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nebula_solar_ash.rules
starting from line 30, replace all up to line 33 with this:
{
Type = StatusApplication
StatusType = cosmoteer.fire
StatusChance = { BaseValue = 100; EffectScaleExponent = 1 }
ValueType = Interpolated
}
remember to save changes to the file and save it somewhere so you can replace it if its overwritten again
Type name 'Fire' at path '<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3309458300\nebulas\nebula_solar_ash.rules>/ActiveEffects/0/HitEffects/1/Type' is not a deserializable subclass of 'Cosmoteer.Simulation.HitEffects.HitEffectRules'.
1: Did the crash happen on loading a save or loading a sector?
2: If it was during a warp to a new sector, what sector type did you warp to? Was it previously visited?
3: What other mods do you have installed, if any?
4: What did the error message say when the game crashed?
Thank you in advance.
Unless it updates to fix these issues or you plan to exclusively use this mod with nothing else, I cannot recommend using this mod.
@PlayerOlish I don't know what mods you have enabled so I can't really help you here. Have you tried enabling one mod at a time and seeing which one causes the issue? If so, which one was it?
@pseudo.Random I have tested it on some of my older saves and it seems that it won't crash the game but none of the new sector types will generate. And any of the sectors you have already been to will not have any new nebulas or spawnables. So, if you can, make a new save for this mod.
I started a new same but it wouldn't load.
Answer 1: The only reason why I added that was because I also increased sector size and I wanted to make sure that the overall travel times were the same as before, but I understand exactly where your coming from. I may remove it in the future / make it a separate mod.
Answer 2: Only partially, I haven't tested it yet but in theory if you use any of the galaxy options that have ether normal or sparse generation then the other sector types should spawn. But the other generation types use hard coded lists of sector types so that is guaranteed to not generate any other sector types from other mods.
I do have 2 questions/remarks though:
- I think it's a shame to have an overal reduction in drag woven into this mod as it seems kinda out of place. Also I can see people not liking this added to a more complex mod like this one. Perhaps this would be better as a separate module of sorts.
- Will this mod be compatible with other mods that add custom sector types?