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The fix has the side effect that, on switching missile types, your crew will be instructed to unload the existing missile parts in the tube (this does not otherwise interfere with the weapon firing). You don't lose parts on switching missile types, but it could be a bit surprising if you aren't expecting that behaviour.
I've tried mirroring and copying the left side launcher to no avail. Ship movement makes no difference. Both launchers were working at first, but after adding armor to the sides the right one stopped. Deleting the armor around the launcher sometimes fixed it but not always. My best guess is something is going wrong with the blueprint mirroring and that is affecting the emitter origin.
Edit: moving the right-side launcher's shrapnel addon to the bottom of the stack fixed the issue.
Edit 2: Nevermind, right-side still randomly breaks. Seems like any fix is temporary, spawning in a saved ship causes it to break again.
So I tried to replicate what you described with this and I can't seem to reproduce the mine getting deleted on launch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892410977
Maybe what you have is still different? If you have a screenshot or a ship save file I can try testing on that instead.
Ingame pic:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892507700
Some of the other parts on this ship are from Galactic Allegiance. I deleted all non-vanilla parts touching the launcher and it still fails to deploy mines.
Also, I should point out that crew can't pass between modular mine addons, so your crew on top are actually trapped...
Anyways, keep up the great work on this mod, it's a fantastic idea and I love what you made so far.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\common\Cosmoteer\Data\ships\terran\terran.rules>/Terran" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part/StatsByCategory/0/Stats" failed.
---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "^/0/DeployDeath".
Are you using other mods? I'm not getting that issue with modular missiles alone, and by the error message looks like something is messing with the base game's mines.
With how much Magnetic Mines changes vanilla mines, there's no easy way to fix this. I can start working on a compatibility patch, but that will take some time. Until that's done, the two mods are incompatible.