as the active ship, yet the mod for it isn't in the zip file
i'm assuming they're the interlunar containers, right?
yes
yeah, they have an issue with IoE. i've tried to find a fix, but considered it not worth it as i couldn't find anything reliable that didn't cause a dumpster fire elsewhere
WTF happened... Maybe i deleted KTI with IoE...
so i'll try again to uninstall IoE and load old save
try that
So, quick question: why does the garage in the save appear to have TWO ships?
Am I thinking backwards?
O__o
happens to the best of us lol
I was like: 'why is this same ship in here twice?'
Cursed
good to hear
kinda
o7 to IoE but i want to play the game not mod loading.
at some point ALL, including IoE was working, but not anymore(
01m.28d
till update on 25 or so Feb.
I'm way too tired to go through the saves fully. ๐คฃ
first one to "go in sunrise" was "NTCED Parts Pack", now it's "IoE-re". I'm scared that more mods gonna break(
Thx for help, @oak echo @wise plank ! Old save works)
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remember bug with self destruction of equipment n J-menu?
it has returned.
oof. i could never get that to replicate, do you mind sending a screenshot at all?
looks like it caused by memory leak. i have already restarted game.
the scary part that now it affects ALL equpment...
not just "hands"..
i see
I didn't do anything ๐คฃ Wanted to, so like..... thought that counts? lolol
LOL
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i'm currently on that bug rn, is it specific to the bender or does it not work on other ships?
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it's likely related to the recent fix for a CTD with them
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i haven't checked, but they likely still don't
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ok, so they do add mass, which means it's an issue with the launching of drones
least that rules out not actually being installed
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might be a moment before either of those will be fixed, i've found another CTD that happens with the drones, so that's priority for the moment
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yeah, thanks anyway
btw, is it specifically the titan or another ship that the bulker doesn't show up on? it appears fine on the bender (it's the first ship i had active)
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i see
actually, do you mind sending a screenshotat all? there's been a few different problems with it over time, i just want to know how i'll approach it
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i see, thanks
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alright, i'll give them a look too
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Haven't checked other ships but yeah titan k225 seems to have some things wrong with it. In my current configuration:
- Harvester-class Haul drones don't work (they show up in the equipment menu and I can buy them but they don't work during the dive)
- either I'm stupid or the THI Bulker MPU doesn't process minerals or remass (and there seems to be no space in the cargo bay shown where they would process)
- in Cargo Bay Accessories the two fabricator options don't appear on the ship (I can buy them in the equipment shop but there's no protrusion in the cargo bay that I could see in the non-rewrite version) and they don't work
Tho I'm quite happy to say that the engines and thrusters DO work, this thing is like a muscle car compared to before ๐
Yeah the THI Bulker MPU and the harvester-class haul drones don't seem to work on my Eagle Prospector either
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i'm working on that now actually. i've just fixed the hard-stop drones, and yet another issue with textures loading incorrectly on the oberon and causing it to not load, so hopefully there will be a release later today
actually, suppose while i'm working on this, i could get bay accessory baffles to work as well
looks like it extends to all IoE cargo equipment, and the hold kits don't even appear to show up at all
i've been using the titan for testing, but on my end at least it works on the eagle now
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hopefully tonight, however i don't have any specific leads for the titan itself, so if i don't have any actual fix i'll still push an update for what i've already had fixed
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that might be natural, as it is a tutorial feature and will slow down their appearances over the first few months
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hm, are you getting other events spawns like normal?
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you might just be getting unlucky with AI spawns then, although i can't say for sure. would you mind sending a zipped up copy of your logs folder at all?
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yeah that should be fine
i believe that this is normal behaviour, looks like a titan derelict to me
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i'm assuming the crash happened before you sent the logs, right?
also, there is another issue that i did find, so if it's ok with you, would you mind zipping the entire save directory as there's a few other things I'd need that aren't in the logs folder
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i will need more than the save, rather the entire directory if that's ok
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yes
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one of the derelict delights events wasn't spawning properly
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ok, i've taken a proper look at the issue, and what i can tell is that if two or more mods add events, only the events added by the first mod to load will be able to appear. I am going to look for a workaround, as other places that source these events will still try to point towards a now missing event
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ok, i think i'll make a new release for both IoE and derelict delights to make sure the fix goes out, I still haven't found anything to make headway on the titan issue so it'll at least get those fixes out of the way
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exactly
plus would not make it the first time i'd forgotten to document a change i'd made lol
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in fact, there's a minor change made to derelict delights since I last pushed an update that i can add
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new release:
- Yet again fixed another error with ships failing to load due to trying to find an image in a nonexistent path, this time with the Oberon's shaders.
- Fixed hard-stop drones, and another CTD that was derived from the last fix for a CTD involving them
- Delayed loading of
Game.tscnto allow mods that load after this one to add events
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.1.6
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yeah, i haven't found a fix for that yet
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yeah, sadly i don't think i'll get a fix in tonight. i've had little success on actually getting a link to what causes them to not show other than the fact that the ship just does not register them as equipment
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yup, although hopefully when i find the fix, the accessory baffles will work as well
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it's intentional that the miners that dive with you slowly dissipate over time, although if it's a sudden drop, perhaps check on a new save to see if it works there as it's tied to the in-game clock
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yeah, it's more so to get newer players to speed with how interactions with other ships and crews happen
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nope, only one should appear. i probably forgot to disable some test code
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luckily I haven't needed to. dv is pretty modular, so updates aren't likely to break things unless they directly change something within the mod.
I also do work with the experimental branch when I'm developing mods, so I do get to see when things that would break other things happen so it can be rectified before it comes out to full release (actually did have a case with derelict delights not too long ago when the salvage changes were in the works)
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haven't had much time to look, but sadly i haven't had much luck
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i guess you'll just have to use a different ship in the meantime, from what i can tell it's just the titans which the cargo bay equipment has problems with, everything else works fine
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I think i do need to change my approach to the issue, it might not actually be an issue with the ship itself
ok i think i actually got it this time, it was a typo causing it to create a new scene instead of attempting to replace the titan scene, which explains why i wasn't getting any errors either
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yeah lol
the syntax is perfectly fine, I just forgot to check what file I was changing with the new titan
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a rogue maintenance worker decided to prank me by applying a highly reflective coating on my oberon and pointing all of the ship's lights towards itself causing it to glow
oops, i think whatever i did with the shaders didn't work properly, i'll take a look
is it possible to make IoER compatible with the ShowReliability mod? it doesn't work when IoER is installed, not even with vanilla equipment
i suppose so. i thought it was just a modification of the text, but i suppose not. it is probably subject to the priority difference however. i'll give it a look when i get home
new release:
- Fixed CTD caused by NPC miners being spawned on the title screen
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.1.10
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that should have been solved in 2.1.9, but i'll give it a double check
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yeah, that version did fix an issue where the range was displayed as 800 but the actual detection area was locked to the 400m default of vanilla drones
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Crash to desktop after a second viewing the THI Harvester-class Haul Drone on the Rear Right Hardpoint.
Mods used:
AchieveDeez! Gimme My Achievements Back!
Derelict Delights
Elon Interstellar (A mod I jerry rigged together by changing the "Y" mod, a simple text change, shouldn't affect anything.)
Industries of Enceladus Compat Port
Kitsune Start
Mod Menu
Stated Claims
i'm assuming from the logs that this was done with an OK720?
anyway, under that assumption, i couldn't get it to trigger personally on my own save, i'll try loading yours to see if i can
hm, i can't get a crash to trigger
Strange, for me it happened each time I tried to preview that module on that hardpoint, no idea why it wasn't able to be replicated on your side. In the end I just decided to put it on my rear left hardpoint, and I haven't had any crashes or whatnot from it being in that slot. Regardless, I am loving the mod and the derpy OK720 that is included; it actually works surprisingly well for a joke ship.
seems to be weird things happening with the "deep dish" OCP variant, i am unable to decelerate at all when entering the rings, when in the virtual flight service the ship kinda just decided when it wants to follow the laws of physics
something odd is that while trying to fly in the rings the ship resuses to decelerate or change course, however during the slowdown from being in the astrogator/mechanic menu it DOES decelerate as the speed is changed when you exit the menu
OCP 214 DD
i'll give it a look
good luck hev
just purchased one and entered the rings and it seemed to decelrate just fine
would you mind getting video footage of what happens on your end at all?
VC so i can stream?
that works
ok i see, and very bizarre too. might be the equipment selected, as i just went with stock from dealer
ok, best guess i have so far is that there's a problem with the collider, but i can't say for sure
yeah, perhaps send a screenshot of the equipment loadout that you could get it to happen with and I can see if i can replicate it fully on my end
let me know if you find anything with the mods and i could perhaps see if there's a workaround
alright, lemmie give it a look and i'll see what it does under the hood
@earnest sigil i think i have something that might work. i've got what is currently a very crude alternative that instead of doubling the limit, just straight up removes it. see if this works for you
Question about IoE and it's replacement: Is there a configuration that adds a cradle ARM inside the cargo hold? And subesequently, a beacon or THICC mounting position?
nothing for either of those yet, although for the former i do have something pretty close with a modification to the OCP: #1242427385417039943 message
So while playing with both this mod and More Minerals I noticed a lot of Be minerals spawning regardless of depth so I made a few new games and counted the spawn rate to test. Turns out even after 8 new games and various depths i was consistently getting at least 3 out of 5 roids with be and usually 4/5. I then tried several new saves with each mod loaded alone and spawns went back to normal regardless of which mod I had loaded so somewhere there seems to be an odd interaction causing it to skew the mineral spawning somehow tho I can't figure it out so far digging through the files. Mostly just giving a heads up and wondering if it's just me somehow lol.
thanks for the heads up, will see if i can take a quick look later but probably won't be able to do anything definitive until sunday.
i guess for the meantime, enjoy good profits lol
no problem and i've just been ignoring the be for balance lol.
fair enough
Is this mod supposed to be the updated version of Industries of Enceladus or is this its own separate mod?
