#Industries of Enceladus (Compatability) Rewrite

1 messages ยท Page 2 of 1

keen sky
#

before IoE modding saves:

#

before B save slot copy and try to uninstall IoE and roll back save

faint flower
#

One message removed from a suspended account.

keen sky
#

game crashes from main menu even without loading save. F

#

๐Ÿ˜ญ

oak echo
#

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?

oak echo
#

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

wise plank
#

Yeah, that save looks a bit......wonky?

oak echo
#

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

wise plank
#

Which save are you working with, exactly?

#

I need something to distract me, I kinda wanna look through the stuffs

oak echo
#

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

keen sky
oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

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

oak echo
#

hm, that's weird. just to make sure, none of the mods have been modified after download, right?

keen sky
#

hmmm. i'll try to re download

keen sky
#

last unedited mods

oak echo
#

i see

keen sky
#

my mods

#

this save

oak echo
#

i'll give them a look, and i'm assuming save B?

keen sky
#

Save B = A.

#

HMMM

#

now game crashes from menu after some time.

#

F to me

oak echo
#

sounds like a bug that an older version of IoE had, i'll take a look

keen sky
keen sky
#

I broke my game and my save but I can't figure out HOW I did it.

keen sky
# keen sky

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.

oak echo
oak echo
#

yup, so it wouldn't have been an issue

keen sky
#

should i try to re install game and mods?

wise plank
keen sky
#

which are PACKAGES and not separate add-ons

oak echo
# keen sky should i try to re install game and mods?

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

keen sky
oak echo
wise plank
#

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

oak echo
#

i don't have a fresh one as i overwrote it with a modification, but i can quickly get one

wise plank
#

I'm just super curious at this point

oak echo
keen sky
oak echo
# keen sky

just realized, you don't have the KTI-K225 in this selection, is that potentially a cause

keen sky
#

???

oak echo
#

your save has the KTI titan as the active ship, yet the mod for it isn't in the zip file

keen sky
#

...

#

re downloaded and added.

#

so far anti virus is ok

#

it works

#

kinda

oak echo
#

i'm assuming they're the interlunar containers, right?

keen sky
#

yes

oak echo
#

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

keen sky
#

WTF happened... Maybe i deleted KTI with IoE...

keen sky
oak echo
#

try that

wise plank
#

So, quick question: why does the garage in the save appear to have TWO ships?

#

Am I thinking backwards?

wise plank
#

Oh, nvm, I AM

#

Ignore me

#

Tired SHUSH

oak echo
#

happens to the best of us lol

wise plank
#

I was like: 'why is this same ship in here twice?'

keen sky
#

It works on old save

wise plank
#

Cursed

oak echo
#

good to hear

keen sky
keen sky
#

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.

wise plank
#

I'm way too tired to go through the saves fully. ๐Ÿคฃ

keen sky
#

first one to "go in sunrise" was "NTCED Parts Pack", now it's "IoE-re". I'm scared that more mods gonna break(

keen sky
#

Thx for help, @oak echo @wise plank ! Old save works)

#

๐Ÿ˜ญ

#

remember bug with self destruction of equipment n J-menu?

#

it has returned.

oak echo
#

oof. i could never get that to replicate, do you mind sending a screenshot at all?

keen sky
#

the scary part that now it affects ALL equpment...

#

not just "hands"..

oak echo
#

i see

wise plank
#

I didn't do anything ๐Ÿคฃ Wanted to, so like..... thought that counts? lolol

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

i'm currently on that bug rn, is it specific to the bender or does it not work on other ships?

faint flower
#

One message removed from a suspended account.

oak echo
#

it's likely related to the recent fix for a CTD with them

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

i haven't checked, but they likely still don't

faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
faint flower
oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

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)

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

i see, thanks

faint flower
#

One message removed from a suspended account.

oak echo
#

alright, i'll give them a look too

faint flower
#

One message removed from a suspended account.

atomic hare
#

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 ๐Ÿ™‚

#

Yeah the THI Bulker MPU and the harvester-class haul drones don't seem to work on my Eagle Prospector either

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

oak echo
faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

that might be natural, as it is a tutorial feature and will slow down their appearances over the first few months

faint flower
#

One message removed from a suspended account.

oak echo
#

hm, are you getting other events spawns like normal?

faint flower
#

One message removed from a suspended account.

oak echo
#

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?

