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UMMM i just tried to lay down a hangar fllor and it game me a crash then an error report here is the first few lines:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

at System.ThrowHelper.ThrowKeyNotFoundException()

at System.Collections.Generic.Dictionary`2.get_Item(TKey key)

at Cosmoteer.Ships.Rendering.ShipRenderer.GetLayerQuads(String layerName) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Rendering\ShipRenderer.cs:line 124

at Cosmoteer.Ships.Parts.Graphics.PartGraphics.CreateQuads() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Graphics\PartGraphics.cs:line 294

at Cosmoteer.Ships.Parts.Graphics.PartGraphics.OnPartAttached() in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Graphics\PartGraphics.cs:line 116

at Cosmoteer.Ships.Parts.Part.OnComponentAttached(SceneNode node) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 842

at Halfling.Scene.Dim2.SceneComponent.InvokeAttached(SceneNode node) in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Scene\Dim2\SceneComponent.cs:line 1800

at Halfling.Scene.Dim2.SceneNode.NodeComponents.Add(SceneComponent component) in C:\Users\Walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Scene\Dim2\SceneNode.cs:line 1615

at Cosmoteer.Ships.Parts.CommonBasePartsManager`1.AddPart(TPart part, Action onAddedBeforeEvents) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\CommonBasePartsManager.cs:line 716

at Cosmoteer.Ships.Parts.PartsManager.AddPart(Part part) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\PartsManager.cs:line 201

at Cosmoteer.Ships.Parts.PartsManager.CreatePart(PartRules rules, IntVector2D loc, Int32 rot, Boolean spawnedFromDestroyed, Boolean defaultToMinHealth) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\Parts\PartsManager.cs:line 175

at Cosmoteer.Ships.ShipUpdateInfo.ApplyPhysical(Boolean destroyBlocking) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\Ships\ShipUpdateInfo.cs:line 242

at Cosmoteer.Game.SelectionStates.BaseBuildState.TryApplyUpdate(ShipUpdateInfo sui, Vector2D worldCenter) in C:\Users\Walt\Documents\Code\Cosmoteer\Source\

    thewoodenlego Doesn't happen to me. Since I didn't change them in anyway I think it might be some other part. None of my test builds caused a crash so I have no idea which part it could be.
    Please try to retrace your work in normal build mode (not blueprint mode). It should crash the moment you place the faulty part.

      UUUUMMMM, big flaw just found hold on working on a vid for you., i know this is prbably getting anoying but you should know of this one.

      if you are wondering what i am trying to do with the large column of hoses i am trying to make the most compressed dock as i can, to put it simply. I am try to build a giant ship and it has three columns left column has a few engines and a dock incase of an emergency and a few weapons. middle has the control room a railgun a few more thrusters and a few other weapons. the right is roughly just a replica of the left.

        thewoodenlego No. I'm not annoyed. I welcome critique and error reports as there is no way I can check everything. Every time I make some change I do that to dozens to 200 or all parts. There's simply no way I can check on every little code change.

        Why do supply parts have supplies when not being supplied before?
        1. This is a complicated issue. When you first place a part the game fills all storages full by default (not in multiplayer tournaments). The supply corridors have storages so they can receive and distribute. I can preset it to zero, though.
        2. There is a difference between how supply is being requested internally by the game and by mod parts.
        A mod part only gets triggered when a consumer part uses up something. If a consumer parts remains empty it won't be supplied even if the supply corridor has supplies. That's why I haven't enforced zeroing.

        Why are crew taking supply back and forth and going in circle?
        1. This is partly the AI being dump.
        2. The other reason is the pump nodes and supply corridors allow the crew to access their storages. The reason I've not disabled this is because there'll always be players who don't understand how it works and make simple mistake in creating the supply network. This allows the crew to jump in and fix their mistake. Also in cases where the supply line cannot reach deeply encased & blocked parts, the crew can take supplies and go to them the normal way.
        So I probably won't fix this feature. Since my simplification is difficult for most people to understand. I'll add more simple obvious parts so people will make less mistakes. They aren't needed at all, though, so smart people should be able to just use the two or three parts.
        3. Another reason why the pump nodes and supply corridors request supplies is because the original code was made before 0.14.0 and they needed to be turned on in order to work.
        I'll update that so they will no longer be supplied by the crew.

