Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What you will have to remember is that the zone inside the hospital boat has always been a little temperamental and I quite often find I have to move the casualties around inside it for a bit before it registers them, but that's been the case in the base game for quite a while now and is one of the reasons why I quite often prefer to take them to a land-based hospital instead.... That and the fact that the sea monsters seem to love attacking the hospital ships whenever they're around.
Also make sure that as well as changing the sliders you're not forgetting to click on the button to activate the addon in the actual addon menu, I know that sounds painfully obvious but I've actually spent hours in the past helping one of my subscribers trying to get this addon to work for them only to find out (after they sent me their world save) that they'd forgotten to switch it on. ;)
I did experiment with using a microcontroller on them for landing instead but the results were pretty poor and required tweaking for each aircraft type, so the sheer amount of work required to implement it just wasn't worth it, plus even with sensors fitted there was the issue with the damn things accidentally colliding with player owned vehicles or objects on the runway or near the hangars.
Overall we decided that the best solution was to allow players to add something like that themselves, either as an MC into their own specific vehicles or scripted into their own missions 'etc'.
I try not to touch some of the legacy vehicles too much though (other than bug fixing), as they still technically belong to other content creators and some of them - especially the more artistic minded ones out there - can get a little...ahem... 'passionate' whenever anyone edits something they've made, even when it's already part of a pack or official addon that's been out for several years, which is why I much prefer that they get in touch with me directly and submit newer versions of existing creations instead or forward me a link to them, along with their blessing of course. ;)
There's currently two types of AI characters you can add in Stormworks - the default "NPC" and the "Survivor", originally only the survivor could take damage whilst the default NPC type was invincible, couldn't be picked up or carried and was only really used for ambience or to drive the roaming AI ships and planes 'etc'.
It seems that the issue came about after the AI Infantry update when unfortunately the Devs removed the invulnerability tag from the default NPC's and assigned the AI soldiers to it instead of giving them their own separate NPC class.
If I've got the time I may try and go through all the 40+ vehicles in the pack and add heaters to them next to the NPC's but until then this should only be a problem in cold climates and when you're within 2km of the NPC vessel.
Unfortunately the issue you're describing with regards to vehicles getting stuck (either into the ground or into other vehicles/structures and slowing everything down) is a bug with the actual game and nothing to do with this addon and sometimes even happens to my own vehicles during a gaming session.
Thankfully because the vehicles in this addon all have HP values (with aircraft having the lowest) it means that they quite often explode and thus are deleted from the game world when hitting the ground.
was the issue of AI vehicles spawning/getting stuck in the ground fixed? it cause a lot of performance issues and i wanted to know whether or not i should still expect those when using this addon
We've used it a couple of times in our own test sessions in the past, although those have been with the host playing rather than a purely dedicated server.
There's 3 sailing vessels in this that still use fake sails at the moment, but in the future I might swap those around for real ones if we can ever figure out a way to get the AI to make use of them, even if it means the creative use of a microcontroller.
If there's any more content creators out there that have vehicles featured in this addon that would like to add more detail, or even upgrade one of their original creations then please don't hesitate to let me know and I'll see what we can do.
All the very best,
Unless you're able to use something to destroy it, you'll have to use the command ?ai_clear or reload a previous save to fix it.
Many thanks once again for all your incredible support!
You really didn't have to but i appreciate it and all of the other info you gave as well!
Restarting a world is always an option but im like 20 hours into this world and i suck at XML stuff lol.
I also understand that ships outside of 2km shouldn't be affecting me, but i tried despawning all of my world vehicles and that didn't seem to help despite only having 1 AI vehicle within 2km of me. My computer is fairly powerful too so the only thing it could've been was the AI traffic?
Either way its at least partially my fault because i set the "Max Ai Ships" as well as "Max Ai Aircraft" to 160+ each when i started this world lol
It probably doesn't help that i have Bungeling Raiders installed, configured to 50 Max Ai ships too...
I thought my computer could handle it but i guess not lol
Thanks for this, it helped alot!
You might be able to use this with your existing world after typing in "?reload_scripts", if not then it should work once you start a new game and you ever need to delete everything again in an emergency. Be advised that this will also delete all the hospital ships too, so it should definitely only be used as a last resort.
Starting a new game isn't too bad though, the most annoying part if having to copy and paste your old character's currency, bases owned and research points 'etc' from your old worlds scene.xml file onto the new one.
It might be worth checking to see what else could be causing the lag though, since everything that's not within 2km shouldn't be loaded in and just be ticking away in the background as reference data, so unless you've selected to go over the default 64 aircraft and 128 ships you shouldn't be having too many issues?
i may have set the max persistent AI number too high and i dont want to restart my world lol
im not sure what commands are available for this mod and the lag gets insane when everything is maxed out lol
@harrisonpearse3 - Behave yourself! Constructive criticism, more so when it's between two content creators is perfectly acceptable and is not considered a "horrible" opinion or "yapping", especially when it comes to the potential of creations to cause eyestrain or headaches for those of us with normal vision - which in many cases can hold it back from being more popular on the steam workshop, more so when the original content creator may not be aware of it themselves.
Regardless, your comment does not relate to this particular creation, or even the game Stormworks, so please try to keep things on topic in future.
@kingarthur - Thanks, I'm glad you're enjoying it.
I've just released an update for this too that fixes the issue with the KC-112M aerial refuelling tanker, now several will spawn into the world instead of just one, they'll appear and fly over both the arctic and the arid island, they make use of chaff to decoy any missiles launched against them and more will very slowly spawn in over time as the aircraft take losses.
@Thorns On The Hoer - Unfortunately I've not been able to replicate that bug and I can't really provide any support on what appears to be an issue with either the the steam workshop or a random bug with the game itself, other than to suggest what you've already tried of course.
Keep trying and hopefully it'll work eventually - I had something similar happen a few days ago where a ship I had subscribed to on the workshop just plain refused to appear in the workbench until about the 3rd time I went back into the game later that day, so it might just be Stormworks being... Stormworks! :/
i hope he gets A+ on his university test!
The good news is that once they're back and the code is in place then hopefully it won't take us too long to get it to the testing stage, more so since I've already made several test cars and even a truck based on what I've seen used in the Improved Conquest Mode addon, so here's hoping! ;)
As always I'll keep you all posted as soon as I hear more.
Best,
None of this would have been possible without my esteemed colleague Haiwei/Professor Sins (also known as Rice on discord), who - as seen from our GitHub page - has more or less been the main driving force behind all the coding to get this to work as well as it does, so a special shoutout goes to them for all their hard work.