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

yeah that should be fine

oak echo
faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
faint flower
#

One message removed from a suspended account.

oak echo
#

i will need more than the save, rather the entire directory if that's ok

faint flower
#

One message removed from a suspended account.

oak echo
#

yes

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

faint flower
#

One message removed from a suspended account.

oak echo
#

one of the derelict delights events wasn't spawning properly

faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

exactly

#

plus would not make it the first time i'd forgotten to document a change i'd made lol

faint flower
#

One message removed from a suspended account.

oak echo
#

in fact, there's a minor change made to derelict delights since I last pushed an update that i can add

faint flower
#

One message removed from a suspended account.

oak echo
#

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.tscn to allow mods that load after this one to add events
    https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/tag/2.1.6
faint flower
#

One message removed from a suspended account.

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

yeah, i haven't found a fix for that yet

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

yup, although hopefully when i find the fix, the accessory baffles will work as well

faint flower
#

One message removed from a suspended account.

faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

yeah, it's more so to get newer players to speed with how interactions with other ships and crews happen

faint flower
#

One message removed from a suspended account.

faint flower
#

One message removed from a suspended account.

oak echo
#

nope, only one should appear. i probably forgot to disable some test code

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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)

faint flower
#

One message removed from a suspended account.

faint flower
#

One message removed from a suspended account.

oak echo
#

haven't had much time to look, but sadly i haven't had much luck

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

yeah lol

#

the syntax is perfectly fine, I just forgot to check what file I was changing with the new titan

faint flower
#

One message removed from a suspended account.

silk cave
#

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

oak echo
#

oops, i think whatever i did with the shaders didn't work properly, i'll take a look

oak echo
silk cave
#

is it possible to make IoER compatible with the ShowReliability mod? it doesn't work when IoER is installed, not even with vanilla equipment

oak echo
#

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

oak echo
faint flower
#

One message removed from a suspended account.

oak echo
#

that should have been solved in 2.1.9, but i'll give it a double check

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

serene gyro
#

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

oak echo
#

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

serene gyro
# oak echo 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.

earnest sigil
#

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

oak echo
#

i'll give it a look

earnest sigil
#

good luck hev

oak echo
#

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?

earnest sigil
#

VC so i can stream?

oak echo
#

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

oak echo
#

@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

wise plank
#

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?

oak echo
#

nothing for either of those yet, although for the former i do have something pretty close with a modification to the OCP: #1242427385417039943 message

stark hull
#

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.

oak echo
#

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

stark hull
#

no problem and i've just been ignoring the be for balance lol.

oak echo
#

fair enough

thick drum
#

Is this mod supposed to be the updated version of Industries of Enceladus or is this its own separate mod?

wise plank
#

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

muted roost
#

Is it safe to replace the old IoE with this?

#

In a running save I mean

wise plank
#

I believe that's the entire intent

#

I'm not running it, so don't take my word for it

winter sandal
muted roost
#

Pure vanilla or just a vanilla hull?

winter sandal
oak echo
oak echo
jolly saddle
#

diiiiiid
the docking bays on the frigate get fixed?

#

ah they did
excellent

#

thank you <3

thick drum
jolly saddle
#

that
didnt happen to me
huh

marble eagle
#

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

oak echo
#

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?

marble eagle
marble eagle
#

i think it was the second hardpoint

oak echo
#

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

oak echo
#

new release 2.2.0:

GitHub

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 va...

winter sandal
#

Oh what a name.

oak echo
#

oh wow that is pretty fitting

winter sandal
#

I'm gonna assume rest of K37 went to E for smelting and habitation.

oak echo
#

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

oak echo
#

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
jolly saddle
#

interesting
the Zurbins have the same effect on the visfeed as fusion drives

jolly saddle
#

orrrrr im just silly
mb

#

....
thats very strange

tawny jacinth
#

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

oak echo
#

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

tawny jacinth
#

that was impressive speed from finding out the issue to fixing it

oak echo
#

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

tawny jacinth
#

doing programming helps you learn how to make a bug report i guess lol
yee thats fair

marble aurora
#

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.

oak echo
#

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

marble aurora
#

I rolled back to 2.2.1 and it works fine.