It's a WIP bringing IoE into the modern age, to work well with other mods, and support the new manifesting / formatting system
I guess you'd call it a whole new mod? But it's based off the OG IoE files, afaik
Switch to vanilla ship before that.
Pure vanilla or just a vanilla hull?
Vanilla hull should be enough I think
yeah, it's pretty much a modification of the original IoE, so there's a large portion of it that's the same or similar
new bugfix:
- Fixed misaligned MAD-CERF sprite from the updated sprite
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.1.11
diiiiiid
the docking bays on the frigate get fixed?
ah they did
excellent
thank you <3
Yes but for some reason it will delete every modded ship in your fleet except the Frigate for some reason.
that
didnt happen to me
huh
was testing and found an old bug that happened in the original version of the mod, when using the pigeon and buying equipment you get a ctd in the drone tab
by drone tab is it the drone storage tab or one of the drone hardpoints?
hm, giving a check of both drone storage and drone hardpoints, it works fine for me. is there anything else that might be at play, such as other mods?
the drone hardpoints
only the save editor and enable achievements
i think it was the second hardpoint
hm, i tried a new save and still couldn't get it to replicate
actually nevermind, just got it to trigger
seems to be caused by previewing the MLF haul drones, then previewing another equipment, then trying to preview the haul drones again. for whatever reason it's deleting the instance of the hauls and is throwing errors. i'll try to see if it happens elsewhere first just to know the scope of it
ok, seems to be a bit more specific, previewing the hauls anywhere then previewing them on the right drone hardpoint causes it, at least there's a lead, but that's about where it ends for what i can see
new release 2.2.0:
- Fixed issue with the Pigeon having a second excavator that wasn't being removed properly when trying to preview MLF Haul drones on the right drone hardpoint
- Added the YME - a cheaper fission variant to the Model E
- Added the rest of the OCP used in the OK720
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.2.0
Oh what a name.
oh wow that is pretty fitting
I'm gonna assume rest of K37 went to E for smelting and habitation.
huh i didn't even consider how it would fit in with how EP works yeah it's a pretty clever touch
i guess i could actually add that to the description, i do need to patch the built-in manipulator for the salvaged OCP so i'll have a patch soon anyway
new release 2.2.1:
- Fixed the Stripped OCP's arm appearing above other equipment
- Fixed baffles not appearing on the Stripped OCP
- Removed an extra L that appeared in the Y-ME stat description
- Updated the Y-ME's description to explain where the reactors were sourced.
- Fixed typo in the Stripped OCP's description
- Fixed cargo bay display on the Stripped OCP
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.2.1
interesting
the Zurbins have the same effect on the visfeed as fusion drives
not sure if its been mentioned before
the OCP piranha has an issue where ore near the exit of the bay counts as outside the bay even when the hatch is closed
this causes arms to grab and pull on ore thats inside the ship
it also stops astrogation if the ore is near the hatch
this is likely from when i updated the colliders to bring fixes that had been made to the vanilla OCP, they looked close when i was at 100% zoom, so i likely didn't see any discrepancy. thanks for bringing it to my attention
actually nope, completely different issue, and i have no idea how this got past
guess i accidentally removed a couple of polygons without the object being visible
new hotfix:
- Fixed missing polygons on the OCP-Snap
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.2.2
that was impressive speed from finding out the issue to fixing it
you gave a pretty good explanation of the issue, so it did help narrow down the cause by a good margin
also considering that it was specific to the edge of the door, it did pretty much explain that it was to do with an incorrectly shaped object
doing programming helps you learn how to make a bug report i guess lol
yee thats fair
Something . . . off here. I tried slapping this on as the sole mod and starting a new game, and most interesting equipment isn't in the list at all. Some is in the list, but only has the code for the translation string.
yeah the translations on this mod are a little weird, i've only ever had that happen when launching from godot directly, and i never was able to get the same to happen outside of godot, so i kinda forgot about it. i'll take a look into it
I rolled back to 2.2.1 and it works fine.
I think the fix for the OCP snap broke something.
Dunno. Loaded the last version, and now suddenly there's more equipment in the lists. Like, the hardpoint lists were 100% stock equipment, not even translation codes in them. Other spots, like the PMS drive (?) and the new aux slots were represented by the translation codes.
None of the new ships showed me any change if I selected them, they continued showing the last ship I selected. The PMS drive definitely was in the preview and fired properly in the simulation, though.
very weird, although i would expect that from the PMS as it's vanilla equipment, just usually inaccessible
i'll start a new save, see if i can get the same to happen
I tried it from an old save, same result.
The dealer ships DID show up visibly on their line in the dealer, which I understand is meaningful, but when selected the info panes didn't update to the new ship.
Although . . . I did start YET a new game to try with 2.2.1. I think my first seed was 365. (noticed it because it was days in a year.) Picked a new seed for the 2.2.1 try.
I don't feel like that should be meaningful, but it is something I did different.
well, it's something to try regardless
Same problem in the new save with 2.2.2. Let me chuck the save your way. Should be a typical new game, though.
Wait, why does this say reVAMP? Am I useing a file out of the other thread?
both use the revamp name, it caused a lot of problems trying to switch when i initially ported so i just kept it. i really should change that though
just loaded your save too, and it works without a hitch. weird
For some reason one of my files is reWRITE . . . and I don't know if it's the old one I took out updating mods, or if I've been doing something silly and was using the wrong file.
the rewrite one is a really old copy, before it was a direct port
actually, yeah just double checked. i used rewrite on only the first two releases of this version
I THOUGHT I had carefully separated them . . . maybe I just delete 2.2.2 and don't remember, or maybe I'm being an idiot. Let's find out.
Nope, the idiot wins the day, I'm just clumsy.
I swear I remember double-checking that I put the right one away.
it happens, also partly my fault for not putting version numbers in the file names either
well, at least that's cleared up
Still SOME oddities.
oh huh, that's a ship i haven't even properly released yet. guess i forgot to disable the code to have it appear in the dealership
yeah cause it wasn't ready for 2.2.1, i started work on it soon after and guess i just forgot to ensure that it wasn't ready for 2.2.2
absolutely my fault on that part, i suppose i'm best finishing it up and making a release for it
Have you had a chance to look around yet? Cool if not just checking. At this point I'm more curious about what could possibly be the cause then anything as it's pretty weird to me lol.
i wasn't able to find anything properly definitive yet, i still am looking on occasion, but nothing i can say directly to fix it
No rush or worries. Wouldn't have even mentioned it originally if it weren't some strange interaction between the two mods.
yeah, sadly interactions with mods aren't always so straightforward. i almost always keep only the mod i'm directly working on enabled in the modloader to make sure i'm focusing on it directly
really only when they're brought to my attention, like with this, do they ever get solved
Where do I find the savegame file? I want to know if I can change the amount of money I have in my game because I want to get my hands on all the modded ships that I lost by switching to this mod from the old version and I am not interested in grinding for them again even though it would be a lot easier to do it because I still have my Frigate.
they're found in the appdata, at %appdata%\dV\
although you'd struggle to manually open and edit them, as they are encrypted. i would say take a look at the SaveEdit mod, which lets you do that in-game: https://discord.com/channels/426287934870781952/1288340696075604083
I am SO SAD that the low-stress ARMs won't feed the Tsukiyomi.
I was thinking to myself, "this is just right for a C'thuluship."
Thanks, I now have more than enough money to get them back, just need to get them to spawn in the dealer.
actually, i suppose that's a pretty feasible change to move the front slots further in, as there have been people saying that they're too close to the outer low-stess points
I was actually gonna fill all five, just for funsies.
Shame drones are so messy with it. Each drone uses the mount as the centerpoint - and the centerpoint is widely spread out, so they like to fight with each other if you use something like deceleration area or to guide them around the ship.
Zero buffer and a massive decel zone works okay, but zero buffer has some of its own problems.
i suppose it is something that comes with ships that big
Yep. Though it doesn't help that the buffer and decel zone get weird. The decel zone centers on the hardpoint, the buffer centers on the COM, and if you shrink the buffer to near-nothing (it doesn't like letting you set zero) you get a band of decel around your buffer, instead of around the mount. And sometimes only around part of the buffer, because the way the center of each zone is different. Like on the K37, you can end up with a band of decel behind your butt.
One more tweak. Hotkey 2 and 3 disable both left or both right turrets. If you have a symmetric loadout, you probably usually want to disable the two front right/left or the normal left/right hardpoints.
oh huh, guess i didn't assign new ones when i duplicated slots. i'll look into that
new release for 2.2.3:
- Adjusted hardpoint positioning on the Tsukuyomi
- Front low-stress hardpoints have been moved 8m closer to the center, which makes RA KRB-500s more viable to feeding the excavator
- Sidebound low-stress hardpoints have been moved 5 meters back
- Added the CK line of ships
- The CK's are a highly modified line of Eagles designed as interplanetary trawlers for cargo too delicate for standard cargo bays - typically people and processed ores
- Adjusted the hotkeys for the Tsukuyomi so that each individual slot can now be toggled individually
- This does shuffle around the order of hotkeys
- The minus and equal keys are now able to be used for toggling hardpoints
- Reduced Mod.manifest clutter
- Saturated the used ship pool to compensate for the recent surge in ship additions
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.2.3
Well, can't salvage this I guess.
