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  • Mod Talk Abh
  • Abh Mod v0.7.2.6 for Cosmoteer 0.15.10a (not 0.15.11+)

Catlover1 The game crashes for unknown reasons with the water condenser and water tank combo.
There's no error report whatsoever. Virtually, nothing has been changed and they worked fine last time. So I've forwarded it to Walt. But with https://forum.cosmoteer.net/d/10756-my-plans-for-the-future-of-cosmoteer this is unlikely to get fixed now.

    I have a error If i use Russian language. I master english not enough for use it. I tried to launch Cosmoteer without other mods and error was anyway.

    P.S. Sorry for my English, i began to study it not very long ago.

      warpoint I've re-uploaded the mod with the fix for russian. It was a double copy mistake.

      Right now there are a few bugs causing crashes with Abh. Half is very likely game bugs the other half is 50/50. The problem is I can't determine the cause and or the source yet.

      • The combination of water_tank and water_condenser leads to a crash as soon as they are together. Pretty sure it's a game bug.
      • For some reason savegame loading crash with quantum_torpedo_launcher. It's a ToggledComponent conflict of unknown reason. You can fix the conflict by loading the ship into blueprint mode.
      • Explosion or Shield hit or Explosion/Proximity-Impulse crashes that occur and not limited to Abh. No idea yet.
      • Crew pathing crash that'S also not limited to Abh. Somewhat random. No idea yet. Even crashes with parts where it shouldn't be possible.

      Basically, 0.15.6 is bugged and it's hard to find or be certain about anything.

        I've uploaded the mod with some graphical fixes; and fixes for the classic tractor beam roof parts.

        The mass driver turrets still suffers from excessive buff bugs. Also save game files tend to have ToggledComponents conflicts upon loading. Nothing I can do here. Ship save files should be alright. If it still fail load it in blueprint mode. If you still have problem please tell me.

        Also there's still some crash of unknown origin so tell me if you got one and the part involves, better yet provide me the ship, too. So far I have not been able to find the reported sources for the crashes.

          Minor update but kind of urgent to clarify the workings of supply corridors with ranged transfer. So the part description & info text and tutorial text now clearly state that: they do not transfer to parts adjacent in the direction of the ranged transfer. The point of ranged transfer is to skip everything in between and allow concurrent lines to cross each other without interaction. Also I've changed or cut the "cable" into an arrowhead in normal view for visual confirmation.

            Another minor update. In one of the past code updates the storage for the isokinetic cannon was messed up which prevented it from firing. It simply didn't charged up enough.

              Minor update as I've mixed up a file version for a future release.

                As Cosmoteer 0.15.6 and 0.15.6a are so unstable and buggy with Abh
                I've uploaded an upgraded version of last December's WIP to the latest code base. However, as it didn't have old bugs fixed I may have overlooked some in this upgrade. It's compatible with (0.15.3 to) 0.15.5d. It's not compatible with 0.15.6! http://www.mediafire.com/file/awv2ypq8irpnazo/Lafiel.Abh_mod072WIP%255B0.15.5%255D.zip/file

                  5 days later

                  I've updated the WIP version for Cosmoteer 0.15.5d with newly requested parts. Things are ongoing and there are minor problems remaining (not bugs) and one crash bug to be resolved. I'll try to get them fixed before releasing the RC2 version for Cosmoteer 0.15.6a with these same new parts. The WIP will be upgraded along with future RC versions but won't be renamed to keep the distinction between them.

                  The other unlocked parts probably will have to wait until Cosmoteer's release. Unless I somehow can resolved all issues and upgrade the VariTech mod.

                    12 days later

                    I've updated the WIP version for Cosmoteer 0.15.5d and the RC1 version for Cosmoteer 0.15.6a. They are the same.
                    Cosmoteer 0.15.6a is not recommended since it crashes a lot due to game bugs. There seems to be some mismanagement of code in memory.
                    Anyhow, unlocked the trailing lights for navigation lights. It's under the ship to avoid weirdness when not moving.
                    Unlocked firing arc buffing part for modular turrets. Currently, only usable with mass driver turret.
                    Fixed a number of graphic errors for old parts that got into the mod due to various code changes.

                      Lafiel I'd like to report the Bio - Tech parts to you. Every time when I build multiple blocks of bio at once, it crashes my game to 0FPS, and a crash shortly later. Is there anything you can do to fix this? If so, thank you!

                        Cthulaid42 Yeah, anyhow there are a few buff bugs that got worse since about Cosmoteer 0.15.1 or so. Older versions don't have it to such extreme.

                        Buff bugs have been there actually since their inception, the reason the VariTech mod remains on hold.

                          Oh alright. Thanks for the info! [P.S Your mod is epic. So epic, my computer can barley handle it. xD] (Okay okay maybe a little over exadurating a LITTLE bit.

                          Oh I just remembered. Any version lower than 0.15.6 for me refuses to load AT ALL. Not even open..

                          Cthulaid42 There's a bit more I can save on memory burden but it will be consumed as the mod grows lol
                          Anyhow, I'm trying to prepare the mod for Cosmoteer's steam release so a lot of work is being done under the hood now. It will take a while a many updates with little actually visible new to players. Not much I can do about game bugs. So bear with it for a while.

                            Cthulaid42 You have to delete or rename the settings.txt file because it's not compatible since 0.15.4.
                            It can be found in users\username\documents\my games\cosmoteer\

                              a month later

                              Do not start on Cosmoteer 0.15.6a HELP

                              Hi, I dont know if anyone else has this problem, but as soon as I try to move either one of the drones (I mean the attaker, defender, decoy and repair) the game crashes. The guardian drones and the "ancient thing" work just fine, so I tryed to look into their code, to see if I can spot any difference... Aaand I managed to make the guardian do the same thing. Wierdly enough the only thing i did to the thrusters is remove the 2 lines containing the particles effects, from all the thrusters... Also, the error happens in both direct control mode and move command.
                              (I could send you a screenshot of the error if it helps you...)

                                oleg228 Please post your log file. Your other post oleg228 showed that you used the wrong Cosmoteer version.

                                Jedi_9610 Thanks for testing. I'm not sure what you mean by removing effects: do they no longer crash or do they crash. So please describe it in more detail.
                                For the future please post your log file found in users/useraccount/Documents/My Games/Cosmoteer/Logs that would be more helpful than a screenshot. You can upload it to https://pastebin.com/ and post the link here.
                                It's a known crash but all that is known is that some thruster initialization failed. Walt said it's likely a game bug. So far I couldn't find an error in the code. And frankly it's random and doesn't happen often on my computer so it was difficult to get any result. I know Star had more consistent trouble so with your finding. Since his is an older computer I'm guessing it's some software-hardware use with graphics or maybe some engine graphic code problem. I don't know. The effects and all had been working fine for a long time. It will be very difficult to pin point the problematic code piece in the effects.

                                  Bug with mooring pad in version 0.15.5d.
                                  A ship can attach to the mooring pad, but the ship with the morring pad cannot take the other ship thru FTL.