#

I think the fix for the OCP snap broke something.

oak echo
#

weird, all it did was adjusting one of the cargo bay shapes

#

i'll give it a look

marble aurora
#

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.

oak echo
#

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

marble aurora
#

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.

oak echo
#

well, it's something to try regardless

marble aurora
#

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?

oak echo
#

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

marble aurora
#

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.

oak echo
#

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

marble aurora
#

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.

oak echo
#

it happens, also partly my fault for not putting version numbers in the file names either

#

well, at least that's cleared up

marble aurora
#

Still SOME oddities.

oak echo
#

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

stark hull
oak echo
#

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

stark hull
#

No rush or worries. Wouldn't have even mentioned it originally if it weren't some strange interaction between the two mods.

oak echo
#

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

thick drum
oak echo
#

they're found in the appdata, at %appdata%\dV\

marble aurora
#

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."

thick drum
oak echo
marble aurora
#

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.

oak echo
#

i suppose it is something that comes with ships that big

marble aurora
#

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.

marble aurora
#

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.

oak echo
#

oh huh, guess i didn't assign new ones when i duplicated slots. i'll look into that

oak echo
#

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
marble aurora
#

Well, can't salvage this I guess.

#

Not even sure a ship in cargo would register, though.

oak echo
#

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

jolly saddle
#

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

marble aurora
#

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.

jolly saddle
#

yea
still
its a bit ridiculous

oak echo
#

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

ripe pasture
#

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

oak echo
#

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

ripe pasture
oak echo
#

Yeah, I can see why you'd assume it's from IoE though, that sort of equipment does fit this mod pretty well

ripe pasture
#

yeah ill just disabled DD equipment since im not using anything else from it

vapid fjord
#

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

oak echo
#

sure, i'll give it a check

vapid fjord
#

Ok thanks

oak echo
#

from a code standpoint they look ok, lemmie check it in game however

vapid fjord
#

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

oak echo
#

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

vapid fjord
#

Ya no problem glad i wasn't just crazy or it was a conflict

oak echo
#

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

vapid fjord
#

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

oak echo
#

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

ripe pasture
#

@oak echo do you know if the rewrite makes this mod compatable with the k-tech mods?

oak echo
#

should do, they worked in my tests

ripe pasture
#

wonderfull

#

well something aint compatable cause the game crashed

#

helpfull

#

damn it was pilot zoom

oak echo
#

just pilot zoom and IoE, right?

ripe pasture
#

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

oak echo
#

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

ripe pasture
#

idk enough to say if this is wrong or not

#

modloader being defined as "false" probably doesn't help

oak echo
#

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

ripe pasture
#

amazing

oak echo
#

i mean, it's nowhere near as amazing as it may seem, the debugger does tell me that it doesn't have it

#

i'll also send it to Kadaire for them to push it to the K-Tech github

jolly saddle
#

terrible news for the zurbin economy

jolly saddle
#

wait so does the fission EIME gain anything over the base model?
or is it just cheaper?

oak echo
#

pretty much just cheaper, the fission reactor is technically a downgrade compared to stock EIME assuming price isn't considered

jolly saddle
oak echo
#

first thing i would say would to update derelict delights, you are using a version ~2 months older than the current version

jolly saddle
#

yep
thats a good idea

oak echo
#

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

jolly saddle
#

lmaoooo

oak echo
#

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

oak echo
ripe pasture
# oak echo

given the option I would preffer having more compatibility than not

#

even if that needed a dependency

foggy spear
# oak echo new hotfix: * Fixed missing polygons on the OCP-Snap https://github.com/rwqfsfas...

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.

oak echo
#

i'll see what i can do about it

oak echo
ripe pasture
# oak echo

would it be possible to make the dependency optional?
so the extra compatability is disabled if the dependency is not found

oak echo
#

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

ripe pasture
oak echo
#

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

foggy spear
#

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

oak echo
#

yup, that's intentional.

