Take On Mars

Take On Mars

Resource Cables (Test Branch) (Likely obsolete. Please use the Stable Branch Version)
26 Comments
Mr. Monochrome [Hood Certified] 12 Nov, 2017 @ 5:58pm 
If anybody wants to use this on the Test Branch I've uploaded a patched/fixed version here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1197659994
Vas 21 Aug, 2017 @ 2:31pm 
Just wanted to point it out, the reason I kept using test branch, is because generally you update test branch first to ensure a patch works, then you push that build to stable, which is why test should always have the same, or newer updates than main. :P Thats how test and stable branches work, and thats why I assumed this one was the latest, and didn't even bother checking main branch.
Marajin  [author] 21 Aug, 2017 @ 4:53am 
If that's the case, yes most likely my fixing this branch would just cause the compatability patch to break. I'm willing to work with whomever it is maintaining the compat patch though!
Fenris 21 Aug, 2017 @ 4:45am 
Ok, thank you for the explanation.
Maybe the main reason People (inklude me) use the Test Branch, because there ist a Hotfix for it, to make your Mod work better with other Mods. And this Fix is only for the Test Branch.
As i write this text, i realise that maybe you are the wrong one to ask for a fix, because you already fixed the Main version.
Maybe it makes more sence to make this Hotfix work with your Main Brach, and the Problem would be solved. :)
Marajin  [author] 21 Aug, 2017 @ 4:37am 
Anyway, just to make it clearer (I know it's in the middle of a block of description text so no hard feelings for anyone missing it). This branch of the mod was last updated 10th February 2017. The other "stable" branch was updated 20th May 2017.
Marajin  [author] 21 Aug, 2017 @ 4:30am 
I gotta admit I've had very limited time and energy as I'm currently awaiting surgery and blah de blah. Is there some new testing branch release that happened on the main game? I'll try to remember to take a look and patch this version (i.e. likely just synchronise it to be the same mod as the stable branch version) just to save potential confusion even if there isn't a change in the status of the actual game...
Marajin  [author] 21 Aug, 2017 @ 4:30am 
@Fenris, What confuses me is that he keeps posting this on the "testing" branch which hasn't been updated since the game formally released. This is most likely WHY the infinite spawn loop happens because I'm pretty sure that was a post 1.0 bug (induced by a bug in the original game that was just inherited by this mod) that I patched in the stable branch release.

I'm like 95% sure the problem was and still is just that the bug was patched out in the base game but is reintroduced by slightly outdated base files being used in the mod which means it is fortunately an easy fix in all likelihood since I just needed to remerge my code with Dram/Bohemia's code files.
Fenris 21 Aug, 2017 @ 4:20am 
Hi, i have the same Problem, that Vas had. I can't print any Tools or Vehicles.
They cause an infinite spawn Loop and the Game will Crash...
Hope you find a way tho fix this.
This Mod is essential for the Game and you did a gret work!
Vas 15 Jul, 2017 @ 11:08pm 
If you've stopped updating the mods here, please let me know now. The game is unplayably broken now with this mod. I just lost 3 hours of work, because I spawned a thing I didn't think was broken and the game crashed because your mod force replicated the vehicle infinitely rapidly causing extreme super lag within half a second before sudden crash.
Vas 15 Jul, 2017 @ 8:44am 
Alright Marajin, I've tested and my game is only broken with Resource Cables enabled. Causing some objects to become undeletable and infinite spawn loops for certain objects like seed bags and the lab case.
Vas 9 Jul, 2017 @ 9:24am 
I thought I had you on steam at some point. :P

Anyhow, it seems that your outpost connector piece is undeletable. I went into dev mode, editor and whatnot, and tried to delete it but it just wouldn't delete. I'm making a scenario and I accidently spawned one thinking it was for the modular structure, rather than the outpost structure.

I've got an idea for you, if you're up for it, though. A piece for the modular base, just like the life support only its a storage unit. This has one input one output on both sides, and stores only one type of resource. I'd say 2/3rds the resource tank's storage.
https://www.dropbox.com/s/ptxpqiynuccjgxj/modularresourcestorage.png
Mr. Monochrome [Hood Certified] 5 May, 2017 @ 12:09pm 
Object obj/structures/mars_base/resource_cable/resource_cablespool.xob cannot create material obj_structures_resourcecable_0
Material 'obj/structures/resourcesocket' has reflection set without envmap. Switching reflection off
Material 'obj/structures/resourcesocket' has reflection set without envmap. Switching reflection off
Marajin  [author] 9 Feb, 2017 @ 1:04pm 
Sorry, I didn't have time to test between the 1.0 release and the launch stream. I will get on it tomorrow!
Joergitech 9 Feb, 2017 @ 12:43pm 
not clean working with release. is it aktiv start scenario not in char . But in outside mode but no go in a char
jarhead 5 Feb, 2017 @ 4:59pm 
ok, thanks
Marajin  [author] 4 Feb, 2017 @ 6:00pm 
Ah I see. Well this version is made for the latest version that only exists in the test branch indeed. But to answer your question... Almost certainlly the update will come in 4 day along with the official release of TKOM
jarhead 4 Feb, 2017 @ 5:44pm 
This one was last updated om 1-30-17

The one below was last updated on 1-17-17
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=844581578
Marajin  [author] 4 Feb, 2017 @ 4:04am 
@jarhead Which patch? There's a version of this mod for main branch but I admit I haven't tested it in a while so I dunno if updates got pushed to main branch and broke it.
jarhead 3 Feb, 2017 @ 5:50pm 
How long till the patch is added to the main branch version, or does it need the newest version to work?
Marajin  [author] 30 Jan, 2017 @ 6:51am 
@Mr Monochrome

Awesome. Thanks for submitting that patch. I see where the boo-boo has occurred. Can't believe I missed that for so long haha. That entire function is actually pointless and can be removed as the default behaviour of the game is to return true in all situations and it may as well be left to return the default block behaviour.

It's just something Dram had a long time ago to deal with resource barrels and it's kinda got mangled in there because of genericised classes for easier modability and the excess function being retained when it isn't relevant to a wall!
Marajin  [author] 29 Jan, 2017 @ 7:36am 
Marajin  [author] 29 Jan, 2017 @ 7:35am 
The game will change more before 9th feb, but the test version has the fix for multiplayer and several other changes in it.
Joergitech 29 Jan, 2017 @ 7:34am 
is the test the release versino for 9 feb?
Joergitech 29 Jan, 2017 @ 7:33am 
have found the bug use stable (main branch) think this is only for test branch
Marajin  [author] 29 Jan, 2017 @ 7:31am 
That's very odd. Do you have any other mods installed?
Joergitech 29 Jan, 2017 @ 7:03am 
make by me a ctd at start from TKOM