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As for the CP/MP? As far as I know, this issue predates them. That hasn't stopped me trying to patch it, but the Workshop build is several years out of date (not that development has been particularly consistent), so the only way to see if it's been fixed would be to install it from GitHub, likely via the OpenSR Launchpad.
dalo its been years i beg u
dalo pls
<3
But if you're asking about mining starbases: You're supposed to periodically see freighters between the starbase and the nearest owned planet.
Where, exactly, is it going wrong?
In the likely event that you're playing with AI, _Roke suggested a possible way of reducing crash frequency by deleting planets containing certain resources such as Technofarms, Intelligence Hubs, and Ancient Shipyards.
You can do this by:
1. Opening the console. (The location of the key for this may vary wildly on your keyboard layout, so I won't bother specifying where it is on my PC.)
2. Mousing over the planet you want to destroy. (This could easily be done before step 1, TBH. It may also require a step 0: Press F2 and become a spectator so you can look for the offending planets everywhere in the galaxy.)
3. Entering ch_destroy into the console. (Make absolutely sure your mouse is over the right target, though, as it will instantly and irrevocably delete literally any target you select!)
Disable the Community Patch, enable RS.
The crash can be "fixed" by preemptively removing these worlds from the game.
As for the crashing... it happens occasionally. Unfortunately, it's frustratingly difficult to analyze, because it leaves no logs and no indication whatsoever as to what might have gone wrong.
I generally don't aim to use every Ore asteroid in my space, either. If I have more than a couple of Mining Complexes in a game, it's usually because I'm trying to meet the requirements of the Collectivism attitude, or because I'm building a bunch of Solar Engines and want to get some extra use out of them by also making them mine Ore.
As for the Bluuhbi... how, exactly, are they locked out of the Progenitor subgrid? Hubworlds can be stolen just like most other resources, you just have to kill the Guardian first.
Asteroid are depleted, then clutter the map as they don't despawn makign it hard to see which one can be mined
And building as many economical station as there are depleted asteroid is a micromanagment nightmare as you also need to have a tractor beam ship haul them nearly inside of the station to set up a mining base
Using a planet buster on unwanted planets just exarcerbate the first issue
Vanguards devourer ship are nice but it locks you out of the progenitor tehcttree
Have you restarted the game since the last crash? If so, the logfile wouldn't contain any useful information.
https://user-images.githubusercontent.com/68554833/180661712-f4c8afb9-5eb0-4be2-a1b7-97535ad71255.png
I would post my errors.log.txt file but I've seen in your other comments that it's pointless to do so.
Here's my log.txt file. It doesn't say much in regards to any error:
https://pastebin.com/i7G4fRgW
Let me know if there's anything else you'd like to see, such as the save file.
SR2_2022********.mdmp.txt
Could you send me one of them?
"NOTE: This mod now requires the SR2 Community Patch to be installed in your game's mod folders in order to function.
...
Once the CP has been installed, you do not need to enable it in order to play Rising Stars."
the mod just needs the files to exist, which is why it's listed as a requirement. with how star ruler works, you can't run two mods that modify the same file, but you can have one mod point to another mod that already exists, even if that mod is disabled.