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1. Station Shop inventory is blank when provisioning ship.
2. Consolidate all cargo into one tab with a scroll bar.
Havent seen anything detailing this on the developers side, so was hoping the modding community could pull the slack.
Object reference not set to an instance of an object.
Community Bug Fixes
at Community_Bug_Fixes.Community_Bug_Fixes.LogisticsScreenRev3_doRightClick.Prefix(LogisticsScreenRev3 __instance, String& opt, Ship ___selected) in C:\Users\Alexander\source\repos\Community Bug Fixes\Community Bug Fixes\Community_Bug_Fixes.cs:line 1667
at CoOpSpRpG.LogisticsScreenRev3.doRightClick_Patch1(LogisticsScreenRev3 this, String opt)
at CoOpSpRpG.LogisticsScreenRev3.updateInput_Patch2(LogisticsScreenRev3 this, Single elapsed)
at Community_Bug_Fixes.Community_Bug_Fixes.LogisticsScreenRev3_Update.Prefix(UInt32& ___drawMode, LogisticsScreenRev3 __instance, Single elapsed) in C:\Users\Alexander\source\repos\Community Bug Fixes\Community Bug Fixes\Community_Bug_Fixes.cs:line 638
at CoOpSpRpG.LogisticsScreenRev3.Update_Patch2(LogisticsScreenRev3 this, Single elapsed)
at CoOpSpRpG.SCREEN_MANAGER.Update(GameTime gameTime)
at CoOpSpRpG.Game1.Update(GameTime gameTime)
Void Prefix(CoOpSpRpG.LogisticsScreenRev3, System.String ByRef, CoOpSpRpG.Ship)
[/code]
Much appreciated. Hope we get some more tweaks, or maybe you have a mod in store for us.
when sending crew back to base, will they also use the gates?
The description sounds like they will still try to get back in a straight line, which is... usually not great :D
updated the mod with a fix, unsub and resub for faster update.
FWIW, buds questline had actually worked with me, without any hiccups this round (this one was post bud/post siege).
at CoOpSpRpG.ShipAIManager.stepAI_Patch1(ShipAIManager this, Single elapsed)
at CoOpSpRpG.BattleSessionSP.localUpdate_Patch1(BattleSessionSP this, Single elapsed)
at CoOpSpRpG.BattleSessionSP.update(Single elapsed)
at CoOpSpRpG.VNavigationRev3.Update_Patch2(VNavigationRev3 this, Single elapsed)
at CoOpSpRpG.SCREEN_MANAGER.Update(GameTime gameTime)
at CoOpSpRpG.Game1.Update(GameTime gameTime)
Boolean Prefix(CoOpSpRpG.ConsoleThought, System.Collections.Concurrent.ConcurrentQueue`1[CoOpSpRpG.CrewInteriorAlert], CoOpSpRpG.BattleSession, CoOpSpRpG.Ship, CoOpSpRpG.Console, Single, Single ByRef, Single ByRef, Single ByRef, UInt64 ByRef, Single ByRef, Boolean ByRef, Single ByRef, Single ByRef, Single ByRef, Single ByRef, CoOpSpRpG.Ship ByRef, Single)
(2/2)
Crash caused by: core game update unhandled exception
Object reference not set to an instance of an object.
Community Bug Fixes
at Community_Bug_Fixes.Community_Bug_Fixes.ConsoleThought_navUpdate.Prefix(ConsoleThought __instance, ConcurrentQueue`1 interiorAlerts, BattleSession session, Ship ship, Console console, Single elapsed, Single& ___assesmentTimer, Single& ___closeAirlockCountdown, Single& ___engagementTimer, UInt64& ___lastCheckOnHP, Single& ___alternateActionTimer, Boolean& ___dronesOut, Single& ___errorRefresh, Single& ___beamErrorRefresh, Single& ___pathfidingUpdateTimer, Single& ___navigationTimer, Ship& ___aimTarget, Single ___navigationUpdatePeriod) in C:\Users\Alexander\source\repos\Community Bug Fixes\Community Bug Fixes\Community_Bug_Fixes.cs:line 2297
(1/2)
PS.S I found out that last ship had no crew.