#

some cargo bays are too small or too oddly shaped to fit it

foggy spear
#

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)

faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

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

timber veldt
#

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?

GitHub

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...

GitHub

Library mod for ฮ”V: Rings of Saturn that provides several useful functions - rwqfsfasxc100/HevLib

oak echo
#

do you have the --enable-mods command line enabled for the game at all?

timber veldt
oak echo
#

hm, do you mind sending your logs at all? they should be located at %appdata%/dV/logs

timber veldt
#

which ones?

oak echo
#

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

timber veldt
#

k

oak echo
#

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

timber veldt
#

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

oak echo
#

it happens, at least it's working now

timber veldt
#

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?

oak echo
#

it's a folder named mods

#

it's case sensitive as well from what i can tell

timber veldt
#

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.

oak echo
#

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

oak echo
timber veldt
#

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.

oak echo
#

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

winter sandal
#

Creating shortcut and adding --enable-mods at the end works just as fine.
"something\dV Rings of Saturn\Delta-V.exe" --enable-mods

oak echo
#

oh that's neat, i didn't know it could be done with shortcuts

ripe pasture
oak echo
flint hull
#

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)

oak echo
#

that was an issue with HevLib that was fixed in an update to it yesterday; see it's latest release page

GitHub

Improved efficiency of the mod main

The examples it had previously are no longer necessary, given that a more verbose documentation is provided with the mod anyway

Reversed the load polarity of ...

flint hull
#

i have the 1.5.2 version of hevlib

oak echo
#

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

flint hull
#

okay, ty for the quick reply btw

oak echo
#

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

flint hull
#

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

oak echo
#

i'd want the entire save folder, as there's things i'd need to reference from several files

flint hull
#

ah okay

oak echo
#

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.

flint hull
#

ye i sent it to ya

oak echo
#

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?

flint hull
#

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)

oak echo
#

alright, i'll see what i can do with what you've provided

flint hull
#

scratch that it appears I am not needed yet so I can respond :/

oak echo
#

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

flint hull
#

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

faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

flint hull
#

hmmm, the only thing I see similar is moar radars

oak echo
faint flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

oak echo
#

Of course, I can still work with my own installation of those mods, so don't stress about it

faint flower
#

One message removed from a suspended account.

oak echo
flint hull
#

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

oak echo
#

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

flint hull
#

alright

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

sure, no harm in doing so

flat mango
#

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.)

oak echo
#

maybe restarting your game could help? I can't replicate the issue, and equipment swaps out just fine for me

flat mango
#

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

oak echo
#

alright

flat mango
#

It's getting late but I'll see about testing a little

#

I was specifically using the non p-fork (base version)

oak echo
#

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

flat mango
#

Things are kinda just... missing

flat mango
#

Game crashed and broke when using the P fork, I am assuming I need to take out the mods and rezip them lol

oak echo
#

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

flat mango
#

Oh okay

#

I'm fine just using an older version, I will try reinstalling the base game to see if that helps.

oak echo
#

it was more so for people who didn't want to download HevLib alongside having to download IoE, not much else for it really

oak echo
flat mango
#

Understood

#

Basically just everything included

#

Game is installing again

#

Deleted config and cache files too.

oak echo
#

just thought, does the equipment dissapear after loading a pre-2.3 IoE save in 2.3?

flat mango
#

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.

oak echo
#

it could be an issue with the config, if it's ok with you, would you mind sending me the save at all?

flat mango
#

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)

oak echo
#

yeah, most of the personal data would be in the logs, assuming the game is run on the C: drive

flat mango
#

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 ๐Ÿ˜›

#

god

#

god dammit

#

New account

#

Gonna turn off emoji conversion immediately

#

Good riddance :/

oak echo
#

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

flat mango
#

Aight, take care

#

Thank you for your work.

oak echo
#

Updated to 2.3.1:

  • Fixed issue where the second iSMB array in Nakamura Dynamics's larger couplings did not provide the additional 700 MJ of storage over the single units

Main Release: here (HevLib 1.5.4)
P-Fork: here

oak echo
#

Updated to 2.3.2:

