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Grundsätzlich gilt: Ist alles möglich, kann aber in die Hose gehen, weil prozedual gespawnt. Könnte man natürlich als Teil der Challenge begreifen :-D
You were right, of course, the deposits are all there, and I wasn't diligent enough in my search for resources)
It worked out fine in the end, anyway, and I continue enjoying this scenario.
Oh, yes - and thank you for a swift response!
The planet has Fe, Ni, Si, Co, Mg, Ag, Au, Pt and Ice according to the mod creator and it definitely had those deposits in the past. For example the medical outpost starts near a silver deposit. There are GPS coordinates for known deposits on the mothership in the Planetary Ops on the top level, check them out and see if you find anything.
But just to be on the save side of things: most of the time when something like that happens, the mod list is the culprit. Do you have yours at hand by any chance?
Thank you for your work! I'm enjoying it immensely so far.
However, I ran into a small issue. I didn't find any ores anywhere on the planet, except a single enormous cobalt deposit near the landing site. At first, I thought it was all part of the experience, so I built my base by processing stone only, and it worked just fine.
But then I got to building the blueprints from pods, and it turned out that some of them use blocks that require silver (e.g., survival kits in house projects), so I can't finish those(
The manual doesn't specify any changes to ore deposits in the first place, and pods have no resources in them. So I have to wonder whether it's intended or not. Am I supposed to deliver metals from orbit, maybe?
Sorry, I just started a new job and was absent for a while!
There are launch buttons in front of every launch bay so you can launch the pods for each faction individually. DId you find these and do they work for you?
I have joined an in-game faction and pressed the "start scenario here" button. However, none of the attached drop pods launch from the carrier ship.
After checking the "wiring" of your setup, I feel that Timer Projector Pods Group 1-4 are missing some instructions. There's the sound block reporting the launch on position 1 and then the start of the next timer block on position 8 - all other positions are empty...
Any suggestions?
Thanks for the praise :)
Most people seem to employ various types of lifters involving magplates and pistons - In my testing sessions, I reconfigured the pods in a way that the hinge could be used to lift the actual projector into the air once connected to the Agricola. I would suggest taking a look at the playthroughs from Beeblebum or SurvivalBob on youtube, they both successfully fight their way through with lifter solutions!
I need help to bring the house drop pods to the house landing zone.
The pods are 2+km from the landing zone, over pretty steep terrain. I attach the pod to the Agricola by the connectors, but when I carefully hover-drive toward the landing zone (at <10 m/s), pod parts get damaged as it drags along the ground and it breaks apart, so I have to restart with a saved game.
I read somewhere (in the manual, maybe?) that I should strip the pod for parts, which I will when I get back to the landing zone. But I don't know how to carry the projector all that way without the connector. I can't merge-block it to the Agricola because it is large grid and, regardless, I have no way to raise it up high enough off the ground.
Any suggestions out there?
Atlantean Transporters
[QoL] Seismic Surveying
Stone Duster
Transporter -- Works (Nov 30, 2023)
AQD - Conveyor Expansion
AQD - Small Grid Expansion
High-power Spotlight
Automatic Ore Pickup
Archan's Medical Panels
UfoL's Bullet Trails (Tracers) - Orange
Camera Panning - rotate camera view (+reset 1st person character view)
Improvised Engineering (Grid Pickup/Holding/Manipulation Mod) Nicknamed: Grabby Hands
Screen Gunk Be Gone!
Sneaky Sounds - Quieter Tools
Welder no eye damage (remove/delete flashes/glare/strob)
HUD Compass
Colorful Icons
Color Hud (1.200)
Build Vision 3.0
Build Info
Imperial Civilian LCD Signs (DX11)
Imperial Ambience Sounds
Satreus
Planet Cascadia (EMERGENCY RE-UPLOAD)
The Sun is not yellow
ITER - LCD mod
Imperial Sounds IV - IterSys
Rich HUD Master
Text HUD API
Definition Extension API
However, you're wrong about the DLCs - this was specifically designed so people without the DLC can play it. You will need to put some work into it by replacing the DLC blocks with vanilla blocks for functional versions and some decorstives like tables might have to be replaced by mods or left out. But the blueprints will show up so you can complete them without DLC blocks and the pre-placed ships and crafts in the world will show up without you having to own a single DLC.
