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I checked the code and entry 28 of the BnB techs is still the older standard sensors (pointless as an option with the new ones here added in it's place)
The only thing I can think of is you have another mod altering the BnB techs list and removing an option.
Sorry I couldn't replicate the issue.
If so please wait until it goes stable so I can find out what the correct new index is ...
Unable to find node at path "<modes/pvp/pvp_buildbattle/techs_buildbattle.rules>/Techs/28/FundsThresholdBeforeOffered".
System.Exception: Error loading mod: Balanced Sensor Arrays
---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<modes/pvp/pvp_buildbattle/techs_buildbattle.rules>/Techs/28/FundsThresholdBeforeOffered".
at Halfling.ObjectText.OTNode.FindAtPath(String path, Boolean dereferenceFinalNode) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTNode.cs:line 180
at Cosmoteer.Mods.ModReplaceAction.ApplyAction(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModReplaceAction.cs:line 28
Thankyou for confirming the new update is working :)
Your detailed report with inclusion of the error log helped me figure out what was wrong.
Game launches fine after your update.
There was a setting in my Build-and-Battle Extras mod that I didn't copy to this one.
The given key 'sensors' was not present in the dictionary.
Halfling.Serialization.DeserializeException: Deserialization from source "<J:\SteamLibrary\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
Here's the first few lines of the error log:
The given key 'sensors' was not present in the dictionary.
Halfling.Serialization.DeserializeException: Deserialization from source "<D:\STEAM\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<D:\STEAM\steamapps\common\Cosmoteer\Data\modes\pvp\pvp_buildbattle\pvp_buildbattle.rules>/Mode" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.Collections.Generic.KeyNotFoundException: The given key 'sensors' was not present in the dictionary.
I can still load a new game.
I can still load my saved games.
The build and battle changes are working.
Sensor ranges all correctly change as they are upgraded.
Pretty sure it's not broke...
1) In case I needed to adjust the scaling balance without effecting the vanilla item
2) The added medium will remain the same scaling if the default vanilla item is changed
3) It adds to the tech tree/editor/buildbar in the correct place
4) Other mods that adjust the vanilla item do not affect this mod
You are obviously welcome to remove/adjust it locally for your own game ... but I won't be editing this mod to do so by default :)
Action = Overrides
OverrideIn = "<modes/career/techs.rules>/Techs/39"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
Overrides
{
ID = cosmoteer.sensor_array
NameKey = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/NameKey
DescriptionKey = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/DescriptionKey
Icon = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/EditorIcon
EditorGroup = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/EditorGroup
PartsUnlocked = [&<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/ID]
Cost = 10000
Prerequisites = [rustydios.sensor_array_rusty_s]
}
}
5. Now vanilla sensor serves as medium sensor instead of need of adding medium sensor which is identical.
Did a little fiddle around with no knowledge on modding, and made a success.
1. Remove all the Medium related.
2. in tech.rules, removed Prerequisites for small sensor.
3. in en.rules, add -> SensorArray = "Sensor Array (Medium)"
Thankyou for dedicated the time to investigate the issue, I appreciate that.
Though I had dedicated crews on the scanner, some of my general crews beat the dedicated crews to the seat, and from time to time they hop on and off, causing the scanner to shutdown when not fully crewed, either have to set priority to general crews to totally not touch the scanner seats, or isolate the area XD, it has nothing to do with other mods, my bad, but problem solved.
Since my ship is mainly built on mining lasers, turning off "weapon upgrade" mod will make me have to restart a new game to test the issue, gimme some time to see what the results are.
Whenever I fire mining laser lv3, scanner stops working, there's still batteries and crew are operating, dunno what's causing the issue.
If it works totally fine at your place... then it must be a mod conflict :(
Probably "Saving crew".. I'll try disable that mod and see what happens.
The scanners will shut down when it runs out of power, or the command room is off.
I included it so I could easily replace the sprites at a later time, (if I wanted too)