Avorion

Avorion

Star Trek Weapons Pack | 24th Century Federation Edition | Beta v1.0.2 | [v2.5.*]
 This topic has been pinned, so it's probably important
Kxawzìtan  [developer] 9 Aug, 2022 @ 4:04pm
Bug Reports
If you are experiencing problems with the mod, bugs when using it, or have found broken features, please post them in here, so I can easily see them, jot them down in a list and work toward fixing them. Thank you.
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Showing 1-13 of 13 comments
Lancer_Vance 16 Dec, 2022 @ 10:27pm 
So just as before, I still can't run this mod on my server, the server won't even run, the error I get in the server console is as such:

2846957669 is problematic: Mod 'Star Trek Weapons Pack | 24th Century Federation Edition | v0.1.2 | v2.2.*' [2846957669]'s base game requirement (0.0 to 2.2.*) doesn't match version 2.3 of the game.

I don't trust myself to alter mod files, unless I'm told exactly what to try.
Last edited by Lancer_Vance; 16 Dec, 2022 @ 10:27pm
Kxawzìtan  [developer] 17 Dec, 2022 @ 4:43am 
Lancer mate, you're trying to run Mod 'Star Trek Weapons Pack | 24th Century Federation Edition | v0.1.2 | v2.2.*' which is an outdated version of the mod. you're going to want to update it ;)
Druark 3 Mar, 2023 @ 8:56pm 
Minor bug, only really noticeable with things like Turret Builder where you can see the weapontype names.

You've not included % _t at the end of the strings within weapontype.lua, so the name doesn't format correctly and shows the full "Phaser Beam Array /* Weapon Type */" when it should just show Phaser Beam Array
Last edited by Druark; 4 Mar, 2023 @ 2:41pm
decom70 14 Mar, 2023 @ 4:52am 
Whenever Pirates get close enough to start shooting, your mod seems to freeze my game completely, aka I need to force quit. I can use the weapons on my own ship perfectly fine though. Here is my games log:
https://pastebin.com/W8Qy6bfZ
Kxawzìtan  [developer] 14 Mar, 2023 @ 5:05am 
Hi Druark, I shall have to look into this when I get back. I know I had fixed the naming of the weapons and its affixes, though tbf, I did have some trouble when attempting to fix anything in regards to the Turret Building.

---

Hi decom70, it freezes your game? Unfortunately this is the first time I am hearing of this, however I shall look into what could be causing this issue when possible. I would however, like as much in terms of details as possible as to what other mods you could be using, and (optionally) maybe what specs your computer is working with. RAM, GPU and CPU mainly, since the base game requires decent specs as it is.
Druark 14 Mar, 2023 @ 9:23am 
Originally posted by decom70:
Whenever Pirates get close enough to start shooting, your mod seems to freeze my game completely, aka I need to force quit. I can use the weapons on my own ship perfectly fine though. Here is my games log:
https://pastebin.com/W8Qy6bfZ
Your log on line 345 says:
2023-03-14 12-43-52| Sound effect not found: "data/sfx/fedweapons/phaserstart.wav"
But that file is present in my own installation of the mod. Try unsubscribing and resubscribing and/or verifying files as it seems you're missing some.
decom70 15 Mar, 2023 @ 3:48am 
@Kxawzitan

Ryzen 7 1800x, 32 GB of DDR4 RAM, RTX 2070, running Linux Mint 20.3, Kernel 5.4.0-144

The other mods running are Laserzweis enhanced Shipyard, Star Trek Federation Ship Pack, Enhanced Factions Pack, and your star trek weapons pack.

@Druark
Did that already, and yeah, it does say that, but the file is present in the downloaded workshop files, and I can play it via media player. https://imgur.com/a/Qr2b307

Mid writing this, I think I have found the issue. In linux, and therefore in extend the Steamdeck, capitalization matters. It seeks the folder "fedweapons", but there is the wrongly capitalized "FedWeapons".
I renamed it, fought a few pirates and xsotan with no issues. The log is also not spitting out any missing files.