  • Adjusted load order of TheRing.tscn to prevent conflict with mods that modify dialogue
    Main Release: here
flat mango
#

I'll test it out when I get the chance if this is a fix to the issue i had

oak echo
#

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

flat mango
#

Alright, understood

oak echo
# oak echo
poll_question_text

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.

victor_answer_votes

23

total_votes

29

victor_answer_id

1

victor_answer_text

I wouldn't care / I wouldn't mind

flat mango
#

Oh nice

#

I would've voted for the winning answer anyways

oak echo
#

Updated to 2.3.3:

  • Reverted to using traditional Upgrades.tscn replacements for the addition of RCS and numerical equipment (mass driver magazines, propellant tanks, fission rods, ultracapcitors and turbines)
  • Brought mod main logging to a more modern standard
    Main Release: here (HevLib: here )
    P-Fork: here
faint flower
#

One message removed from a suspended account.

oak echo
#

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

faint flower
#

One message removed from a suspended account.

oak echo
#

the salvaged OCP, fission EIME, and CK prospector variants

wise plank
#

Question: Does IoE have a Kitsune with dual opposing hardpoints, capable of mounting Gungirs?

oak echo
#

not yet

flat mango
#

@oak echo it works for me, the new update functions

#

Specifically installed newest version of hevlib & IoE

flat mango
#

parts are there and things are working as intended btw

oak echo
flat mango
#

I want m o r e

#

Though if I gotta be fair the refurbished frigate idea was probably from the previous mod owner/manager

oak echo
#

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

flat mango
#

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?

oak echo
#

Probably not too far from the use cases of the kitsune, quick hab runs and POI updating

flat mango
#

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

oak echo
#

Fair enough

flat mango
#

Probably would have a bit of EM resistance

dark canopy
#

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.

oak echo
oak echo
#

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

dark canopy
#

Here's how it looks.

#

If it helps - this bug isn't present on 2.2.3 if i remember correctly.

oak echo
dark canopy
oak echo
#

i will need logs for it, as right now it works completely fine on my side using 2.3.3

dark canopy
oak echo
#

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

dark canopy
oak echo
#

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

oak echo
#

Updated to 2.3.4

  • Fixed missing dealership promotional render for the K225-SH

Main Release: here (HevLib )
P-Fork: here

oak echo
#

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

dark canopy
flat mango
#

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.

oak echo
#

weird, they work fine on my end. might be a visual thing perhaps as the C50s don't display properly, but function just fine

flat mango
#

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

oak echo
#

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

flat mango
#

I got that mod exclusively for the bigger titan

#

I'll let them know though.

oak echo
#

Updated to 2.3.5:

  • Adjusted method of adding equipment to work with HevLib 1.6.0

Main Release: here (HevLib )
P-Fork: here

gentle mantle
#

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

oak echo
oak echo
#

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

#

Updated to 2.3.6:

  • The KX37-RAM now uses the correct hold modifiers.
  • Lowered the dry mass of the Pidgeon Prospector

Main Release: here (HevLib )
P-Fork: here

gentle mantle
#

๐Ÿ‘

jolly saddle
#

just updated to the main release (and installed HevLib)
and
uh

oak echo
#

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

#

Updated to 2.3.7:

  • The Tsukuyomi should now use the proper control schemes for hardpoints
    Main Release: here (HevLib )
    P-Fork: here
#

@jolly saddle see if this works for you

jolly saddle
#

tyyyy

#

will update once this dive is done

oak echo
#

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

jolly saddle
#

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

oak echo
#

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

jolly saddle
#

yea

#

i'd go for one similar to the titan M

oak echo
#

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

jolly saddle
#

maybe you hear about a rare ship collector who's looking to make a trade

#

or smth

oak echo
#

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

jolly saddle
#

that would be funny but that doesnt sound like a greaaatttt idea

oak echo
#

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

jolly saddle
#

ok well now controls arent reused

#

in a weird way at least

oak echo
#

just the minus and equals controls aren't appearing i'm guessing

jolly saddle
#

nope

#

i do appreciate the granularity but honestly i think having the low stress mounts share controls is fine

oak echo
#

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

jolly saddle
#

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?

