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Crash [pastebin.com]
That is essentially, the same thing from the a different mod
Like: Medium Hyperdrive (TechTree)
Something tries to find the key "kurim.techT2":
The given key 'kurim.techT2' was not present in the dictionary.
The point is I only found this mode from an author named Kurim. So i Hope someone can help me.
Instulling and unistalling this mod doesn't change anything and the Star Treck mods won't even start.
The crash hapens as soon as i want to buy any new weapons at a any station
A single tier 3 gun requires 30 tri-steel and the bad that saves you 50% space only takes 6, this is basically a cheat mod right now :)
It could be balanced by making it cost 15 tri-steel I guess, but still +50% space/mass reduction is crazy
it was changed from 30 to 36 to make the room more useful.
@Mercer, I have possible found the root cause, I have update the file maybe it will work now, if not I can rollback this changes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2886361987
This mod requirer -kurims techtree- to run without crashing the blueprint shop.
It even say in the description that it requires -kurims techtree- to function correctly.
There is nothing wrong with -kurims more crew quarters- it was just me clicking the download button to fast.
Sorry for the false alarm.
I have now change from my local to steam workshop version, but only this mod, and it works fine.
So your guess is not wrong, that another mod might be in charge.
Which mods do you have installed?
But when I use the tech tree mod in combination with the normal one The blueprint shop dosn't crash the game.
It seems somehow that the game or another mod is causing -more crew quarters- to run as a tech tree mod and creates a requirement error.
But i am not a programmer or mod creator just stating the obeservations.
Please dont use it, use the normal one.
'kurim.techT2' is only part of TechTree Version, this one is now hidden to avoide trouble.
01/29/2024 22:56:02 | System.Collections.Generic.KeyNotFoundException: The given key 'kurim.techT2' was not present in the dictionary.
01/29/2024 22:56:02 | at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
01/29/2024 22:56:02 | at Cosmoteer.Modes.Career.Comms.CommTechsTab.<>c__DisplayClass8_2.<.ctor>g___GetPrerequisitesText|3() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Modes\Career\Comms\CommTechsTab.cs:line 230
will fix it :)
This mod works perfectly fine otherwise, please never let it die :)
I did some basic tests with latest version
I did go and apply it to all rooms and it would make the growth of densities in larger rooms almost completely plateau.
Each larger and more costly room is a step up over its predecessor and in this game the advantages to using higher tech are quite steep (take a look at for example the thrusters, each one makes the previous one almost completely obsolete. And then comes in the engine room which is tailored for the huge thrusters).
Personally I think 2,4,6,10,16,24 and 36 is fairly well balanced as each larger room is a similar step-up from the previous one, which I think fits well with how this game works rn.
Chang 4x3 to 22 instead of 24, or just leave it as it is?
I understand the artwork would not line up perfectly anymore. As thing are now, I avoid building the 4x4 room since spamming 3x4 rooms I can simply fit more people, which is a bit of a shame imo.
Keep up the good work! :)
However, I noticed some discrepancies with the densities of the rooms.
The 2x3 and the 4x4 rooms have a lower crew density compared to their predecessors.
Is this done on purpose or is there perhaps some other balancing reason that I am unaware of?
personally I'd suggest to increase the 2x3 room from 8 to 10 and increase the 4x4 room from 30 to 32, 34 or 36.
Relative densities of all the crew bunks (jncluding the default ones) as of now are as follows (I did round a bit to make it easier to read)
1x2 --> 1.000
1x3 --> 1.333
2x2 --> 1.500
2x3 --> 1.333 (setting this room to 10 crew will raise the density to 1.667)
3x3 --> 1.778
3x4 --> 2.000
4x4 --> 1.875 (setting this room to 36 crew will raise the density to 2.250)
Figured I would pass it along