Take On Mars

Take On Mars

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Resource Cables (Test Branch) (Likely obsolete. Please use the Stable Branch Version)
   
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Item Type: Modification
Dependencies: Standard
File Size
Posted
Updated
10.989 MB
27 Jan, 2017 @ 5:44am
10 Feb, 2017 @ 11:37am
5 Change Notes ( view )

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Resource Cables (Test Branch) (Likely obsolete. Please use the Stable Branch Version)

Description
This is in no way my copyright, content or mod idea. This is simply a patched version of the Resource Cables mod to support the newest version of the game at the time of publishing. I'm putting this up on the workshop for the express purpose of helping those less technically able to manually edit the original mod.

Unfortunately the developer of the original mod appears to be away, busy or otherwise unavailable. This mod will be be obsolete if and when said developer returns.

The original mod may be found on the workshop here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=606718502

Fixed:

Supports the test branch version of the game as of 10th Feb 2017.
If you're using the main branch for now, please try using the other version here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=844581578

Outpost resource walls now atmospherically seal correctly. Thanks to Mr Monochrome for spotting the issue!

Added:

Socketted Resource Barrels & Resource Sockets may be emptied by holding the E key like vanilla resource barrels.

Changed:

Lowered the mass of the 50m resource cable spool. It's still weighty but it can be lifted off the ground now.

Known issues:

Very peculiar things can happen when hooking up the MDV's tanks via resource cables. This doesn't seem to occur with all other forms of tanks and links!
26 Comments
Mr. Monochrome [Hood Certified] 12 Nov, 2017 @ 5:58pm 
If anybody wants to use this on the Test Branch I've uploaded a patched/fixed version here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1197659994
Vas 21 Aug, 2017 @ 2:31pm 
Just wanted to point it out, the reason I kept using test branch, is because generally you update test branch first to ensure a patch works, then you push that build to stable, which is why test should always have the same, or newer updates than main. :P Thats how test and stable branches work, and thats why I assumed this one was the latest, and didn't even bother checking main branch.
Marajin  [author] 21 Aug, 2017 @ 4:53am 
If that's the case, yes most likely my fixing this branch would just cause the compatability patch to break. I'm willing to work with whomever it is maintaining the compat patch though!
Fenris 21 Aug, 2017 @ 4:45am 
Ok, thank you for the explanation.
Maybe the main reason People (inklude me) use the Test Branch, because there ist a Hotfix for it, to make your Mod work better with other Mods. And this Fix is only for the Test Branch.
As i write this text, i realise that maybe you are the wrong one to ask for a fix, because you already fixed the Main version.
Maybe it makes more sence to make this Hotfix work with your Main Brach, and the Problem would be solved. :)
Marajin  [author] 21 Aug, 2017 @ 4:37am 
Anyway, just to make it clearer (I know it's in the middle of a block of description text so no hard feelings for anyone missing it). This branch of the mod was last updated 10th February 2017. The other "stable" branch was updated 20th May 2017.
Marajin  [author] 21 Aug, 2017 @ 4:30am 
I gotta admit I've had very limited time and energy as I'm currently awaiting surgery and blah de blah. Is there some new testing branch release that happened on the main game? I'll try to remember to take a look and patch this version (i.e. likely just synchronise it to be the same mod as the stable branch version) just to save potential confusion even if there isn't a change in the status of the actual game...
Marajin  [author] 21 Aug, 2017 @ 4:30am 
@Fenris, What confuses me is that he keeps posting this on the "testing" branch which hasn't been updated since the game formally released. This is most likely WHY the infinite spawn loop happens because I'm pretty sure that was a post 1.0 bug (induced by a bug in the original game that was just inherited by this mod) that I patched in the stable branch release.

I'm like 95% sure the problem was and still is just that the bug was patched out in the base game but is reintroduced by slightly outdated base files being used in the mod which means it is fortunately an easy fix in all likelihood since I just needed to remerge my code with Dram/Bohemia's code files.
Fenris 21 Aug, 2017 @ 4:20am 
Hi, i have the same Problem, that Vas had. I can't print any Tools or Vehicles.
They cause an infinite spawn Loop and the Game will Crash...
Hope you find a way tho fix this.
This Mod is essential for the Game and you did a gret work!
Vas 15 Jul, 2017 @ 11:08pm 
If you've stopped updating the mods here, please let me know now. The game is unplayably broken now with this mod. I just lost 3 hours of work, because I spawned a thing I didn't think was broken and the game crashed because your mod force replicated the vehicle infinitely rapidly causing extreme super lag within half a second before sudden crash.
Vas 15 Jul, 2017 @ 8:44am 
Alright Marajin, I've tested and my game is only broken with Resource Cables enabled. Causing some objects to become undeletable and infinite spawn loops for certain objects like seed bags and the lab case.