oak echo
#

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?

jolly saddle
#

nope

oak echo
#

hm, that's weird

jolly saddle
#

did this need an update for HevLib?

oak echo
#

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

jolly saddle
#

jexia jumpscare

oak echo
#

indeed lol

jolly saddle
#

as is

#

its a tiny inconvenience
and thats it

oak echo
#

alr

jolly saddle
#

weird that its different for you tho lol

#

ahhh computers

oak echo
#

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

jolly saddle
#

ESPECIALLY once you start fitting the higher end drives for RCS

flat mango
#

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

oak echo
#

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

oak echo
gentle mantle
#

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

oak echo
oak echo
gentle mantle
#

Size of Bald Eagle it is seem

#

Wonder how sluggish it would be at full capacity

winter sandal
oak echo
#

Good point, I just remember setting it equal to that of the baldie and I guess never wrote the stats for it

gentle mantle
#

Even the OCP with it cargo disc ripped out still list as "Cargo Bay Storage: Yes"

#

๐Ÿ˜‚

oak echo
#

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

Main Release: here HevLib
P-Fork: here

jolly saddle
#

wooooooo

#

did you end up nerfing the thrust of the zurbin?

oak echo
#

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

jolly saddle
#

mhm
alr

#

i am happy that you didnt tbh

#

oh hey the keys work now!

oak echo
#

that's good

oak echo
# jolly saddle i am happy that you didnt tbh

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

jolly saddle
#

mhm

oak echo
#

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

jolly saddle
#

is that correct????
576 tons????

#

i would imagine not right lol

oak echo
#

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

brave sable
#

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.

oak echo
#

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

gentle mantle
oak echo
#

Yeah, something along those lines and a larger hull footprint was something i was thinking

gentle mantle
#

Look like the Pigeon is missing "(per mineral)" indicator on its processed cargo

oak echo
#

yeah, a lot of the descriptions were made before they were added to vanilla, i'll make the fix rq

gentle mantle
#

The Stubby Titan also. Although I could make a guess which kind of cargo type they have judging by how large it is

winter sandal
#

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.

oak echo
#

honestly i might consider bringing webtranslate to this now, would make fixes like these a lot quicker to implement outside of a patch

gentle mantle
#

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

oak echo
oak echo
gentle mantle
#

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

oak echo
oak echo
#

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

gentle mantle
oak echo
#

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

Main Release: here (HevLib )
P-Fork: here

gentle mantle
#

๐Ÿ‘Œ

oak echo
#

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)

tall yacht
#

this unbricked my IoE save, thank you so much

oak echo
#

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

crimson tundra
#

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.

thorny shell
#

huh lots of stuff has been added since i last checked

oak echo
thorny shell
#

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)

ripe pasture
#

the nexus mods versior is out of date btw

thorny shell
#

but do i need to remove my original version though?

ripe pasture
#

yeah, its not a patch or fix

thorny shell
#

ok cool

hidden hatch
#

This has probably been covered somewhere but I cannot find where, anyone know why certain NTCED parts don't work with IoE?

oak echo
#

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

oak echo
#

Yes, there's the harvester class set of drones added by the mod

edgy dagger
#

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

oak echo
#

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

delicate sonnet
#

not exactly sure why but i pinpointed it to this mod

oak echo
delicate sonnet
oak echo
#

No worries, at least it's fixed now

edgy dagger
#

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

oak echo
#

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

icy yew
#

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?

oak echo
#

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)

edgy dagger
oak echo
#

nope, Space was pretty clear about making sure it stuck to the laws of thermodynamics

edgy dagger
#

Sadge

icy yew
icy yew
#

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?

oak echo
#

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

icy yew
#

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?

oak echo
#

It only affects mineral efficiency, so it doesn't work like that

icy yew
#

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

oak echo
#

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

icy yew
#

uhu, the mineral efficiency multiplier is clear to me, but the remass one is less obvious to me

oak echo
#

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

icy yew
#

Great! Then it would be nice to clarify as well in the text what happens if both the PPU and MPU have remass efficiency

oak echo
#

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

icy yew
#

Haha right?

oak echo
#

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

icy yew
#

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

icy yew
#

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

oak echo
# icy yew Since the stat is listed as "ice melt rate" i feel like that melted ice should e...

