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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036342825
Hope this helps anyone!
\Defs\ThingDefs\sd_spaceship_ThingDefs_a_bases.xml
Sorry! Was checking as you did say in the description that you were overriding vanilla objects, when it reality you're just patching them (probably a bit leftover from when you weren't patching in the description ;P)
Why were the castaways on Gilligan's Island always trying to fix the Minnow and get the #377 off the island? If you crashlanded on some rock at the @$$ end of space, wouldn't you at least try to build a spaceship to get yourself the #377 home?
replaced all textures with old ones
some more sizeadjustments because of that
added construction skill lv5 (like vanilla beam)
"my plan was to update my mods to v1.0, since it seems to be the last rimworld update.
probably will have a bit of time next week to start with that."
- added the 10% flammability evenwithout the refactored ship parts mod
- reactor to 10k power
- dragable beam to 2 dimensions
- some compatibility stuff for SOS mod: beam to dragable, interaction spots
(b18 version of SOS: https://ludeon.com/forums/index.php?topic=35742.msg405387#msg405387)
(but if u build a vanilla ship and plop them on, they still lift off with it)
have not played SOS mod. so not sure how it works. but i would assume it is not compatible, without any patch/additional work.
if you "autoupdate" mods over steam, meaning have subscribed and then the mod updates itself through steam. sometimes there are old files left behind. usally unsubscribing to let it delete the mod or delete it yourself on your disk and then resubscribe solves the isse.(/deletes the old files). could be the folder still has the old shipbeam override files somewhere and the patchoperation does not work,since the value was the same as the one that should replace it. havent tried if that causes error,but it comes to my mind as a possible thing.
1.)patchcode itself has an error (i tested with current alpha and steam version, so should run fine, just make sure to update to the lastest rimworld+mod version. not the case so i would assume 2.)
2.)it means there is another mod messing with the ship beam cost or replacing/removing this object altogether.(or removing the component item?) the patchoperations only replace costs. for that they basiclly assume the object/shipbeam has those fields and the variable that are put in are acceptable. if another mod changes that, they do not find it. you can do some simple checks for that, but as far as i know there is/was no other mod altering the costs, thats why i kinda skiped that. so feel free to let me know which mod that does so i can work around that properply.
(at the end it is no harmful error, just means your ship beams cost more components.)
[[sd] spaceship] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName = "Ship_Beam"]/costList/Component) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
the other thing there are already pretty good textures for some future/space looking walls in other mods, like the clutter mod from mrofa. so i feel there is not really a need for me making some.
so probably no overall,but yeah not really spend much though there since the main idea was more modules and the wall+door and "zone to take to space"that comes with that, is a bit out of my expertise.
- moved vanilla altering stuff to patch files with new patchoperations (ship beam + cryocasket)
no changes other then that
in case of future other spaceship mods + conflicts: the pacthfiles currently have no check, since it is less work. as far as i know no other mod changes the items (ship beam + ship cryocasket) so there should not be any problems currently. if there are i would add some checking for these, but it is currently simply not needed.
Guys, sulusdacor has a lot of mods to work out. Having people harping about the a17 update on every single damn page is quite likely rather annoying. I subscribe to exactly a dozen of his mods -- might not be all of them, either -- and I can see he's been programming his fingers off trying to get them all updated.
Patience, please!
This will break save games!
If you want to use a previous Rimworld alpha and saves were you used this mod, please check the forum topic for download links and install the older version manually.
changes:
- updates to a16, added mass, adjusted the costs to new vanilla values (resulted in mostly more components sadly)
- some file/folder structure/name changes
- the dragable ship beam now overrides the vanilla ship beam (same costs)
- override for the vanilla cryop casket form the ship menu to make building easier (moved interact spot inside the object and removed the need to place it on a ship beam)
short note on german language files: i know there are some things missing, since i forgot to update these in the past when adding new parts.i will fix that in the future.
@1x2: i usally do parts with a clear idea. since i hadn't had one i felt fitting, i skiped this size. the other thing is that i currently working on my other mods. but updating this one is on my to do list. this includes: addings all parts you need (in terms of the different sizes), maybe giving them some sort of function and making it possible for the vanilla launch code to "find" my parts and only build a ship with them.not sure when i come around to do that, since the spaceship building is a one time thing anyway and makes up for a very short amount of playtime.