Many thanks for the Tests. I did use the plugin as well and suspected it of some weird behavior but didnt want to belive it. Now i got rid of it, just to be sure. Also thanks a lot for the clarification what might caused the issue for you. Im like you, i hate when people do NOT mention what caused the issue for them.
Then again, no offense against the modder, im still using multigrid projector from him, which is awesome ;)
Again, Thank you ... very much appreciated
Gonna go back to building now... hope there aren't too many metal grids (even though I know there are)
Thanks for the feedback, it's on my to-fiy list now!
and here you go with the correct blueprint:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3198102041
The administration station is missing...
FYI, Performance Improvements is here:
https://sepluginloader.github.io/hub/details?type=plugin&id=viktor-ferenczi%2Fperformance-improvements
I've not noticed any problems before, but I've not really played scenarios much. There's a lot going on with changing game-systems in the background. Seems like it might be a likely culprit (out of what I was using) to cause problems with automation/scripting/scenario stuff.
Looking forward to playing this now, so I don't want to spend time troubleshooting, but if I ever decide to go back and try mods/plugins one-by-one to see which one broke it, I'll let you know what I find out.
That does indeed not look like a terribly long mod-list (recently got an error-report from a user with over 100 mods installed, that was fun to go through - I suspect you're right and it might be the performance improvements - it might go through too few update ticks while in a complex environment - but it's only a suspicion. Thanks for sticking with it and I hope you have fun, still
PLUGINS:
Block Picker
Disable Analytics
Disable Spectator Mouse Sensitivity
File Cleaner
GPS Folders
In Game Exit
Performance Improvements (I wonder if this might be the culprit?)
Prevent Block Resize
Remove Intro Video
Tool Switcher
MODS (through workshop, not plugin loader):
Ore Detector + (by ACrispyCookie)
Welder Eyestrain Reduction
Colorful Icons
HUD - Modern and Fancy (Color)
Smooth Voxels
My own mod to change the highlight colour
The thruster issue sounds very much like a mod conflict to me. What mods do you run? (2/2)
The curiositas has this weird bug that some blocks in these scenarios even without computer components are "owned" (like thrusters who cannot be owned) because technically, the majority of the grid belongs to the founding NPC of the faction. You can quickly turn on admin privilges and fiy it by transferring the majority or all of the blocks to your ownership. That's a KSH limitation I can do nothing about. (1/2)
Leave faction, join another, press 'start' - announcements happen, etc (ok so far). In a Beeblebum video, he got gps added here (I think) but this doesn't happen for me (but I already took GPS points from data pads). I go to faction sled, press the button outside the room, go in and unlock the magnet, get in and turn on power. Power comes on but no engines light up. They're all 'on' in the terminal and have fuel, but they don't work (no flame). I decided to take Curiositas instead, but after un-docking I don't own a lot of the blocks (more of an annoyance than anything else). I crashed that spectacularly because I didn't realise the parachute wasn't setup.
I'm running just a few plugins and mods, but nothing heavy, just a few visual/QoL things. Not sure if there's really a problem or if I'm just doing it wrong.
But it will be fixed in the next update!
No, currently there is no list, but I will put this on my to do list! For the space projects, a list can be found on the Minhera
I have just release the first add-on for this scenario. You can find it here and it can be inserted into your ongoing playthrough.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159994005
I might have to update the instructions. As per the last update, not all projects start at the same time but only, as you found out, when you press the respective faction launchers.
Concerning Automation: the DLC have no impact on the functionality of blocks, that sounds like a bug, because I have not yet not seen this function so far. Are you using mods? I encountered a couple of reports that tied broken timer and automation functions to mods.
Concerning adding other mods: I am not planning on doing so at the time as it requires a lot of work to balance that properly and I haven't gotten enough requests for this so far. But adding the mod manually yourself and quickly adding some tokens in admin mode should not be a huge hassle for you!
@Pryde64
you determine where what goes, but the original plan was that everything big goes in the central settlement area, where it is nice and flat and can form a large settlement :)