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After Loading Savegame and Crash
I don`t have a Github Account...
NullReferenceException
KMonoBehaviour.get_transform () (at <0d40b7a61082479dbab7c6c487345e10>:0)
rlane.CometTracker.GetClosestComet (UnityEngine.Vector2 position, System.Single range) (at <4b6fcddb59a8473984673da31c8dea41>:0)
rlane.MeteorDefenseLaser.Sim33ms (System.Single dt) (at <4b6fcddb59a8473984673da31c8dea41>:0)
SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at <0d40b7a61082479dbab7c6c487345e10>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <0d40b7a61082479dbab7c6c487345e10>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <0d40b7a61082479dbab7c6c487345e10>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <0d40b7a61082479dbab7c6c487345e10>:0)
Game.SimEveryTick (System.Single dt) (at <2507cf492ae34feab5862aedf6f8059a>:0)
Game.Update () (at <2507cf492ae34feab5862aedf6f8059a>:0)
A pool of liquid, back plates, and some active cooling.
I got accepted to playtest the Spaced Out DLC, so I can't really turn that off without making something bad happen to both my save files, but as soon as I can, I'll let you know if it's fixed or not.
i know a few ppl asked for this and i kinda agree i want loot lol so i did it. not sure how to deal with the heat, i was gonna just give everything a generic temperature since it is created at the meteor temperature (+1k degrees) but config options would be sweet so u can choose do u want loot to drop, do u want it to be at 1k+ degrees like it probably should, or do u want it to spawn at a "comfy" temperature for immediate storage.
in testing i found the tiny meteors (dust i think) were smashed into molten material and splash to the ground / turn into igneous chunks- is that normal? cause that is kinda awesome lol love this mod!
let me know if u want me to github u those changes for your consideration (and optionally completion- ideas are not 100% coded yet)
i also made a couple of lil changes while i was playing around with it- idk if ur interested in generally updating the mod or if ur too busy? or if u even like the proposed changes :)
- changed damage calc hax from flat *100 heat for larger meteors to heat based on mass (more mass = more destructive force) cause i was finding things still get thru and wreck the defences
- changed the visual effect from sparklies to the meteor impact effect, so it looks like the laser is really smashing it out of the sky, and the fx disappears quickly instead of lingering in a trail
i guess if we don't hear from you in say a month(?), i will publish a "new" Meteor Defence Laser mod so people are able to just subscribe to that and have a working laser? naturally it will explain itself and its origins properly.
ima try and fix it myself if i can work out some kinda decent coding environment, else we need rlane to save us!
If it was a "mine on the fly" kind of mod, with all the resources provided fully, it would have been the best. To me is unplayable as it is cuz i'm in dire need of such resources!
recommend to use together with Thermal Interface Plate