Not even sure a ship in cargo would register, though.
yeah, sadly it doesn't count. i'm guessing that there may be a chance for that to change when the CERF gets a vanilla implementation though, if i don't get the motivation to figure out an implementation for the frigate beforehand
the frigate has 3 reactor cores and yet when choosing the reactor core used you only pay once
the NDSHB (the 1:1 mineral hold kit) should prooooobably be removed
or nerfed
If it wants to be a vanilla+ style mods, all the conversion holds are suspect, because they're essentially tiers of strictly better options. But I don't think it's that kind of mod.
yea
still
its a bit ridiculous
yeah, this mod kinda is a brick in that sort of gameplay style. i personally prefer the vanilla+ mod style, although given this mod isn't mine and i'm just maintaining it, I do intend on keeping space's general design choices over my own for it
heck who knows, maybe one day i'll make a more balanced version
hey most of the mining companions are broken
the list is:
nakamura prototype hunk
nakamura p-type prototype hunk
N-A mining companion
N-A P-type mining companion
NT P-type mining companion
NCT Blaze companion
NCT P-type blaze companion
THI interlunar container
all these just don't appear visually on the docking bay and can't be launched
these where all tested on the right front OCP docking bay
and the other mods i have are, mod menu, derelict delights and HevLib
Yeah, it's a known issue with derelict delights equipment. Currently it's not planned to be fixed, as all patches that I was able to them to work with broke IoE in worse ways further down the line
If I figure out another way to get them to work, I'll make sure it's in the patch notes, otherwise you're best just using something else
Also, you likely don't need HevLib, as none of your other mods need it currently
oh i didn't realise they where DD equipment i though they where IoE
Yeah, I can see why you'd assume it's from IoE though, that sort of equipment does fit this mod pretty well
yeah ill just disabled DD equipment since im not using anything else from it
Could you check the stats of the laminar turbines and the light ultra capacitors cuz the change in stats to the ship arent the same as what the description says it should be
sure, i'll give it a check
Ok thanks
from a code standpoint they look ok, lemmie check it in game however
When they are previewed the change in mass doesn't match what it says it should be. I'm not sure about power generation or capacity though
ohh, it's the mass that's different. i was checking the generation and capacity stats
thanks for clarifying, don't think i ever would've checked
Ya no problem glad i wasn't just crazy or it was a conflict
there's a good reason i don't think i would've checked, mass is in a completely different area to the majority of important stats
If possible could you check the processed cargo hold total for the k tech kti titan the description says it has 26 tons for each mineral but in the upgrades it only shows 42 tons total
sure, suppose i could give it a look when i'm done with this fix
ok, so the fix is even more of an embarrassing one. the masses are stored in one of the very few files that i didn't do a direct port from the original IoE, and i forgot to port it across entirely. this is totally on me, guess it's insignificant enough that it did take this long to find
@oak echo do you know if the rewrite makes this mod compatable with the k-tech mods?
should do, they worked in my tests
wonderfull
well something aint compatable cause the game crashed
it crashed so hard that the only log it made was this
helpfull
damn it was pilot zoom
just pilot zoom and IoE, right?
I was running most of K-tech, moar radar, DD,IoE and mod menu as well as pilot zoom
removed mods until it stopped crashing
pilot zoom was the one that stopped the crashing
yeah, i think PilotZoom's mod main was written incorrectly from the start, as it doesn't even let me launch before it throws an error with it
idk enough to say if this is wrong or not
modloader being defined as "false" probably doesn't help
that part's fine, it's the fact that modloader doesn't have an "l" function is what threw the first error.
and the replaceScene function apparently has bad syntax anyway
amazing
i mean, it's nowhere near as amazing as it may seem, the debugger does tell me that it doesn't have it
anyway, try this, it should work a lot better now.
i'll also send it to Kadaire for them to push it to the K-Tech github
terrible news for the zurbin economy
wait so does the fission EIME gain anything over the base model?
or is it just cheaper?
pretty much just cheaper, the fission reactor is technically a downgrade compared to stock EIME assuming price isn't considered
@oak echo here ya go
first thing i would say would to update derelict delights, you are using a version ~2 months older than the current version
yep
thats a good idea
as for the event itself, i don't know why it's spawning several OCPs, just i know it was attempting to spawn several at once. what's weird is that they only stopped trying to spawn once the THICC had despawned
lmaoooo
i mean, i guess it's similar to the recent bug with MoreMinerals where there was an abundance of beryllium, it's there if you want to capitalize on it, but while i can't figure it out there's nothing to stop you from capitalizing on it
given the option I would preffer having more compatibility than not
even if that needed a dependency
Three issues with the OCP-209 on 2.2.3
First, I'm encountering what may be the same issue with the OCP-209 in 2.2.3. Arms (RA ORD) grabbing ore out of the bay and odd behaviour for ore and ringrods around the bay threshold.
Second. I have an inexplicable (and unusable) High Stress Mount on the OCP-209 I bought from the dealer. The Ship came with standard equipment for a KF-37, and had the KF-37's rail gun on this mount. I've had no bugs just leaving it empty. Didn't try launching with it filled.
Third, the rear left docking bay is unable to have a THICC return to the cradle after ejection. The THICC instead gets stuck at an angle and the cradle pulls about 600MW trying to constantly pull it in.
i'll see what i can do about it
I have the issue of the K37 loadout being applied to the OCP fixed, but i wasn't able to replicate the other issues. If you could get screenshots or video footage of it happening (the latter would be more preferable), that would be great
would it be possible to make the dependency optional?
so the extra compatability is disabled if the dependency is not found
i mean, yeah that could be done, although in reality it's a heck of a lot easier to just add a second mod into the zip and call it a day
given the complications with doing that, i'll probably end up having a second release of IoE that comes packaged with any dependancies, as doing that does break down the moment updates to the dependancy happen, or you're using other mods that need or are the dependancy
I mean wouldn't it be just wrapping all the extra code in an if statement?
i mean, yeah you could check through that, and it likely would work, although the issue more so comes with sustainability. if i do ever plan to add more equipment, it's a decent bit inconvenient to work with the legacy method than it would to just include the necessary methods in the dependancy mod
also, something i forgot to add, but checking for mod dependancies can be pretty unreliable and/or time consuming. if the mod's zip file name changes in a way that breaks all of the terms it searches for, it fails a check in that sense, or alternatively you could open up each of the zip files and manually check for the mod's name and version (as the modloader does not store it currently), which in of itself adds potentially several seconds to the boot time, as even on some of the more powerful hardware i've seen it add 1/8 to 1/4 of a second minimum per mod zip it checks
Going to keep poking at the OCP issues I had today, but a different detail:
Auxiliary Cargo equipment is available for the K37, KX37 RAM, and K44, but not the KR37 Runamisi
Got to mucking about with the OCP DD model because I was bothered by the bay extension placement being to the fore instead of the aft.
Seems to fit quite nicely aft (w/ associeted kit as well) if you mirror the entire bay door assembly so it opens counterclockwise instead of clockwise.
Big faff. Absolutely the kind of junkyard mod I want to see miners doing to ships. But nice to actually be able to get ore into the processor with the main torch (I found the bulker unit unusable trying to get ore into the fore bay with thrusters)
Also would justify - like with the snap - the additional cost and having to disable the geometry assist
since the bay door opening aft-end first is a great way to dump all of your cargo the way the autopilot tries to do it
(Also corrected the rear port and starboard ports being flipped, while i was there)
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sort of, it's more so seeing how much people are ok with a minor inconvenience with a second download, and if not if they'd rather wait a little longer for releases to go through.
Currently, as it stands, there are about 20% or so of people who don't want to deal with a dependency mod, which is not an insignificant percentage. The best solution I see is that I'll be making a second line of releases that have the dependency packaged in for those who don't want to deal with it. I can't really say how much extra work this will take me, but I don't presume it's enough to be any major inconvenience
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new release for 2.3.0:
- Fixed issue where the K37 loadout was used on all non-variant ships, which resulted in ghost slots on several ships when purchased from the dealership
- Cleaned up InputMap modification code. You should no longer get any errors with the equipment toggles added by this mod (
9,-, and=) - Refactored how equipment is added, This release, and all releases of this branch from here on out, will require HevLib 1.5 or newer. Without this dependency, no equipment or equipment slots added via this mod will show up at Enceladus Prime.
- If you would rather not download a second mod as a dependency, please see the P fork of this mod. Do note, that specific version cannot guarantee any compatibility with other mods due to an internal instance of HevLib, which may or may not override any dedicated instances of the mod, which itself may cause other mods that require it to stop working, IoE included.
- The P fork can be found here.
- Fixed DMW Cannon not appearing on the middle left low-stress hardpoint on Titans, OCPs, Bald Eagles, Wasps, and Tsukuyomi Frigates
For reference
Main Branch Mod: here (HevLib 1.5 Dependancy)
P-Fork Dependancyless Mod: here
hello, I'm new to modding delta V here and I cant seem to get this mod to work? I've downloaded both https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.3.0 and https://github.com/rwqfsfasxc100/HevLib/releases then put them into dV Rings of Saturn\mods but when I look at the equipment menu in Encleadus there are no new modules (such as the OCP-209 having four docking modules).
