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outerAdjective, usedSpecialty = getKSpecialtyAdjective(rand, kspecialties)
Can you share what issues you are seeing? Can you provide log entries to that effect?
Updated beam weapons as they weren't showing at all. Apparently Avorion isn't a fan of green in the Icons haha.
Thanks for your feedback @Captain.
I appreciate the feedback and will take it under advisement.
(Pressing ' makes it go away as well, so it's a toggle)
Where are you seeing these outputs. I have to find the stupid bugs i make in the Roaming output log and i NEVER get to see anything that is this helpful
Prepending KTurretGenerator. seems to help
e.g.
if kspecialties[KTurretGenerator.KSpecialty.KTorpBurst] then
seems to work but
if kspecialties[KSpecialty.KTorpBurst] then
chucks a wobbly
I think what's happening is that at some point one of the functions on KTurretGenerator is calling a local function, and at that point it loses the plot for what the KSpecialty variable is supposed to contain (I think it falls out of scope???)
Two other things, one might have been a misclick on my part:
some kind of typo in the specialties at around line 200-220ish
and secondly when it goes to determine the heat you've got a line that says something like local maxheat = int(3,5)
And the thing didn't know what that was. Looks like you were intending for it to pick from a range? But I think if you want it to do that you might have to pass in rand maybe??? I just set it to 3
*a bunch of bug fixes, including capturing a ton of errors that @Baka found and squashing them.
*Some re-balancing
*updating the naming mechanics... all of the arsenal is actually showing up in testing now.
Please enjoy!
No i think in this case it's my own playing with the new naming system Boxelware used for the black market DLC. when they added the cool new prefixes and what not.
you shouldn't have any compatibility issues with any other mods that i could think of. I run a LOT of them myself and honestly tried to make it as compatible as possible with other weapons mods.
Stay tuned: one way or another I'll try and get it figured out.
well i see where you are getting your problem... It seems i have a bit of work to do. Thank you again for sharing your screens. I'll try and get this resolved ASAP.
https://prnt.sc/LHCVlg6cHIt_ https://prnt.sc/ErEKiMahbYvd https://prnt.sc/rX_nC0_THaMv These are logs i've tried grabbing when i select the equipment dock's equipment stuff.
Zeus, please resub. I think you are a version behind (maybe i actually forgot to upload HAHAHA)
Baka, I would appreciate it if you could let me know weather or not you are still seeing the error, or if it has changed.
Thank you both
Baka, Zeus. thanks both for letting me know :)
2032079899 is problematic: Mod 'Klingon Weapons Pack' [2032079899]'s base game requirement (2.0 to 2.0.11) doesn't match version 2.2.2 of the game.
https://prnt.sc/3d7u56MQhe8S is a part of what i see sometimes. I should note i run a heavily modded game.
I'm not terribly familiar with Dedicated servers and steam but if this was a client side issue i would say re-sub the mod for the latest version. This release shouldn't complain until 2.3.x
2022-10-31 06-11-33| 2032079899 is problematic: Mod 'Klingon Weapons Pack' [2032079899]'s base game requirement (2.0 to 2.0.11) doesn't match version 2.2.2 of the game.
"...\data/scripts/lib/weapongenerator.lua:8: in function 'generatekPhaser1"
My bet is there is some kind of conflict with another mod but without seeing the error line in the logs i won't even have a starting place.
it would also help to know the When, Where and how you get the error so i can try and replicate.
Thanks for sharing :)
More Turrets at Equipment Docks Ex with 2.0
that was messing with your mod
with zero turret for sale
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2579166263
Thanks for the heads up. I'll keep an eye out for this issue.
Please enjoy the update.
Thanks for spurring me into motion! I'll update soon.
They're spawning with specialties again. :)
Adjusted drop rates so they don't completely overwhelm vanilla weapon drops.
Balancing and better descriptions will follow later as time and energy allows.
Thank you for your feedback!
I'm slowly working on some changes and will try to figure out the Turret Factory issue. once i figure out the root cause, it should be easy to fix (probably something in the last changes i made).
Still working on that balance (and features), and your feedback helps. I appreciate it.
- Some Weapons (not sure why) cause an weird Issue in the Turret Factory where when you click on a Turret and the Turret Info on the Right Pops up, numbers change like crazy - it's not tied to weapon types or tiers it seems - maybe it's some of the "specials" that are listed? Not really sure what causes this.
- Please normalize the volume of sounds - the "lasers" seem to be way louder than the vanilla weapons. Could also be the "drop-off" by distance which makes it feel that way
- Droprate seems a bit high, also maybe make different tiers have a "drop" malus if to far from the center (e.g. have TIER V only drop close to the center (Ogonite) in normal amounts, an in iron space have it like 5x less likely to drop) That way you can still get lucky, but it's rarer. IV would e.g. drop 4x less and drop in "normal" amounts in Trinium space.
Some of it is by design. The 5 tiers of disruptors and phasers progress in damage based on that Tier. K-disrupruptor-I has very low damage output but its very common and small.K-Disruptor-V is big with a high damage output and very low probability to find.
Thanks for your feedback. It's very helpful.