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Ultranova So basically turning it off an on again?
I interpreted it as that but ok

JSpaceS Not really, I made some changes and released it as a hotfix (sorta).

    @Walt Reckon it's time we move this thing over to it's own talk section. Or rather reckon it was time to move this thing 500 posts ago

    IVIemories The thing is though, I don't want this mod to have its own section. I already gave my reasoning for my stance in the request thread, but I also don't think this mod deserves a section

      Ultranova The thread is already getting to the point where we should probably be locking it due to excessive length. Eventually we will have to make a decision on whether or not you are allowed to make a new thread on list of mods or be forced into a mod talk section.

      Destroying certain portions (exact portions unknown) of the R-UPA Heavy Dreadnought causes a crash by pathfinding failure. Log file: https://drive.google.com/open?id=1yNkTyPC2P4Oe5okd0eB9yakCYhNHeWQt

      While I've loaded other mods, the ship that causes the crash (R-UPA Heavy Dreadnought) uses parts from only vanilla and this mod. Another test, this time using only GCW and the Civilian Trade Station (also from GCW) as target practice, still crashes the game the same way at some point. Log: https://drive.google.com/open?id=1lbD0xF86DJDlwgNYTprT2A4WGaBd90g9

      IVIemories The reality is that this mod is drawing very close to being abandoned, as there are only two updates left to be completed before it is fully complete. As I have no interest in continuing to support this mod or allow someone to update it, starting a new thread or giving it a mod section so close to the abandonment of this mod seems unnecessary to me.

      Designer225 I am already aware of this issue, but it is out of my power to be able to fix it.

      Ultranova
      Well, what happens after this mod, will you make another mod?

        Tellitubbi definitely, I already have a plan drawn up and ready, as well as basic designs and some art (and no you can't see it yet)

        Ultranova Yeah... after everything I tried editing the config, the result either crashes the game, proves to be aesthetically displeasing, messes with pathfinding in a non-CTD way, or the last two combined. If onlyIsWall = truedoesn't create invisible walls everywhere... (And since base_part.txt definesExternalWalls = [All], it's not impossible for the devs to do that and still have walls everywhere by default. Sections without walls could be treated as invisible doors instead... I'm considering filing a modding suggestion for that...)

        I straight up turned them into glorified corridors because I had no other idea on how to fix it. At least now I can destroy trade stations and dreadnoughts without having to worry about hybrid corridor-induced crashes...

        EDIT: Apparently Shift+Space sends a reply. Didn't know that until I accidentally triggered it 😛

        EDIT 2: Of course, just as baffling is how the crash occurs only under combat conditions... I'm still going to do some further tests to stress-test the walls further.

        can i get a ship into th Hall Of Fame?
        (i don't want people to steal it tho)
        here it is:

        image https://forum.cosmoteer.net/assets/images/4314-9mlq89BdEZISIr7n.png
        (its called Big Gun Guy, and you can redo the paint if u want)

          Brengun Unfortunately, that ship won't be able to make into the hall of fame, simple because it uses Kroom's Forge. The hall of fame is for GCW ships only

          Designer225 The problem is that the corridor hybrids use a function that prohibits crew from walking through certain sides of the part, but Cosmoteer is only configured to check for these things when crew are outgoing. The problem is usually solved by placing it with armour on those areas that would normally be blocked on the part itself, which works until the armour is destroyed (which is why destroying only some portions induces the crash).

            CursedPh4nt0m I did. I posted anyways. it wasn't a necropost.

              Brank It wasn't necroposting, but your reply was late (again) and the topic had been finished for quite some time already.

              IVIemories Done.

                I regret to say this, but I have decided that I'd rather just release this last update, then move on to a different mod. Honestly, it's been great to see the support of people over the months for this mod and I can never thank everyone enough, but it's time to move on. The R-UPA are long gone on Cosmo rp and I'd rather not go into superweapons, as I feel that it is not appropriate to reveal such things.

                I'll have a longer paragraph later, but for now, I just want to let you guys know. I may keep this mod updated until my next mod is ready, but that's up in the air.

                Ok, so here's what I'll do. I'm going to keep this mod updated until I have a beta version released for my upcoming mod. I will move this page to the mod section in the hopes of a happy death for Galactic Civil War.