I've tried this on an old save with lots of ships and on a new save with the starter ship. Do I need to get a modded ship in order to access the new equipment listed in the repository?
Do I need to to download a mod menu to ensure that Hevlib is loaded first?
Fixed issue where the K37 loadout was used on all non-variant ships, which resulted in ghost slots on several ships when purchased from the dealership
Cleaned up InputMap modification code. You sho...
do you have the --enable-mods command line enabled for the game at all?
yep
hm, do you mind sending your logs at all? they should be located at %appdata%/dV/logs
which ones?
zipping the entire folder should be good, i don't know which will be necessary if at all, so just doing them all should mean for less fuss
by the looks of it, mods weren't actually being loaded the last time you launched the game
which is weird, because the command line looks correct to me
oh you've got to be kidding me
i just tried relaunching the game
not the first time i swear
and now its working
I hate computers
it happens, at least it's working now
Thanks for modding this game!
I cant wait to check out your mod here
wait a second
I think I might know what my issue may have been thinking about it now
when the game looks for the mod folder in the game directory, does it look for a folder named mods or a folder with mods in the name?
ok maybe not then, I had some other mods in a folder called inactive mods in the game directory. I renamed it to inactive moods a bit ago in case that was the issue, I don't know if that's what fixed it or if its a coincidence.
most likely a coincidence, i don't really know what else could've caused it other than the ccommand line having a typo, or it being added after launching the game
anyway, yeah thank you. i don't really like taking too much credit for this, most of the work was done by spaceDOTexe, i just maintain it, but thanks anyway
I figured out the issue I was having, turns out if you launch the game from the executable in the game folder it doesn't read the command line from steam.
When I was messing around trying to get mods to work I was always launching with the executable in the game directory because it was just conveniently there.
Thanks for responding so quickly. Sorry for wasting your time it never occurred to me that could be an issue.
lol not at all. i do launch from the executable a lot because my friends find it annoying that they get notifications every few minutes that i'm playing the game, one of the downsides of modding with a steam installation. I just assumed that most people launched directly from steam. i'll update the modding guide on steam for how to launch with command line without steam, as I do have a batch file that does it for me
Creating shortcut and adding --enable-mods at the end works just as fine.
"something\dV Rings of Saturn\Delta-V.exe" --enable-mods
oh that's neat, i didn't know it could be done with shortcuts
the machine spirit felt that you contacted tech support and decided to fix itself
P-Fork specific update:
- Fixed critical crash caused when loaded with mods that load equipment on init
https://github.com/rwqfsfasxc100/Industries-of-Enceladus-Rewrite---P-FORK/releases/tag/2.3.0-HL1
Anyone using the base IoE should not have to directly worry, however HevLib does need to be updated for the same fix to apply
I was playing normally without the mod then i installed the hevlib to get it working and now no games load, they instantly make the game go not responding and i cant play. this is my modlist plus save edit (also didnt know if i should star a new one or ask here so)
that was an issue with HevLib that was fixed in an update to it yesterday; see it's latest release page
i have the 1.5.2 version of hevlib
i see. i know that saves load a little slower due to the way equipment is added, but i've not seen any crashes from it. i'll give it a look myself rq
okay, ty for the quick reply btw
it loads fine with those six mods installed. i am getting some errors from SaveEdit, however they happen when the title screen is being loaded, which I'm guessing you can reach
just done it a second time to confirm. it does take a couple of seconds to load, and does show the load icon and act similarly to a crashing application if you make any inputs, but it doesn't crash
if you're ok with it, can you try it again? If it crashes, do you mind zipping up the save folder, as I'd need the logs from it. It's located at %appdata%/dV
wierd, np ill get those save files to ya, idk why its doing this
im guessing i send you the most recent DV video file?
or is it the DVB file
i'd want the entire save folder, as there's things i'd need to reference from several files
ah okay
most of it i likely won't need, but i can't say what i will and won't need until i take a look at them, so it's on the side of caution and to make it a bit easier on your end to need only one upload.
ye i sent it to ya
hm, i don't see anything that directly causes it to crash, and your save loads fine for me. if you're ok with it, would you mind sending the mods zips you use so i can directly test with them instead, as I may have a difference with my own set?
yeah i can do that no problem
also im going to be doing stuff here so i wont be responding fo a couple of hours (maybe i will have to see how it goes)
alright, i'll see what i can do with what you've provided
scratch that it appears I am not needed yet so I can respond :/
lol alright
weird, i cannot get it to crash whatsoever. both running it in the debugger and as the game standalone work for me
it does take a few seconds to load into the save though
hmmm my drives and PC are dying on my end so it might be that my PC is taking forever to load, I tried to leave it for 5 min but I'll try and leave it longer after I get done making food here
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hmmm, the only thing I see similar is moar radars
If you're ok packaging up the save folder and sending it to me, that would work best
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Of course, I can still work with my own installation of those mods, so don't stress about it
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always possible that it could be the case. i do have plans to add a visualisation for how much of the equipment patching process is done, but i think i might prioritise that as it would likely help a lot with cases like yours
okay, im going to try and start a new save now and let it run for like 30 min loading so ill see if its really a mod issue
ok i let it load for like 20~ min and it didnt work, its prob the mods
i'm giving a second look at things, and i think there is one potential way that the issue could be prevented, but I do need to readjust loading as there's a few issues with the implementation that cause a similar crash
alright
don't know why i didn't check this earlier, but this was in the engine log. What it tells me, though, is that there is a disconnect between how stuff is loading, which as you say may be a result of the speed of your pc. On the plus side, the fix i was already working on seems like the most straightforward approach to it
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sure, no harm in doing so
Newer version of the mod seems to struggle with actually applying components, went back to an older version. Yes, I have Hevlib installed, and it is updated to max. For whatever reason, when buying a component, it doesn't reliability replace the one I bought.
Kinda existing half bought with the original non bugged component still there
This isn't where the items just don't spawn and it instead leaves an empty spot, the items are registered as purchased, but not really.
Quantum thrusters.
I don't have any other mods that change the way the components are implemented, only ones that add more (derelict delights being one of them, with some bootleg parts.)
maybe restarting your game could help? I can't replicate the issue, and equipment swaps out just fine for me
I've opened the game multiple times today
and installed and reinstalled the mods straight from github
I could only assume it may be due to the crashing I encountered earlier when fucking around with mods that the base game may be a bit borked
It was just modmenu and save editor not really agreeing and modmenu caused crashes after using saveditor
I'll just wait before trying it again, I wanna be able to play the game lol
If I do experience the issue again I'll be sure to send the logs
alright
It's getting late but I'll see about testing a little
I was specifically using the non p-fork (base version)
hm, that one should be more stable. perhaps if you can send me a list of mods you have installed I could get a closer representation to how it behaves on your end
Things are kinda just... missing
From top to bottom:
Derelict Delights
Hevlib
Bootleg ERM & PDT Laser
AchieveDeez
Modmenu
IoER
Game crashed and broke when using the P fork, I am assuming I need to take out the mods and rezip them lol
that one isn't intended for use with other content mods, i kinda slapped a no warranty label on it as it will behave unexpectedly due to how it's packaged
Oh okay
I'm fine just using an older version, I will try reinstalling the base game to see if that helps.
it was more so for people who didn't want to download HevLib alongside having to download IoE, not much else for it really
Understood
Basically just everything included
Game is installing again
Deleted config and cache files too.
just thought, does the equipment dissapear after loading a pre-2.3 IoE save in 2.3?
Oh, I can test that soon
Just give me a moment.
Things are still gone after a reinstall.
Moving back to old version.
Things are back, as I expect them to be, in the old version.
I am assuming this may be something more akin to a save data issue, I did use save edit...
But only did so to give myself some starting cash, nothing else, and disabled it right after.
it could be an issue with the config, if it's ok with you, would you mind sending me the save at all?
Yeah, one sec
(I don't have anything too personal in the save data, I think the worst one could do is suspicious ship names, but besides that, I don't think it wouldn't be too much of an issue besides paranoia)
yeah, most of the personal data would be in the logs, assuming the game is run on the C: drive
I don't even think you could even really take that much as it's all diagnostic information
Most you'd probably get is my steam ID but you wouldn't even really have that much use out of my profile page
This is a singleplayer game ๐
god
god dammit
New account
Gonna turn off emoji conversion immediately
Good riddance :/
this problem keeps on pulling up dead ends. the equipment is still there, it's like it's being invalidated on the ship side before it gets added to the upgrades menu. i think i might need to make a change as to when the equipment is added for the fix, but it may take a while to sort out
i did find a typo with IoE however, so while that's in my mind i'll make a release on that
Updated to 2.3.2:
- Adjusted load order of
TheRing.tscnto prevent conflict with mods that modify dialogue
Main Release: here
I'll test it out when I get the chance if this is a fix to the issue i had
it doesn't fix that specific issue, this one is rather an issue with dialogue not updating with derelict delights. i'm going to try to get the equipment to be added earlier than when enceladus is loaded, and if it doesn't work, then i'm probably going to label it as a similar case to when this mod split from space's IoE
Alright, understood
How much would people care if I gave this mod a dependency for the sake of compatibility? This would mean an additional mod you would need to download maybe once or twice at worse, assuming no issues arise.
