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Yeah, probably a rare vanilla bug. I've notified Ludeon and provided all relevant details.
Launches have a lot of fancy code around them. It wouldn't surprise me if it was some rare edge-case that didn't come up in testing.
My tests have shown no issues whatsoever.
Do you have something like a minified oxygen pump? I checked with Ludeon and the issue is likely that it has a non-defined room. Which could imply that it is in a in a container or the like.
If one of you can produce a save file with just this mod and the issue reproducible I could have a look at that.
https://imgur.com/a/ykHzxem
The linked logs are set to request only. I've sent a request though.
It did work in an earlier version, I'll try to reproduce it with something similar to your setup and if there is an issue with the mod alone I should have it sorted today.
Thanks for the video btw.
https://pastebin.com/aym2Pxcv#PKsfB4uH
{LINK REMOVED}https://drive.google.com/file/d/1-Jv2wTMBnNN3gemOdikRt2nFIRERqIZJ/view?usp=sharing
Any chance to add txt file to discord or else?
P.S. your mod are awesome! Thank you!
Let's see...
The uppermost is related to verbs so it likely isn't the vanilla expanded framework itself (nevermind that I did test with that myself earlier).
Vanilla Genetics Expanded I can't say, but it seems doubtful.
LongerCFloor.ProxyHeat is definitely a bit sus. I can see gravship messing with optimizations there.
SmashPhil.VehicleFramework is the obvious thing to be suspect of, but at the same time I think Phil has tested ship landings. Still worth checking if it happens without this.
VFEPirates.Mod I haven't looked at the code of, but doubt it is should be an issue.
- - - -
There may still be issues caused by mods changing things before the landing occurs causing it to be in an invalid state when the landing occurs.
I don't think this mod is specifically related to the errors.
If you can provide the full logs that may be helpful. The fewer mods you test with the better.
Intitally when you start the scenario its fine but once you get to a certain point in ship size and you take off to another tile the ship will get stuck when landing and wont play the landing animation so you get stuck in the landing phase which prevents you from continuing but you can still access ESC Menu and certain UI if you press other keybinds.
https://pastebin.com/ANPkKAZL
It is better to send an error log.
Though considering this mod only changes stat values the actual bug would likely be in Ludeon’s code, or that of another mod.
Doesn't appear how? I tested with some pretty outrageously huge ships without issues. Making it the size of the literal map probably won't work though.