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Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter
Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab
Delete LC-105. Copy Mauler and rename to LC-105
Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.
Delete TwinTerror. Copy and rename Foxtrot
Delete UTurn. Copy and rename TriForce
Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
"
gg/10, best update log yet.
First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.
Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.
New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.
Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
Thats my theory anyways.
My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021
I did a search on doodads_off.png and found nothing unexpected.
Anyone else having issues?
So no patch should be needed anymore.
I wonder why dev added an OFF animation but only for light thrusters...
Unrelated: nah bro the guy who did the original fixed his end of things already. You can probaly link it up to his images.
Do so in these locations: (three instances of each. the 33 and 66 ones too)
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster_small
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2894309211\terran\fighter_thruster
Apparently he only changed the small thrusters. I cant fix as I cannot change teh BASE mod where the issue exists.
A lot of modders are programmers and like to link to original resources:
i.e. File = "./Data/ships/terran/thruster_small/doodads_off.png"
So, when the dev changes stuff you get the changed stuff automatically. The downside is that when something is renamed, then everything breaks.
The thrusters-off now has an animation instead of a static image.
"./Data/ships/terran/thruster_small/doodads_off1.png"
"./Data/ships/terran/thruster_small/doodads_off2.png"
"./Data/ships/terran/thruster_small/doodads_off3.png"
"./Data/ships/terran/thruster_small/doodads_off4.png"
"./Data/ships/terran/thruster_small/doodads_off5.png"
"./Data/ships/terran/thruster_small/doodads_off6.png"
"./Data/ships/terran/thruster_small/doodads_off7.png"
"./Data/ships/terran/thruster_small/doodads_off8.png"
". Happens every time i turen your mod on.
Then copy some other ship and rename it to be exactly the same. That way you will just get something else instead of the minelayer ship.
That weapon was pretty late in the development, so very few ships on the enemy side should have them.
Everyone would need to do this and do it the same way...i.e. copy the same ship replacement for each one.
I was going to have each mine explode into smaller pieces with penetrating damage or try a damage over time, but I basically just settled for a big explosion. So theres nothing really weird about the mines except that they slightly repel each other to make a minefield and they slightly attract to other enemy ships.
You can also go to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021
and edit mod.rules with a text editor and get rid of the line:
&<terran/fighter_minelayer/fighter_minelayer.rules>/Part
If that not work, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_minelayer
Open the fighter_minelayer.rules file with some text editor and go to line 100.
You should see:
MineStorage <--- Here it is, cosmoteer! Right here. Not missing 4real.
{
Type = ResourceStorage
ResourceType = battery
MaxResources = 12*4
...
At first I thought there was some renaming of a resource but MineStorage is arbitrary and can be any name and I dont use actual mine resources as they are energy mines.
Let me know what you find out. Thanks for mentioning it and I hope you can get it fixed.
System.InvalidOperationException: No component named 'MineStorage' in part 'joemama.fighterMinelayer'.
how to fix?
Fixed mirror mode for fighter armor wedges!
Fixed power recommendations for several components.
I did my best to balance them so they are not OP relative to other encounters.
THeres also a folder of ships that I made just for player usage with my more optimized designs.
Also, I think the dev fixed the issue with the Heat Rays causing null pointer crashes, so give those another try and let me know what you think.
Also new anti fighter HEATRAY. Uses normal batteries but is automated. Does AOE heat damage that penetrates thin armor and sets fires which is tough for fighters to deal with. Decent damage. Really short range of 80. Meant to be used by larger ships.
Added new plasma turret which is really cool. See animated gif. BUT, it causes often null object crashes since the hit-multiple-times feature was recently added to modding and hasnt really been tested yet. So, Im the guiney pig I suppose. (actually modular missiles had it first, so thanks to them as I had no clue how to implement it!)
It stores up a lot of power like xray laser and fires lots of small plasma particles. Each one does some damage on impact and drains/penetrates shields, but STICKS AROUND and does Damage Over Time for 5 seconds. Damage depends on how mobile enemy is and which way they are going. Reliably starts fires too.
I am actually not sure.
I also saw that the default ship list only has like 5 entries per tier, so yeah if I add 4-5 myself that does boost the chances too much which I wouldn't see if Im using other ship mods.
a) More enemies variance. Just 29 ships tho.
b) Ship hunter campaign. 537 new combat ships!!
c) maltis mission and enemies pack. enemies with new tech.
d) I did have Upgraded Enemy Fleets for the extended tech mod, but its disabled atm due to some difficulties that Im sure he has resolved by now.
Still, I only have about 4 encounters per Tier so I am surprised you are geting a lot of duplicates. Also at higher levels you encounter bigger ships with small fighter escort or multiple bombers, etc so the ships arent as dinky.
But yeah I am not sure how to lessen the chances of encounters without deleting them and like you said that would break people's saves which I am very loathe to do
You are right though... I dont want to overwhelm with fighter encounters...they are supposed to be a nice addition not a replacement practically.
Removing the encounters on an existing save makes it so it can't be loaded sadly. :/
Fixed some encounters where door locations were broken due to me using a more-doors mod. Whoops. Crew can now escape their rooms in several encounters. :-)
Added new encounters. Fixed x-ray laser icon and blueprint since I remade the graphics.
Checked all my other parts and made their on-death more consistent and checked to ensure nothign else blows up violently when unexpected. :-)