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

icy yew
#

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

winged shale
#

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

oak echo
#

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

oak echo
# winged shale

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

oak echo
# winged shale

would you mind sending me a zip of your mods as well so i could perhaps confirm this issue as well?

oak echo
winged shale
formal bane
#

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

formal bane
#

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

oak echo
#

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

oak echo
formal bane
#

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

oak echo
oak echo
oak echo
#

also, i would recommend removing ARMFocus and replacing it with the latest version of VelocityPlus as ARMFocus does not function on modern game versions

formal bane
oak echo
#

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

formal bane
#

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

oak echo
#

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

formal bane
#

i have literally no idea how to patch this but man i WANT to

formal bane
#

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

oak echo
#

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

formal bane
#

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

oak echo
#

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

oak echo
# formal bane I feel like there has to be a better way to write mods in general so they extend...

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

formal bane
#

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

oak echo
oak echo
formal bane
#

I would absolutely appreciate help with getting this going, yes, thank you very much for offering

oak echo
#

I suppose should at least ask, on the K37 (being the only ship to actually fit the equipment), does it work as intended?

formal bane
#

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

oak echo
# formal bane Thankfully yes

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.

oak echo
formal bane
#

either way enjoy whatever you're out of the house doing!

oak echo
#

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
    • This change also fixes the issue that happened with MPUs, RCS and consumables when added through the legacy equipment drivers
      Main Release: here (HevLib )
formal bane
#

the chad surprise update at 10 PM
does this fix the issue or is this just a patch that was going to happen?

oak echo
#

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

formal bane
#

oh okay, that makes sense

oak echo
#

yeah, most of that was actually spent working on this part of the patches done tonight: #1354537481197850655 message

formal bane
#

super good either way

oak echo
formal bane
#

modding htis game really is tough.
going to try to fix it on my end first though

oak echo
#

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

formal bane
#

i have no idea how these things happen

oak echo
#

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

formal bane
#

huh. patching nonsense then

oak echo
#

might mean that another node was updated before lidar was, and that specific scene used the lidar script

formal bane
#

augh, i don't have the energy to debug this now
some ohter day

oak echo
#

yeah, i agree. i've tried a few things without success as well

formal bane
#

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

oak echo
#

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

formal bane
#

wtf it works in godot but not in the release game

oak echo
#

weird, doesn't work when launched through godot on my end

#

and not even a priority change fixes it either, hm

winter sandal
formal bane
#

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

oak echo
#

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

formal bane
#

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

oak echo
#

mind if i have a look at the zips you're putting in the folder at all?

formal bane
#

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

oak echo
#

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

formal bane
#

correct

oak echo
#

i'll throw in the one i uploaded this morning and see if it works

#

nope, works fine for me. bizarre

formal bane
#

3.5.3 or 3.6.1?

oak echo
#

3.6.1, and the IoE zip from earlier

formal bane
#

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.

oak echo
#

do you still have IoE enabled in the addedMods array at all?

formal bane
#

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

oak echo
#

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

formal bane
#

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

oak echo
#

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

formal bane
#

ohhh

winter sandal
#

Actually what broke in yours MoarRadars?

formal bane
#

it just completely stopped functioning

#

with IoE the new radars default to the stnadard behavior

winter sandal
#

In tuning and in dive?

formal bane
#

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

winter sandal
#

Hmm I used your version with IOE and it seems to work in dive, only tuning is displaying incorrectly. (Tested with Cone radar)

formal bane
#

okay hold on let me check again

#

phenomenally odd. okay it works i ndive now, tuning is just broken

winter sandal
oak echo
#

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

formal bane
#

the derelict delights containers being busted is known, right?

#

OH i had an old version. nvm

oak echo
#

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
tall elm
#

Does anyone notice a 'wobble' when trying to aim? I dont know if it is Enceladus or HevLibs Fault.

oak echo
#

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

#

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

oak echo
tall elm
oak echo
#

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