        The next release (in a few days) will have it all "fixed".

        Good luck.
        You can build huge stations that can have bays large enough for battleships if you want. Up to 300 tiles wide with any length. 😃
        Maybe in time I can get around to finally add lounge parts. The settings are already there for over a year.

          ok thanks

            2 questions. 1, do you have a discord and if you don't have one would you like me to create one for you? 2, I was thinking of showing this mod on my youtube for some of my videos would that be alright with you (i will right a link to the mod and anything else you would like me to say in the desc or video)?

              thewoodenlego 1. I do have a discord account it's Lafiel#0105 at cosmoteer's server.
              2. That's alright with me. But better wait for the next update with the fixes. Do as you want I don't really have any kind of conditions, requirements or so. It would be nice if you can cover on how to build and use parts (maybe a series on that?). This is something I suppose the mod needs but I don't have the time or resources to do.

                i was meaning a discord channel for the mod. and i will try my best for trying to cover the mods operation on the vids.

                  No there's no Abh mod channel. There's no way I could manage it. I doubt it's worth it at least now. But I don't mind if you do create it.

                    k i will work on it sometime soon

                      Hey can someone help me figure out how to get the supply nodes, corridors, plasma nodes and distributors to work?

                      Also will they work with the ABH warp core power generators?

                      MattyBart the best way i find to get them to operate something you place a reactor and then place a plasma node to the core with an arrow pointing away from the reactor and then place a line of supply corridor(s) to what you want to power, i have found that you can't connect a plasma node directly to an item unless it is a storage room, most of the time. note you have to follow a lot of the arrows (they show which direction they draw power from.

                        MattyBart https://wiki.cosmoteer.net/index.php/Abh_mod/List_of_Ship_Parts
                        Always take a look at the example ship in the first post.
                        Turn on tutorial in the game's setting. You should get a bit more detailed description when selecting those parts.

                        Basically you need node "pumps" to first supply the supply corridors so they can transfer them further. The arrows show the direction of the flow. I just saved a bit of editing for the cross parts. To prevent backflow there's always a starting end. The straight part transfers to parts two tiles away and not directly in front. The pumps only supply supply parts. While the supply corridors supply everything defined so far (non-vanilla classification conform parts are not supported).

                        Plasma_distributor are for long range transfer meant to represent high power transfers. The plasma_distributor is the main part for long range transfer to plasma_distributor_nodes while the plasma_distributor_node is used to distribute to the local/supply parts. plasma_distributor_nodes also tranfer to other plasma_distributor_nodes. The distance is exactly 20 tiles.

                          Lafiel I can't figure out how to get the dristributors to work. There's an "A" with an arrow surrounding it and I can't get the parts to function and transmit the power 20 tiles

                            MattyBart The arrow show the direction of the transfer. It's always in a straight line. The simplest way is load the example ship, mark the two parts and copy paste for use. You can use it to count the tiles distances. Honestly counting is a bit troublesome but there's no easy ways. Right now the parts are one of the biggest parts with more then 150 components just to make this possible. Any little thing increases complexity dramatically.
                            I've asked walt about graphical support for displaying target areas months ago but still nothing yet.

                            edit: The plasma_distributor must be supplied by placing reactors/storage next to it. It's basically a huge pump.

                            all example test:

                            image https://i.imgur.com/3iGBlMJ.png

                              Hi. When i run game, i see this crash

                              image https://i.imgur.com/jq2JyMC.png

                              nonius There's a duplicate line in strings\ru.txt:

                              TorpedoBay20 = "Торпедный отсек 20 (photon torpedoes)"
                              

                              Just delete the duplicated line (the 2nd line).

                                Thanks

                                  In my opinion this mod should be #1 (with or without the ship classes) as star wars galaxy divided mod would be a runner up!

                                  Thanks.

                                  Well, SW:ACD's original code was taken from Abh not to mention specifically ones made by me for it. Considering how many other old mods have had Abh code (and sprites). Abh DNA is already everywhere even if the code has changed over time it's still a fact it helped them to come to life. Whether Abh is considered #1 or not it still was majorly influential.

                                  @thewoodenlego Note latest version