23
29
1
I wouldn't care / I wouldn't mind
Updated to 2.3.3:
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depends, mostly if i have time and feel like making one. I did add a handful not too long ago, so there's always those to look for
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the salvaged OCP, fission EIME, and CK prospector variants
Question: Does IoE have a Kitsune with dual opposing hardpoints, capable of mounting Gungirs?
not yet
Can we pretty please get a dedicated drone carrier frigate
@oak echo it works for me, the new update functions
Specifically installed newest version of hevlib & IoE
parts are there and things are working as intended btw
Doesn't the titan already sorta fit this? It does have 6 slots for companions
I want m o r e
Though if I gotta be fair the refurbished frigate idea was probably from the previous mod owner/manager
It was, although if you want more slots, I believe there's an extended version of the K225 in the ZKY mod, although I've not used it myself
Yeah I remember wanting to try it out but it was the period where I was having a lot of crashing issues.
I'll just see about trying that out
If I had to come up with the design, it would possibly be in a similar vein to that refurbished racing drone/craft. Something from an older era but still has a niche hobby to it.
While instead of racing, what do you think would be a better fit for the new main purpose?
Probably not too far from the use cases of the kitsune, quick hab runs and POI updating
An old voyager type ship?
While albeit not nearly as good for mining it sports high mobility and efficiency, while being larger than the kitsune
Like it's one of the original craft that went to moons and whatnot, and people want to still give it a use. It may as well be a mesuem exhibit /hj
Fair enough
Probably would have a bit of EM resistance
Having a problem with recent versions of the mod, though unsure if this is the right place to report it. Basically, when i try to install cargo bay variant from this mod (such as R-A mk2) it would do so, but won't function, and you will be able to install another one on top of it. Additionally, short version of K255 (K225-SH) is somehow broken - when i try to select it in at dealers it won't display it's stats or description, instead displaying previous selected ship stats. These problems persist regardless of other mods (tested), though i do have some other ones. I am on the 1.74.19 GOG, mod version is 2.3.3, HevLib 1.5.10.
I do need the entire save folder packaged to be able to debug (as if you were reporting a bug for the vanilla game; see https://discord.com/channels/426287934870781952/1067385553261166602), as I don't really have much to go off of with just the save files
ok, i was able to replicate and fix the issue with the K225-SH, but I could not get the issue with the MPU to happen at all. the only case i can think where that issue would arise would be if a cache made from before IoE 2.3.3 still existed, but HevLib 1.5.10 should have fixed any cases where that could happen
Here.
Here's how it looks.
If it helps - this bug isn't present on 2.2.3 if i remember correctly.
this is running an old version of IoE, please check with 2.3.3
Newest version.
i will need logs for it, as right now it works completely fine on my side using 2.3.3
Here, just after last screenshot. It's on the second save, i bought a new ship and R-A MPU Mk2 was "already bought" so i was able to return it from trade-in for 0 dollars. I had to remove cache folder content as it was too big for discord, i hope it's not relevant.
Thx, just a note that in future you're ok to include it as there's a 50mb limit for this server. I don't think I'll need it specifically but I'll let you know
Sure, but it was over 70 i believe? I'l send it separately in case you'l need it.
mine is just about 10mb, but i guess it can change
hm, by the looks of it, same case as last time where the cache didn't get cleared. i might actually need the cache from your end. if you'd rather not bother, it is just a simple case of deleting the cache folder for HevLib which should fix it
yeah, doesn't look like it cleared properly. try using the new HevLib version, and if that doesn't work could I please have the logs
Manually removing hevlib cache fixed it. I'm on the last hevlib and IoE. Thanks for all the help.
I would like to mention I specifically have an issue with the BlasTR thruster not loading on my Titan properly, log included. It does not load all of the thrusters, including the side, two front, and two back.
I do not know why installing a separate mod would make specifically a few thrusters for a specific mod like this not function. deleted hevlib cache for this too.
weird, they work fine on my end. might be a visual thing perhaps as the C50s don't display properly, but function just fine
I tested, literally cannot brake
Let me just grab the most recent version
Things might've been updated overnight or something
They literally just aren't there, as I am testing rn in Minding
Savegame included with a hevlib doc file or whatever
ok, i've replicated your setup more closely, and it's an issue with ZKY
i don't know where it is, as i'm not getting any errors or anything from the equipment system, so you might have to bring it to Za'krin
Is it correct that KX37 RAM can't install Locking Bolt although it has combined processed storage?
The Pigeon also state that it has dry weight of 70k but if you take everything off to the lightest it actually has about 20k
it isn't although I'd guess the reasoning why it's given them is that it's a modification of the stock K37, which would use them. i'll change it rq
the dry masses weren't written by me. i'll take a look at how they're decided, and i'll make a change to it if necessary
hm, basing it off of the K37, the dry mass stated is slightly higher than the minimum mass without remass. i'll base it somewhat off of the pelican considering they're similar vessels
๐
just updated to the main release (and installed HevLib)
and
uh
weird. missing and duplicated controls. lemmie take a look rq
ok, i see the duplicated controls and have them fixed, which is weird as i am 100% sure that i set them up correctly, but it's weird it's not showng minus or equals as options, as both of them were controls set up for docking bays after they broke
ok, through the editor with the fix, this is what it should look like after the patch. i'll build it rq and test with the base game to make sure it's consistent
ok, at least on my test of it from the base executable, it works. lemmie push a release rq
@jolly saddle see if this works for you
y'know, jexia since you're a frequent flier of the tsukuyomi, how overpowered do you see it in comparison to other ships?
i was thinking that maybe it and a few of the other IoE ships could do with a balance in the way you obtain them, perhaps through a quest of some form
oh yeah the tsuku should absolutely be a quest thing
but in terms of capability
its extremely capable
but you REALLY have to invest into it
especially if you want the higher end equipment
like its arguably THE best ship for endgame
in terms of balance i would probably ask that the cargo bay be made narrower?
well
not really balance since even that wouldnt bring a downside
just with how ridiculously large it is
but the cargo bay is obscenely sized
yeah that's fair, i'll have to think about how it could be nerfed, as i don't think reducing the cargo bay would exactly make it any less op, so there would have to be some other downside
as for the equipment side, it iss 35+ million for the vessel in the dealership itself before anything. (although thinking about it, this is pretty much the main downside to it)
i suppose that could be one thing that a quest could do, help lower the initial hurdle but make you have to really work for it outside of being really good at making money
the vanilla game does have two good starting points for how a quest would work for the two questline specific ships, being the modified titan with a search around and find out a story type of quest, and bald eagle with a find me and pay an obscene fee as i don't wanna give up my ship type of quest
yeah. i did consider having combat be a factor, but I don't think it would be exactly hard with it's current AI.
pretty much the one difficulty with the search around quest is actually writing it, but i'll think of something for it
yeah, something like that could work. could even have it tie into the major faction conflict or something, there's actually quite a bit that could be put into it with a ship like it
i just thought of another one: you buy out the BBW
would be really funny of a thing, and i could also have the rest of vilcy get mad at you for it, but that's another idea out there for it
that would be funny but that doesnt sound like a greaaatttt idea
yeah, would need to be an obscene amount (like 100 million) to make sense, and I don't really feel like it would exactly be a good idea doing that
didnt seem to work
ok well now controls arent reused
in a weird way at least
just the minus and equals controls aren't appearing i'm guessing
nope
i do appreciate the granularity but honestly i think having the low stress mounts share controls is fine
i suppose, mind if i get a copy of your save folder at all, i might be able to see what's going wrong on that side as it might be something with how the controls are setup. if i can't figure it out, i can always revert it
this isnt a major pain
this is entirely usable as is
its a little weird but it completely makes sense
how are you expecting it to work?
pretty much it should go 1-7 for the main hardpoints, then the docking bays get 8, 9, -, and =
actually, just thought, do you have 9 either?
nope
hm, that's weird
did this need an update for HevLib?
not really, the change is entirely IoE side
the only things i can think of it not working are either A: the controls are not being loaded for whatever reason, or B: they're not bound in the config
on a completely separate note to this, i just realized how much is loaded when the library re-caches equipment, as this was the first time in a while i loaded up IoE using CMD
anyway, i think for this issue, i might be able to solve it via either the engine log or the config file, but really up to you if you want me to take a look as it works fine on my end
jexia jumpscare
indeed lol
this is perfectly doable
as is
its a tiny inconvenience
and thats it
alr
absolutely. i guess one thing i haven't tried is wiping the config and seeing what it does then
oh huh, that would do it
weird that it generated the config just fine afterwards, lemmie restart
ok yeah, giving it a restart fixed it
that's bizarre
anyway, that should be the fix
and yeah its extremely expensive
ESPECIALLY once you start fitting the higher end drives for RCS
Personally I remember finding a salvageable Tsuki frigate myself as a random encounter and accidentally bloated it up as I tried to take it home :(
Why not have it be a salvage thing you have to return to? Deliver components back and forth. You discover this ship floating around, holes punched through it from an agreed old battle as it's started to collect ice chunks on its hull, explaining how it could blend it to other systems like Scrapwright recovery options satellites and other long range detection methods
How you get it back to functioning is first by bringing components over or repairing them. If it was possible to program into the game I would've suggested a unique text box interaction that only happens if you have the OME drones equipped. But maybe for the repair process you will need to find HAL-9000 life pods and to basically feed them to the frigate so you can strip the pods for parts. By the time you get it running you'll need to break apart the asteroids yourself or they may even just melt off the ship if you fed it enough components
I'm primarily thinking of "stages" of the repair process may work better. Every week or few days you'll need to return to it and pay for components with encelledollars, originally payment for basic systems repairs so you know what you're working with
something along those lines would probably be pretty good, possible yes, but would be a lot of work for a system like it.
