UBOAT
[WIP 2025.1] U-Boat Expanded
Link, I think I found the issue with the core patrol missions
Separate thread because this is not at all useful to your average player and it's a message I wanted to get directly to you.

I think the format describing which grids the patrols take place in are formatted incorrectly in the sandbox.xlsx

It looks like it could be a basic copy paste mess up.

For example in vanilla f(x) for the patrol cell reads "Ports=La Rochelle Port,Port of Brest;Difficulty=Easy;Squares="

while in the UBexpanded sandbox.xlsx it reads "Group=La Rochelle;Port=La Rochelle Port;Difficulty=Medium;Replace=True;Squares=BD1-BD4:0.1,BD1-BD2-BD3:0.1,BD4-BD7:0.1,BD7-BD8:0.1,BD8-BD9:0.1,BD3-BD6:0.1,BD6-BD9:0.1"

Three very significant format differences.

One, Port of Brest is always listed with La Rochelle.

Second, The addition of "Group=La Rochelle Port" seems superfluous.

Third, the way the actual data is formatted. notice the grid designations dont show up in the f(x) the same way in the vanilla one.

Finally, rather than the kind of run on sentence format for the ubexpanded entry - after the line ending in "Squares=" it stops, then a paragraph break (i mean hitting enter) and they include one set of cells per line. as if each line pertains to one possible mission option.


This is all I've learned. Now you know this way better than me. Perhaps what i've noticed is none of it anything that actually matters. I'm no database expert, I'm just using my general knowledge and trying to apply it so forgive me if this information is actually useless.

I just had to check after I realized that Kiel missions were wrong too. they all direct you to patrol locations west of great britain with none of them being to the east of the island instead.
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link  [developer] 26 May @ 7:52pm 
hmm this might actually be very interesting. are you on uboats discord btw? posts like this could be much better show/shared on discord eg, also being able to provide images & formatted text easier.

any hoos this ^^^ was an interesting find.

I was always under the assumption the grids were incorrect causing a loading issue. but it could also be a format change,

while the \n (newline) characters shouldn't impact the parsing of data, there looks to be other changes which might be throwing this off.

the game does a very poor job of debugging missions. and has constantly been a major issue with developing this mod.
Snork 26 May @ 8:20pm 
from what i was just looking at, I can honestly only imagine. Just bouncing back and forth between the two sandbox files almost melted my eyeballs.

i'm just about to test now, having quickly applied changes to only la rochelle, to see if it makes a difference. and i could definitely get ont he discord, i didn't even think of it.

like I've said I've always really loved this mod and even with just a taste of the work involved im already exhausted and needing a break. I really hope your large quantity of experience with this can maybe make use of some of that.

And honestly id be messing with it trying to make it work on my own no matter what, i just badly want to jump in and enjoy the historical convoys and additional assets so badly

I also noticed there is zero indicator in the debug logs regarding missions failing to load properly so you're left with zero clues on where to even look when they make changes to the deeper connective logic of the whole program Really doesn't make sense.

If this stuff ends up being a dead end, I have one other idea hunch to check. But it's slow going because I'm learning how it's done purely by comparing vanilla files to modded ones and anything in .cs is so alien to me it's essentially off limits.
Last edited by Snork; 26 May @ 8:21pm
Snork 3 Jun @ 7:03pm 
i guess i was wrong. at least, i wasn't able to figure it out from there.. i'm wondering, are the piecemeal mods functional? they don't read as updated, and i could imagine a situation where you'd just want to update the primary volume.

but at this point it'd be so incredibly useful to be able to use them piecemeal.

i''m pretty sure a few of them do,


i've been trying a combination that excluded the ports one but used the others. ship names and convoys alongside the additional models/assets are my personal minimum and while it's hard to tell if the convoys are working right I can tell the names are (I've been able to google my last few kills and their names matched a ship of that type sunk during WW2 in the same area I sunk mine.)

that's definitely not a vanilla thing. i mean i'd still prefer the whole thing as it's meant to be, but this compromise is working okay so far.
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