Stranded: Alien Dawn

Stranded: Alien Dawn

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Gnoerl 16 Jun, 2024 @ 11:21am
[FIXED] Project:X - Cyber/Alien Motion Sensors are not working
Hey all,

i just wanted to ask if others are experiencing the same problem and if there is any solution for this? I've tried to compare the new sensors with the original motion sensor, but i couldn't spot any difference that should render them non-functional.

They do detect enemies in range, but they don't activate turrets within their circuit. They also don't disable turrets if i switch them to the "offline circuit" setting.

They have the same settings overall, just with a different model, constuction ressources, energy consumption and range.

I've tried altering some settings, but in any test scenario they did not enable the turrets within their circuit.

Any ideas?

SOLUTION:

In the Mod Editor, you have to make changes for AlienMotionSensor and CyberMotionSensor in the 'Sensor' properties section:

OLD: 'State indicator attach' > 'SignalLamp'
NEW: 'State indicator attach' > 'false'
Last edited by Gnoerl; 17 Jun, 2024 @ 5:05am
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Showing 1-9 of 9 comments
injto4ka 30 17 Jun, 2024 @ 3:25am 
This problem has been reported several times. Unfortunately, the mod's author has abandoned the project.
Gnoerl 17 Jun, 2024 @ 4:17am 
Hey injto4ka, thanks for the reply! Even though i asked in connection to the Project:X mod, it's also kind of a general question.

If i would want to create my own sensor with a modified range as a new building, i would kinda expect the same issue. As mentioned, those Project:X sensors are basically a modified duplicate of the original sensor. However, i haven't tried that yet...
Gnoerl 17 Jun, 2024 @ 4:42am 
Okay, i used my lunch break to check on that. Interestingly my conclusion was wrong.

My own modified version worked, so it doesn't appear to be an issue with the game, rather an issue with the Project:X sensors itself for whatever reason.
Gnoerl 17 Jun, 2024 @ 4:58am 
Ha! I found the issue why those sensors are not working!

SOLUTION: Setting 'State indicator attach' from 'SignalLamp' to 'false' made both Project:X sensors work!

My duplicate of the original sensor worked until i changed its model to the Project:X one with nothing else changed. Going through all settings i saw the 'State indicator attach' value and figured that the new model doesn't appear to have a 'SignalLamp'. My conclusion was: If something is missing it could create an error in the logic rendering the item defect. Aaaand tadaaa... it works.
Last edited by Gnoerl; 17 Jun, 2024 @ 5:07am
injto4ka 30 17 Jun, 2024 @ 6:45am 
If such an error is indeed the reason, it will be logged into the game log, along with a stack trace. Use the modding debug executable in order to catch such cases in real time.
Gnoerl 17 Jun, 2024 @ 9:02am 
Thanks for pointing out the log, for some reason it didn't cross my mind to check the logs...

However, i don't have the feeling they would have helped me that much, besides of the knowledge that something is not working - which at that point was already known to me. ^^'

This appears to be the code pointing out something is wrong:

[LUA ERROR] CommonLua/Libs/Camp/Buildings/SensorComponent.lua:55: attempt to index a nil value D:\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Libs\Camp\Buildings\SensorComponent.lua(72): <> D:\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Core\classes.lua(162): <> [C](-1): upvalue procall D:\Steam\steamapps\common\Stranded Alien Dawn\CommonLua\Classes\BaseObjects.lua(25): <> --- end of stack

I would assume the values in () would point me to specific lines of said files, which in turn could help me to understand what the issue could be. However, there is no CommonLua directory therefore i can't find out what exactly they reference to.

So unless i'm missing something here (Did run the StrandedSteamDebug.exe, looking at the AppData\Roaming\Stranded - Alien Dawn\logs\*.log file), it wouldn't have helped me much :/

But in any way, pointing out the log file will help me out in the future when i want to implement my own stuff. At least i can detect that something is wrong. ^^
injto4ka 30 17 Jun, 2024 @ 9:31am 
These lines of code shown in the call stack above can be easily traced in the game source code, which is included in the game directory (in steamapps\common\Stranded Alien Dawn\ModTools\Src).

I would recommend to read the "Advanced modding tips" steam guide, where you can find additional hints.
Gnoerl 17 Jun, 2024 @ 9:53am 
SensorComponent.lua (55) self:GetAttach(indicator_id):SetState(new_state) (72) self:UpdateIndicatorState()

Yeah, i guess both lines could've told me where the issue may be, while the other 2 references are just follow up errors.

While i initially just wanted to get some easy solution for the original problem, for which i accidentally found a easy solution myself, i now know where to look to tackle such situations a little bit more professionally in the future. :)

Thanks for teaching me how to fish instead of giving me just a fish :'D I appreciate you taking the time to point me into the right directions.

Haven't looked into the modding tips yet, as i originally only wanted to play the game... until my base was attacked and the defenses didn't work due to a faulty mod object.
injto4ka 30 17 Jun, 2024 @ 10:17am 
Happy to help, have fun!
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