ironically, the idea to use maintenance drones is actually the easiest out of any of them (the comms system is surprisingly complex in the features it has, the code to handle it wouldn't be too much to add), for the other ones, it would likely require a completely new system to be put in place (such as the ability to put stuff in cargo to start a dive), or just a lot of 3D modeling (such as for parts to bring to the BBW, models for a damaged frigate, etc)
the idea for repair progression (leaving crew to work on it) might actually be a way of doing it, however it does seem a bit over the top considering that it would probably just make more sense to do it at enceladus anyway
oh yeah, almost forgot for when i posted it, @wise plank since you were asking a while back about the sheer amount of procesing that HevLib does to adds equipment to slots, this is about the best way i was able to visualize it loading stuff in real time if you're interested
The KX37 RAM I owned is having both type of Mineral Hold Kits after 2.3.6 update. I guess it won't be for any new RAM spawn after this?
idk if this RAM going to cause any problem if I keep using it so I'm going to sell it and get a new one
Wow that is a lot of processed storage
Yeah it's a consequence of the change, the slot data from the old one still exists, just it won't function
Yup, just has the smallest cargo bay volume out of any ship in the game
So small I don't even see it listed in screenshot
Good point, I just remember setting it equal to that of the baldie and I guess never wrote the stats for it
Even the OCP with it cargo disc ripped out still list as "Cargo Bay Storage: Yes"
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turns out it wasn't just the CK-65 line of ships that was missing it, i'm making a patch rn
Updated to 2.3.8:
- Adjusted the canon of the PMS torch. It is now a true NTR, with nothing but a propellant line to the reactor and no additional tech used within it.
- Also adjusted the stats of the torch. It now has mass, and weighs in at 250 kg. It's price has been lowered to 4 thousand, and repairs now cost only 250 to perform.
- Adjusted the stats of the Zurbin main drive. It now will sell for 1 million, which currently only affects the sell price of any Tsukuyomi frigates, and it's repair costs have also been increased to 50 thousand from 8 thousand.
- Added missing cargo bay volumes to the Y-ME, CK-65 and CK-69 ships.
- Added the vanilla-unobtainable laser point-defence turrets from vanilla. They now have the same unlocking requirements as the NDPT-4205
nope, i left the thrust the same. it just makes the frigate that little more expensive to buy, but more so tied to it's condition
that's good
honestly, i wasn't planning on doing so either. the patches made to the torches for this update are more so to provide actual stats to vanilla equipment other than just using default values and calling it a day
mhm
honestly, i'm surprised it took this long for anyone to call BS on the PMS torch, i literally wrote those out in 5 mins without much thought whenever i did add it, at least it's mostly cleared up now. i guess that's what you get for accidentally putting the price at 400k for a mediocre torch
It is correct, although I don't know if the hull is visually correct though now I'm giving it a look. It is intended as an internal storage focused ship, so I might have forgotten to add the visual parts that help sell that, as right now it does look too close to an ordinary prospector
How does the SSE NANI Torch Refit wear work? I was flying with it and all of a sudden it started getting damaged while full burn and finally gave out completely.
I am flying a Antonoff-Titan K225 by the way so maybe it is just the ship config causing increased wear.
Also the save was vanilla before adding mods, forgot to mention that.
It has the same damage model that the standard NANI has. Wear is used to tell how much of it's fuel is left, and it doesn't have too much fuel unfortunately, around 45-60 seconds of burn. It's not entirely intended, but a consequence of how the wear system works, but you can extend it's lifespan with maintenance drones however
Hmm you're right. And the 12 crews limit also. Maybe change the hub bridge to OCP one might give it enough the different?
Yeah, something along those lines and a larger hull footprint was something i was thinking
Look like the Pigeon is missing "(per mineral)" indicator on its processed cargo
yeah, a lot of the descriptions were made before they were added to vanilla, i'll make the fix rq
The Stubby Titan also. Although I could make a guess which kind of cargo type they have judging by how large it is
OK720 specs list low stress two times, if you haven't changed anything from original IoE it should be 1 low stress and 4 docking bays.
CK-69 missed m^3 in cargo bay size.
should be fixed now. i don't recall changing anything for the OK720, but it should now display docking bays
honestly i might consider bringing webtranslate to this now, would make fixes like these a lot quicker to implement outside of a patch
There a new KX37 RAM spawn in the dealer so I bought it and it still has double mineral hold kits
The vanilla OCP-209 somehow gain 4 docking bays like 207, and 214 which isn't state in the stat card but can equip them. I have equip all 4 containers to show in this image
i'll give it a look. i do have a good idea what is causing this, being a problem with modifying the K37 as well, although the fix i'll be putting in place should fix it for good this time
huh. it is intentional that it has docking bays, but i could've sworn the stats are modified. i might be either remembering the wrong thing, or it's jank with the translation server, but i'll get a fix in place for that
Vanilla OCP-209 doesn't have docking bays but if it is in IoE then it is as intended then. Just need to add it on the stat card
On that note, does 214 DD suppose to not have auto-rotation on bay door open? The 207 SNAP doesn't have it but it state that in the description while 214 DD doesn't
I probably should have phrased it better, it's intentional under the context of IoE. i'm well aware it's not a feature in vanilla, and it was one of the main features of the mod. iirc, it was plastered several times through the original's github
it's intentional
i could add it if you feel it's necessary, however it was not a part of IoE when i started porting it, so I didn't include it
I suppose add the description saying that it doesn't come with auto-rotation software like the Piranha would be enough
Updated to 2.3.9:
- Fixed missing thermal consumption stat for the ND-PMS torch
- Added missing
(per mineral)identifier to ship stats, and fixed equivalents for variable holds to line up with vanilla formatting - Fixed issue with the KX37 RAM's duplicated mineral hold kit slots
- Added a note on the lack of the Deep Dish OCP's variable geometry assist capability
Ah ok
Took a quick glance and look like you fixed everything about ship's stat card, and description. Although I need to wait for a new KX37 RAM to spawn in the dealer to see if the duplicated hold kits is fixed
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yeah, only thing that's still missing is the modification to the OCP's stats, but that is still in the works (yesterday's release to HevLib contains most of the backend, however i do need to convert the translations to the new version before i can use it)
this unbricked my IoE save, thank you so much
Probably best to make this announcement on this mod page considering it's the most popular out of any of the mods I develop.
I'm going to be gone for the next 2-3 months for work, and it will mean that long away from my PC, and also equally as likely from the internet as well, so I'm not going to be able to work on any mods until I get back.
Given that I'm not going to be able to make any fixes to mods, I've made a Google form that should be enough of a template to providing the information necessary to make a fix. I have also made it work for any of my mods, so it will be in one place for me to work through when I get back.
It's not a required thing at all, I will still accept bugs or feature requests made on a mod's GitHub, however I will be going through bugs reported through this form before any other reports.
The link to the form is as follows: https://forms.gle/vUoarawnYjy3hXJi9
As I am personally unable to respond to any bug reports fir a couple of months, this Google form will be used to keep track of bugs that arise. If any third party patches come through, please DM me directly on Discord with a link to the discussion so I can be made aware of it.
This is a parallel to how bug reports are done normally, and many pa...
Am I missing something with the Rusatom-Antonoff MPP-N1?
It says it buffs the mineral processing rate by 140%. I have the fabricator MPU with a base 50% conversion rate, which I tuned to the maximum of a bit over 70%.
Assuming 140% means a 40% bonus, that should get me to 98%.
And if the 40% buff is on the base 50% untuned conversion rate, that should still be 90%.
But I just grabbed a chunk of over 400Kg Berillium and after processing I got 252Kg processed.
What am I missing?
I have two fairly good geologists so I don't think the estimate was off by that much. When I was rocking the MPU with 90% mineral processing rate the numbers worked out about right.
huh lots of stuff has been added since i last checked
I would assume this is an issue with geologists, as at least in my experience they are inaccurate by a hundred or two kg, even on beryllium.
I'll still add it as a bug report so I don't forget to double check when I can
would i have to remove or disable the original IoE and install the revamp?
another question: how do i download from Github (i am dumbass i know but i need help)
the releases section
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the nexus mods versior is out of date btw
but do i need to remove my original version though?
yeah, its not a patch or fix
ok cool
This has probably been covered somewhere but I cannot find where, anyone know why certain NTCED parts don't work with IoE?
I don't have a full answer for that, there's been a few reports that I've seen where NTCED doesn't work properly both with and without other mods. My guess would be that both mods modify nanodrone code, but I wouldn't have anything to back that up just yet
Does IoE add drones?
Yes, there's the harvester class set of drones added by the mod
I also thought there might be something wrong with the MPP so I ran a little test, my geologists are pretty shit but I don't think it's entirely on them
ofc a sample size of 10 can't be treated as definitive proof but 90% of the results point at the mpp not doing what it claims to be doing
Ok, wow that's actually pretty in depth, but that does pretty much confirm there's an issue with it. I'll hopefully be able to work on it this weekend, but that does depend on an uncertainty or two for how much time I can spend on it
i'm getting this crash when running the mod, happens usually when i idle on the main menu but also happens in game. not sure why
not exactly sure why but i pinpointed it to this mod
Do you mind sending me a zipped up copy of the entire /dV folder after the next crash at all? this log file only has the boot text created when starting the game
i ended up fixing it by reinstalling, i think i might've been using an older version of the mod. apologies for the confusion
No worries, at least it's fixed now
Imo it doesen't need to be changed, MPP is already overpowered as it is
It allows you to freely install any MPU without worrying about smelt-rate, whether it gives remass or not and about how annoying it is to make your ore enter the MPU chamber
MPP will suck all your rocks dry and then they just instasmelt the moment they enter your mpu for a single frame
Just get it and a fully dialed-down Nakamura and you have a better Mitsudaya that gives you remass and doesen't instantly empty your batteries
That's fair. The way I see it is that something like the preprocessors should probably reduce efficiencies rather than improve it just by how quickly they can process ores themselves. I'm not going to do that however, as I'm trying to be as close to the original IoE as is reasonable
Hey! Maybe i've missed it but i can't see anywhere if this mod is save compatible or not. I'd like to use it on my current save id i can, will this cause issues?