@Kxawzìtan Could you fix this in your mod? Simply lowercase the name of the folder, and watch for that case sensitivity in future updates.
UnbiddenYard599 2 Apr, 2023 @ 3:05am 
Are U drunk or something when making this mod? I checked the entitydbg file and a lot of things is missing. I used the Het weapon mod’s entitydbg to make a compare with yours,found out a lot of string is missing,please fix this thx
Kxawzìtan  [developer] 2 Apr, 2023 @ 5:03am 
Hello UnbiddenYard,
I can see you might have a problem with the layout of code that I've made, however I must ask whether or not, you've read the disclaimer I made in the description. I fully expect there to be issues, however remarking whether i'm "drunk" when making the mod, is ultimately unnecessary. I'm very certain we can come to some sort of understanding. :steamthumbsup:

That said, this is my second major mod, backed by the fact that my experience with this code is still somewhat limited, thus problems are expected. If you believe entitydbg is lacking substance in some way - compared to other weapon mods that is, then maybe I can work on updating it. Only if it's causing serious issues with the mod overall though.

Upon my own investigation, along with the same comparison with HET as you've done, I've not experienced nor seen any issues with the entitydbg.lua, except HET's version has more code. I doubt anyone else has either as I've not received any further reports regarding this, at least thus far. - entitydbg in my mod and HETs essentially enables you to spawn in the weapons through the debug menu, it doesn't affect overall gameplay from what I and my beta testers could tell.
Sure the code is trimmed a lot, however it's not critical for the mod to work, and I did consider removing it all together, otherwise I would've changed it back in early development. KnifeHeart's weapon mods also work perfectly fine without the extraneous code, and they've got a lot more experience with this code than I. :steamthumbsup:

And in regards to your general comment, I'm sorry you consider the mod unplayable. Perhaps there is something that can be done to help alleviate this problem. However, I need to know whether you're playing with other mods. It is possible, I'm not saying it IS, however it is possible that another mod and this one could be conflicting, and perhaps not functioning optimally with one another. If true, then I'll investigate and work on a fix for the next update. :steamthumbsup:
Palynium 10 Jun, 2023 @ 9:30am 
His annoyance with how you've laid out your code is because it knocks out the ability to buy weapons completely if you use pretty much any other weapon mod. It's a good mod but it doesn't play nice with pretty much all other weapon packs (HET, Arsenal, etc).
KnifeHeart 18 Aug, 2023 @ 1:57pm 
I've loaded this mod, HET, and all of the various other arsenal extension mods in a galaxy together and did not experience an issue. It is likely another mod that is causing this problem.
Druark 28 Oct, 2023 @ 2:42pm 
We've been playing with your mod lately, the new update is much appreciated. However, the prices of the items seem a little excessive. They're usually in the millions for even torps that only do 50-150dps whilst an equivalent vanilla rocket launcher WITH lock-on costs barely a fraction of the price. Was seeing these prices even in the iron/titanium regions.

Basegame rockets are 0.5x inventoryItemPrice but yours are a minimum of 3x. With your advPhotons then quickly jumping straight up to 15x the price. I understand this is for balance reasons so you can't just spam the weapons but in practice this just means it's often if not always more profitable to sell them then build normal launchers using components instead.

I'm not suggesting you go all the way down to 0.5 like basegame but seeing as seeking is just as rare on your torpedos, I do feel that 3-36x the price for the non-rare torps like tranphasic+ is just a bit excessive.
Last edited by Druark; 7 Nov, 2023 @ 2:17pm
Kxawzìtan  [developer] 29 Oct, 2023 @ 5:18am 
Cheers Druark mate, I shall look into it right away and make changes where needed. They shouldn't be super expensive. That is most likely something I overlooked when implementing the new modifiers. My bad.
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