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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
I do have a "Colonist Change Time New Place" mod which allows you to bump the stay at new workplace time to 500 sols (or lower).
Best just to let them do as they want to do, and don't try to micromanage too much.
Not sure who to ask as the author I've reached out to is no longer active on this game and while I love his mod, it doesn't play well with Martain Express at all. I'm talking about Career A.I.. It's constantly causing my far away from dome colonists in my fungal farms and extractors to leave their job, about once a Sol. It kinda ruins the train mod.
I've had to disable the mod as a result, but I saw another mod that might fix my issue as a work-around, but it hasn't been updated since 2018. It's called "Get Back There!". It basically will keep the colonist at whatever job the user places them at for a very long time.
I thought I'd at least ask, is there an easy way for you to update that mod to make it work now?
PC's are weird man. The only thing that seem to act a little funny before things clicked into place was Surviving the Sponsors mod. It bugged out the start menu and when I disabled that mod and restarted the game that's when all the RC's showed up. I was then able to re-enable that mod and everything worked ok. I know that mod's acted odd with this mod before so maybe something with it was messing with yours. Odd, since I disabled it before when testing out this mod trying to get the RC's to work.
Anywho, just wanted to share the good news :). Hopefully it continues to work.
Thanks for your patience!
items.lua error
weirdly enough, I haven't touched items.lua for awhile, but that def is on a different line from 103
Failed to load mod items from All Sponsor Buildings (id ChoGGi_AllSponsorBuildings, version 2.03-023). Error: AppData/Mods/All Sponsor Buildings/items.lua:103: attempt to index a nil value (local 'def')
This mod works fine while playing (aside from RC stuff), but this error is there. Not sure if there's anything to it and maybe the cause of RC issues?
https://pastebin.com/2VBk07cN
Could you install this mod as well and send me the log from it as well?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478881620
https://pastebin.com/qZnPNvuh
No, disabling them is all you need to do.
What would be the best way to send the log?
I disabled all mods but yours and then quit the game, booted it up, and went into the new game menu until I got to the rocket screen to see if the prefabs showed there but they did not. I did that a few times and then saved the log. I'll be happy to send it to you.
I'm curious, even with all the other mods disabled, could one of them be interfering with yours somehow? The last thing I could do, though I'd rather not unless you think it'd help, would be to actually unsubscribe from all the mods and then boot it up and see what happens.
I don't think it'll help, but could you send me your logs?
It's weird because all the other prefabs in your mod work just fine, but not the RC's. :/
Show items in new game cargo menu.
Should hopefully fix your issue as well. No you don't need any tech for cargo rovers, that's just for building them.
But anyway, I went ahead and disabled all my other mods again and removed my tweaked version of this mod and replaced it with the vanilla and then started a new game and I still don't see them when starting. I'm guessing they won't show up in the prefab list until drone printing is unlocked, is that correct? I'll need to download the cheat mod and try it again if that's the case, as I don't want to wait that long in a new game to see if it works.
I hate to be that guy, but I'm not sure 2.2 worked at reinstating the RC's to the prefab list :/. I could be wrong, but I tried this mod on its own and I still couldn't get them to spawn in the prefab list, either before or after unlocking the tech they're locked behind. Hate to make you do more work, but just wanted to let you know.
Thanks!
Restored RCs to cargo prefabs list (thanks Destroyer).
I see what I did.
Just wasn’t sure if you meant to have it that way or just overlooked that area when you updated? Not sure how others feel about it, but it seems to make sense to have them available for shipping once they’re unlocked. I’m all for making the game harder so it’s no biggie, but thought I’d ask :).
... Dunno?
I hear ya! Modding is a dangerous hobby. Once it sucks you in it's hard to pull yourself back out and actually play the thing your modding. Of course, modding is kinda a game all on its own :).
I'm curious, I noticed that even when the rovers are unlocked, they cannot be shipped by cargo? Is that an oversight or a design decision?
TBH, I'm not sure it's that important one way or the other to me, as I've set it up in the mod for them to be a fairly late game unlock so I'd probably build them anyway, but... thought I'd ask.
New game screen was bugging out (thanks Sunvaulter82).
I've actually only done three playthroughs of this game, I tend to get distracted by mods to do...
Resupply can't be used to cheese tech unlock mod option anymore.
local function UpdateCargoDefs()
local defs = ResupplyItemDefinitions
for i = 1, #defs do
local def = defs
local name = def.id
if name:sub(1, 2) == "RC" then
name = name .. "Building"
end
if mod_options["ChoGGi_" .. name] then
def.locked = false
end
end
end
I just had to change false to true and that locked all prefabs on the new buildings. It would be cool to have them unlock once the tech they're locked behind is unlocked. I'll see if I can figure that one out, but feel free to chime in if you want :).
I'm just curious, would it be pretty simple for me to make the changes to this mod I'm looking for myself? Is it just a specific function command I need to know and then I can just apply it to the buildings I want, or is it quite a bit more involved than that? I've been trying to figure out how prefabs are set up in this game using Lua, but I'm having a hart time understanding it. I have no problem doing it myself, just not sure I have the skills or know-how needed to do it.
https://discord.gg/ZXXYaExThy
I love modding but I’ve never modded in Lua before so I’m just looking at other modders mods to get a feel for how it works. Still trying to wrap my head around all the commands and functions, and I just couldn’t figure that one out. I had a feeling it had something to do with fx.actor.class but I hadn’t seen that function before.
Thanks again. I really appreciate your help.
function OnMsg.BuildingInit(obj)
if obj:IsKindOf("ChoGGi_UndergroundTunnel") then
obj.fx_actor_class = "Tunnel"
end
end
if it isn't a new class obj (ie: added in items.lua then you can use the template id)
function OnMsg.BuildingInit(obj)
if obj.template_name == "ChoGGi_UndergroundTunnel" then
obj.fx_actor_class = "Tunnel"
end
end
I don't think you can do that in items.lua you'd need to add it in a lua script in the Init or GameInit (least that's how usually I do it)
Do you mind if I ask you a question about modding? If it's too much to explain please feel free to say so, but I noticed that when I mod a vanilla building or download someone else's mod that tweaks a vanilla building, the building no longer makes a selection sound-effect and it doesn't have a blue highlighted border around it in-game either. The UI for the building shows up and the building works like normal but those two things don't work anymore.
Is there a simple way to add that back into the game or is it pretty complicated/impossible?