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I like to play the mod that gives buildings on good standing, and so this mod makes that mod worth it. I was going to give up the meat and booze with my next game so I could play the good standing and all rivals mod pair. But it's broke proper now, sorry ChoGGi.
He adds an override to the func I call, the orig func checks for a preset, his doesn't.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
This is the most recent log. I don't know enough to check it beyond that All Rivals is loading.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
any chance you have an idea what might be causing this beyond some weird mod conflict?
For all others: I was wrong, the mod is fine!
Anyway, here is a the smallest of my crash logs from a few days ago, obviously with all my mods enabled - almost only yours (Except the Water (Terraforming) Rebalanced Mod + Library) i hope it helps [paste.ee]
It is in my cheats collection...
2/3: Some Rivals might enter a loop, constantly offering and then closing trade links.
First I've heard, could be something from new update?
3: However, most problematic: It causes crashes while saving!
I don't think it should, but again 3?
Mind sending me some logs?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
However, this one seems to have multiple issues:
1: It's a cheat, since more trade options are now available.
Not a problem for me, but some might dislike it.
2: Some Rivals might enter a loop, constantly offering and then closing trade links.
Paradox Interactive for me.
3: The message board might become clustered, especially due to the above ^
3: However, most problematic: It causes crashes while saving!
I dont know why, but it happens. I cant really use the mod with that kind of bug.
Would it be possible to create a mod that shows your rivals starting to make progress in terraforming too? For example, maybe after Sol 20, every 5 sols each of your rivals has a selectable 5 - 100% chance of adding a cumulative 0.01% contribution per sol to one of the terraforming stats? And if the stat is at 100%, it adds to others that aren't maxed yet? (I add that because of how long plant-life takes)
It would be nice to integrate the two DLC together in a logical way.
Mars/Lua/X/HUD.lua(234): field idPlanetaryViewOnPress
...lc/gagarin/Presets/XTemplates/HUDButtonPlanetaryView.lua(19) : method OnPress
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\X\XButton.lua(54): method Press
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\X\XButton.lua(125): <>
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\X\XDesktop.lua(314): <>
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\Core\terminal.lua(24): <>
--- end of stack
[LUA ERROR] Trying to create new value hr.PlanetColony6Longitude
I can only open their Covert Ops menu when I have no rockets available, but of course I can't select anything without a rocket. If I do have a rocket available, it simply won't open the menu.
Would it be possible to have these trickle in? Have some sort of requirement for a new sponsor to start on mars?
Every 30 Sols or something similar a new one joins. That way it feels more progressive and less cheaty. I haven't even dabbled in SM modding so I'm not sure if it's possible just something I thought might be interesting for a playthrough.