It's pretty comparable, and really it'll only cause issues in places you'd expect to, i.e. if you try to disable the mod while having any ship added by the mod as the active ship (game will crash when trying to load a save), or if you have any equipment added by the mod fitted to a vanilla slot (it'll disappear from the slot and you won't get a refund for it unless you switch back to having the mod and switch to something vanilla)
was it possibe to go above 100% process efficiency before the rewrite?
nope, Space was pretty clear about making sure it stuck to the laws of thermodynamics
Sadge
Thats great, im fine with removing the mod causing issues as long as adding it wont mess up the save!
How does preprocessor remass efficiency interact with remass efficience of the main processor? If the main processor also remasses does it add to the efficiency or is it just one or the other?
It's an additive percentage, so the base processing efficiency of the MPU is multiplied by the percentage of the preprocessor's efficiency, and then that number is added to the MPU's base efficiency
So you mean that mineral processing efficiency of the MPU is multiplied by the multiplier (120% for example) of the PPU. And the Remass efficiency of the PPU is added to the remass efficiency of the MPU? So an MPU with no remass capability with a PPU with 10% remass efficiency becomes just the 10%, but if your MPU has 40% remass efficiency it would become 50% remass efficiency in total?
It only affects mineral efficiency, so it doesn't work like that
Oh but some of them have a remass efficiency listed as well
im just wondering how that works if both the MPU and PPU have remass efficiency
I think that's the remass efficiency of the unit itself. I'll give the descriptions a look as it sounds like clarification might be needed
uhu, the mineral efficiency multiplier is clear to me, but the remass one is less obvious to me
Yeah, I think it's intended as the remass reclamation of the preprocessor instead of the modifier. I'll make changes to them for when I next update IoE
Great! Then it would be nice to clarify as well in the text what happens if both the PPU and MPU have remass efficiency
Especially considering they're written like an MPU instead of something like self reclamation rate and efficiency modifier, I'm surprised no one else has noted it since I've been working on IoE
Haha right?
Welp, I'll make the bug report on the github as I am out of the house rn, but I'll hopefully work on it soon enough
Here it is if you want to follow it: https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/issues/6
From the way the module is defined i think its supposed to multiply the remass efficiency just like it multiplies the mineral efficiency. This module multiplies mineral efficiency by 140% so i'd assume its intended to multiply remass efficiency by 120%.
Cant find the code that actually modifies the MPU efficiency to see if thats the current behaviour though
@oak echo
Oh nvm i found it for the mineral efficiency now, i dont think it performs the same multiplication for the remass efficiency though but i might be wrong
Okay i think i understand it now, the preprocessor only processes ice independently of the MPU (which is actually implied by the description of the modules). So the PPU processes for example 40kg/s of just ice, the efficiency of just the PPU is used for this so for the one i linked that means 80% of the ice is wasted so if you have a more efficient remass MPU working in parralel the resulting total remass efficiency can be a lot lower than just having an MPU alone but more ice will be processed.
This might make a PPU pretty undesirable if you care a lot about remass efficiency since for example the 140% mineral 20% remass PPU "wastes" 32kg of ice per second
Wonder if this is intended (and if im reading the code correctly of course). "Preprocessing" implies it should improve efficiency, which seems to be true in the case of minerals but if you run a very remass efficient MPU its very very detrimental to run a PPU since its "stealing" ice from the MPU which it then processes at a very low efficiency if im understanding correctly.
Might be intended but i think its worth mentioning in the specs or flavour text
Since the stat is listed as "ice melt rate" i feel like that melted ice should either be processed at whichever efficiency (MPU/PPU) is highest or the PPU should augment the MPU efficiency (additively or multiplicatively) so high remass MPU's still have a reason to run PPU's
I don't believe these were intended with remass as a focus (they were added to the mod months before I came onboard), but doesn't mean that one of them could be changed or a new one added. I'll probably make one that has a high remass rate but makes the MPU have a slight mineral efficiency deficit to compensate.
Plus, I suppose it would also give me an opportunity to see about adding speed tuning to them, like how MPUs got a while back
Yes i understand, that seems good. I feel like maybe just being able to turn off the remass part of the PPU might be fine as well, it enhancing the remass capabilities of the MPU might be too strong i agree
Or like you said, being able to tune it and maybe instead of remassing getting faster as speed increases like with MPU's it decreases instead so you can let it remass at decent efficiency but very low speed
Uh small issue, whenever I start a dive (For reference I'm in the Eagle Prospector), I have a unidentified object in my cargohold, that blocks stuff in there, and I can get rid of out of the front (Its invisible or doesn't exist outside the hold, I can't tell), but it blocks stuff inside the hold
Which is fairly annoying if I want to use my MPU
This thing
nvm its already one of the issues on the github
I'll give it a look. Unfortunately may not be fixed for a moment as I do have a crash report for another mod on the bug report form that I want to prioritize, but I'll hopefully be able to look at it soon
ok, having given this a look, nothing stands out for the issue at hand, but looks like your release of HevLib is broken as the folder within the zip appears to have been renamed
also appears that armfocus has been broken and broken for a while, might have a look at what can be done about that later but it's not related rn
would you mind sending me a zip of your mods as well so i could perhaps confirm this issue as well?
just noticed that it didn't make a config file, which is doubly weird
Ill send it later today
so I'm currently trying to port the NTCED parts pack to work with IoE and it works on the trtl but n other ships. I think it's a weapon slot problem but I have NO IDEA how to fix it. how do you handle the modifications to weapon slots in IoE? any guidance on how to patch for compatibility?
i did a bunch of modifying to get the mpu drone sworking to begin with (and personal modifications) but as a whole I just have no idea how IoE works
okay so this is partially a note to self but there's no weapon slots on any ships other than the trtl for the drones specifically. i have no idea how to set them up for IoE is all
I've taken a look, and I believe it's to do with the fact that ships are loaded before NTCED loads it's WeaponSlot nodes to memory. If you instance a new copy of the WeaponSlot node after initialization of mods, all the equipment is there, however the WeaponSlot nodes on ships don't have them. I'd try increasing NTCED's priority to -100 and see if that helps things
I do have a different approach as a backlog project that's been dormant for a while, but considering I think this might actually be the root source of the issue with WeaponSlot loading, I might start work again on it sooner
Actually, just tried this with some other mods with the same issues and it didn't work, might be a thing with preloading ships instead?
you tried setting priority and it didn't work? huh. this is phenomenally odd
I wish I knew more about Godot
thanks for looking so late at night btw
it's fine, i'm west coast time so it's like 8:30 here so not really too bad
absolutely, it has it's *quirks* (at least it also does give an incentive for me to actually work on a solution now, it has been a known issue to some extent for months)
Ok, finally able to give this a proper look, and i'm only able to replicate it using only the mods you provided. Replacing IoE and HevLib with the proper zip files fixes the issue
also, i would recommend removing ARMFocus and replacing it with the latest version of VelocityPlus as ARMFocus does not function on modern game versions
weapons from other mods not working has been a known issue? well either way good luck with fixing it since i am not quite competent enough to fix it
mostly just derelict delights companions and containers not working, for most mods it's fine, just might be something special with that and NTCED.
honestly, i haven't figured out what makes those much different, other equipment mods like booteg work fine, so idk really
NTCED implements its own special advanced drone plant thing
which I also modified a whole bunch but what matters is that there's a custom script there
yeah, i do fear that might be the incompatabilities as IoE does modify drone code as well
and by the looks of it, both modify the getTunables() function of it, and neither call a super, so that sounds like it's grounds for compatibility problems
i have literally no idea how to patch this but man i WANT to
so i'm trying to figure out how to make this work. what could calling a super do here? i've finally got a weekend where i could actually work on this
It basically calls the function that it's overwriting. It means that, depending on how the function is written, you could theoretically only write the code you want to patch in, while leaving the rest of the function alone
This modification to the sensorGet function in ship-ctrl.gd from VelocityPlus should be an ok example of it:
match sensor:
"diveDepth":
var depth = CurrentGame.globalCoords(global_position).x / 10000 - 1.0
return depth
_:
return .sensorGet(sensor)
Whenever sensorGet() is called, this function is called. The match statement (equivalent to a switch statement in other languages), checks the value of the sensor variable. If it's equal to diveDepth, then it's own function runs and returns a value, if it's anything else, then it sends it to the vanilla or previous modification of ship-ctrl.gd to run that sensorGet function instead (the super is denoted by putting the period before the function's name) and returns the value from there
OH i think i set up supers in my personal modified version of the code but man i'm not sure. currently in grad school so VERY busy despite really wanting to fix this
I feel like there has to be a better way to write mods in general so they extend vanilla behavior as a whole but I really don't know
I'll have to look at IoE's code too
the weird thing is, though
it works on the starter ship, just no other ships. that's what really concerns/confuses me
Yup, same thing happened with derelict delights as well, and it happened on any slot referenced from the K37 scene, which meant every K37 variant's slots (excluding the K44's rear two) worked as well.
My best guess is that it's something to do with the K37, maybe that it's referenced elsewhere or something that updates it, but I never could figure it out
That's sorta why I made some of the things for HevLib. Rewriting this mod to make it more compatible with others made me realize just how tedious it can be to deal with a lot of equipment being added to the upgrades scene (which was further backed with derelict delights having like 8 equipment pieces being added to a majority of hard points), so I built a tool to cut out the middleman and have the game add make the slots for you
maybe these mods just need to be ported to HevLib? if you've already set this stuff up then it seems like it'd just be a port that's necessary
if I only knew how to actually USE any of this stuff I could do that, but grad school starting = no more time
not going to ask you to do free work anyway, I'll just have to figure htis out on my end as hte days go by
Not really necessary, the library does the heavy lifting, but it's nothing more than that, a library (and why IoE requires it as a dependency, as most of it is common code used by other mods as well). Besides, any fixes for this specific issue haven't even been made yet, as I've not really had much time for it either
There is some documentation on it, but it's not really that good imo and is not up to date. I am willing to do some help for it if you want, as most of the setup for it is pretty easy, but absolutely up to you
I would absolutely appreciate help with getting this going, yes, thank you very much for offering
I suppose should at least ask, on the K37 (being the only ship to actually fit the equipment), does it work as intended?
Thankfully yes
Thing is, like
I can equip it on ships apart from the K37
It just doesn't work there
On my end, at least, using a heavily customized version of NTCED
But I can't imagine how changing the advanced-drone-plant.gd file would make it fittable on ships other than the K37
I could pop into general and screenshare it to show what happens
or just drop the modified zip, either way it's up to you
Well, at least that narrows it down to needing a fix for just the WeaponSlot side of things, if it's functional outside of what it can be fitted to, then I don't think trying to find a fix on the code for them will help.
I should be fine (I'm also out of the house rn so probably wouldn't work too well), I'm able to replicate the same thing with another mod, but if you're ok sending a zip, I could perhaps work on something when I get back
well here ya go either way, it's busted but I also reimplemented the MPU function (I don't think it was used prior) so
either way enjoy whatever you're out of the house doing!
Updated to 2.3.10:
- Fixed crew handling causing rare crashes. This now also ensures that habitat kits that change crew numbers work properly.
- Now uses a script to check for a valid HevLib instance to ensure a proper installation is used,
- Preprocessors now do not have the HevLib NodeAccess module preloaded when instancing, which is something they never used and thus got removed for an unnoticably quicker load time
- Now uses the dynamic equipment driver system, which actually gives a noticable improvement to loading into saves
the chad surprise update at 10 PM
does this fix the issue or is this just a patch that was going to happen?
just a patch that was going to happen, mostly a few quick fixes that came about during testing, but the equipment driver improvement has been a week and a half in the making. now it's out of the way, i'm now able to focus on a fix for the weaponslots
oh okay, that makes sense
yeah, most of that was actually spent working on this part of the patches done tonight: #1354537481197850655 message
super good either way
Updated to 2.3.11:
- Now uses HevLib WeaponSlotDriver tools
- Updated HevLib check to now look for v1.6.9 or newer
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.3.11
inexplicably, these updates broke my copy of Moar RADARs
do I need to edit on my end? I don't think it's been updated in a while, just working on that now
modding htis game really is tough.
going to try to fix it on my end first though
probably not, but it's weird that broke considering it's not really doing much that this would break. i'll give it a try with the release copy to see if anything happens on my end as well
ok i see what you mean
i have no idea how these things happen
i don't think the function to set the LIDAR values actually gets triggered, just set a breakpoint at the start and didn't get triggered when i selected one of the new options
yup, breakpoint on the vanilla function and instantly triggered
huh. patching nonsense then
might mean that another node was updated before lidar was, and that specific scene used the lidar script
augh, i don't have the energy to debug this now
some ohter day
yeah, i agree. i've tried a few things without success as well
IoE might be patching LIDAR, I was able to fix this in the past with priority changes but hm
going to give it a look and see what I can do
might be, but the only thing that does anything with lidar (at least that i can tell), is the hud/AutopilotOverlay script, which just calls a lidar function. could be that, but idk
wtf it works in godot but not in the release game
weird, doesn't work when launched through godot on my end
and not even a priority change fixes it either, hm
Had this happen before due to mod loader being modified
THAT'S DEFINITELY IT
i was using the variant that can access stuff from folders
the original modloader just did not work for me, no matter what I did the game wouldn't load mods from ZIPs with godot
you can get it to work by making a mods folder next to godot's executable, same works with dlc and the tales folder too
course, still is problematic by having the folders there even when disabled through the modloader script, still weird it works on your end though
see I immediately get errors when trying to load from mod zips
Loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd
Loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd
modules/gdscript/gdscript.cpp:817 - Condition "err" is true. Returned: err
Cannot load source code from file 'res://IndustriesOfEnceladusRevamp/Settings.gd'.
Failed loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd. Make sure resources have been imported by opening the project in the editor at least once.
Loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd
modules/gdscript/gdscript.cpp:817 - Condition "err" is true. Returned: err
Cannot load source code from file 'res://IndustriesOfEnceladusRevamp/Settings.gd'.
Failed loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd. Make sure resources have been imported by opening the project in the editor at least once.
and from there everything collapses
mind if i have a look at the zips you're putting in the folder at all?
sure, in addition to hevlib and ioe i've got hte ofllowing:
modified moar radars for myself as well as ntced but those are just for me
hm, only thing i can think of that's causing the issue would be an incorrect file structure in the zip, but i'd assume you're using a release zip
correct
i'll throw in the one i uploaded this morning and see if it works
nope, works fine for me. bizarre
3.5.3 or 3.6.1?
3.6.1, and the IoE zip from earlier
trying an Alternative Tactic
nope STILL HAPPENS
going to replace hevlib and ioe to make sure
OH it's REPEATEDLY TRYING TO LOAD THE SETTING SFILE
Loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd
Loading resource: res://IndustriesOfEnceladusRevamp/Settings.gd
modules/gdscript/gdscript.cpp:822 - Condition "err" is true. Returned: err
twice in a row???
which leads to hte debugger throwing Parser Error: The member "IoEConfig" already exists in a parent class.
do you still have IoE enabled in the addedMods array at all?
no the addedMods array is gone
...what the hell it came back
i feel like a dumbass. fixing that now
but i DELETED THE FOLDERS
ok thank god it finally works now
it'll still exist in the res:// folder, as the mod loader unzips the mods to it, so it'll still be there. comment it out or delete the line and it should stop happening
DIVISION BY ZERO IN THE VIDEO PLAYER
that's hilarious
...no wait it doesn't work. i just forgot to enable mods
I should probably go back to focusing on biology
now it's saying Invalid get index 'is_debugged' (on base: 'Node (ModLoader.gd)'). at line 42 of the mod loader
huh?????
i think my install is cursed
yeah the is_debugged is an additional variable i added to the modloader to make it easier to distinguish release behaviour from launching in the editor, means i can check for when not to load folders from mods not loaded
ohhh
Actually what broke in yours MoarRadars?
it just completely stopped functioning
with IoE the new radars default to the stnadard behavior
In tuning and in dive?
yup
i got caught in a division by zero loop becuase the video looper is broken
content.size is 0
okay i fnially got rid of all the errors. now I can at least debug this on my end
Hmm I used your version with IOE and it seems to work in dive, only tuning is displaying incorrectly. (Tested with Cone radar)
okay hold on let me check again
phenomenally odd. okay it works i ndive now, tuning is just broken
Yeah initilly the issue with that was my typo that added space to if else statement, it fixed problem on vanilla but I too saw that tuning is somehow broken with other mods.
i got a fix working, the issue was the script not updating in the upgrades and tuning menu scenes, so i just replaced it with the patched script instead. see if this works
the derelict delights containers being busted is known, right?
OH i had an old version. nvm
Updated to 2.3.12:
- Reorganized and rewrote stats for the preprocessors to make the fact that they reclaim water themselves, while modifying the mineral reclaimation of MPUs
- Fixed display numbers for the mineral storages for the CK line of ships
- Reduced total processed storages by 25%
- Increased CK65 hull value and mass by 25%
- Increased CK69 hull value and mass by 50%
https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.3.12
Does anyone notice a 'wobble' when trying to aim? I dont know if it is Enceladus or HevLibs Fault.
Would you mind reporting it to the bug report form at all? It's not one that would directly need logs or anything, however it would let me see whether it's an issue with mods or an imbalanced build
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...
I've not noticed any wobbling myself, however I have been mostly testing unbalanced equipment anyway so it wouldn't be something I'd notice out of the ordinary
Actually, to cut the middleman, mind if I ask what your entire loadout is so I can replicate at all?
hi @oak echo , sure. Here is everything you need. I hope it helps. If you need anything more, just tell me.
That looks like vanilla behaviour to me, as the autopilot seems to be compensating for the pulsed thrusters overshooting the rotation. If you want to make it more stable, I'd choose a set of thrusters with the "variable thrust" capability
Also, those mods won't work as they're not in a .zip form
replace the folders with these files (and leave them compressed), make sure you have the --enable-mods launch parameter enabled and the mods should work