Support | News | Classic | F.A.Q. | Discord | Discussions | Wiki | Roadmap

Bassgun

  • Jul '18
  • Joined Sep '17
  • Cosmoneerd

  • Walt yes thank you
    I managed to fix all that (and a lot more things than i thought I would have to) in the few past hours
    unfortunetely, issues really are getting out of hand right now for me

    Bassgun Sooo, yeah I actually had to fix a lot of things in the part codes, finally managed to make the game run with the mod enabled, and then when I tried to further test the mod, the game crashed when I wanted to confirm a blueprint because no "ReadyToggle" was in the ftl part; fair enough; but I got to see the standard Ftl-drive of cosmoteer and it's .txt file didn't have the "ReadyToggle" and now i'm a bit confused
    The good thing is I think this is the very last thing to fix before the mod being fully compatible and working, but is this normal that not a single version of the ftl parts in my game have the "ReadyToggle" code area? I swear I did see it before, and except if I managed to make a very bad and unnoticed mistake, something is wrong, either with my game files, or with my computer, that is deleting parts of the .txt files
    One other thing that's making me think that is the fact that for an unknown reason, all the part blueprint files of the microtech mod seem to have disappeared, and I can't think of anything that i've done that would explain it

  • Lafiel

    Drakador_Chaos
    Sooo, yeah I actually had to fix a lot of things in the part codes, finally managed to make the game run with the mod enabled, and then when I tried to further test the mod, the game crashed when I wanted to confirm a blueprint because no "ReadyToggle" was in the ftl part; fair enough; but I got to see the standard Ftl-drive of cosmoteer and it's .txt file didn't have the "ReadyToggle" and now i'm a bit confused
    The good thing is I think this is the very last thing to fix before the mod being fully compatible and working, but is this normal that not a single version of the ftl parts in my game have the "ReadyToggle" code area? I swear I did see it before, and except if I managed to make a very bad and unnoticed mistake, something is wrong, either with my game files, or with my computer, that is deleting parts of the .txt files
    One other thing that's making me think that is the fact that for an unknown reason, all the part blueprint files of the microtech mod seem to have disappeared, and I can't think of anything that i've done that would explain it

  • RedAndCosmoteer

    Deserialization from source "<C:\Users\Chrys\Documents\My Games\Cosmoteer\Mods[MicroTech]\parts\microshield\microshield.txt>/Part/Components/ArcShield/HitMediaEffects/1" failed. ---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "/SOUNDS/AudioExterior".

    and here is the code area causing the crash
    : /SOUNDS/AudioExterior

    			{
    
    				Sound = "./Data/Ships/terran/shield_gen_small/shield_hit.wav"
    
    				Volume = 1
    
    				Speed = 1.2
    
    				IgnoreIntensity = true
    
    				SpeedVariation = .25
    
    				MaxConcurrent = 10
    
    			}
    
    		]
    • RedAndCosmoteer nope, I first used the mod updater made by Walt, then I changed the lines of codes causing errors even after that

      • RedAndCosmoteer I guess almost all the work is done, the mod is really this close to being 0.14.1 compatible but I still am totally clueless for the node problem I currently have

      • Walt wow
        okay
        I don't even know if i'm happy or salty the problem was this... simple
        but thank you Walt
        But now I have another crash log saying:

        Blockquote
        Deserialization from source "<C:\Users\Chrys\Documents\My Games\Cosmoteer\Mods[MicroTech]\parts\microshield\microshield.txt>/Part/Components/ArcShield/HitMediaEffects/1" failed. ---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "/SOUNDS/AudioExterior".

        • Walt replied to this.
        • Hello people
          in my attempts to update a mod (microtech), i'm quite losing my mind on a problem I can't seem to fix by myself
          The problem is that the files "shield_energy.png" and "shield.shader" that are used in the HitmediaEffects section of the microshield.txt file always give me an error log saying that the Directory path cannot be found
          "

          Blockquote
          Deserialization from source "<C:\Users\Chrys\Documents\My Games\Cosmoteer\Mods[MicroTech]\parts\microshield\microshield.txt>/Part/Components/ArcShield/HitMediaEffects/0/ArcSprite/Texture" failed. ---> System.IO.DirectoryNotFoundException: Impossible de trouver une partie du chemin d'accès 'C:\Program Files\Cosmoteer\Data\Ships\terran\shield_gen_mall\shield_energy.png'.

          And this gives me the same error for the shader
          can someone help me?
          I have to precise that I already checked everything, the folder paths are exactly as they should be, I even re-installed the game to be sure I didn't accidentally move something but nothing to signal

          • lord_drageon Hellooo sorry for the delay
            so as I said on the original mod topic, I don't promise anything on if I will be able to correctly update the mod or not because i'm still having a hard time getting what needs to be changed in the codes,
            BUT I will try, because i really want to, and also because maybe if I manage to update this mod for 0.14.1 , I may be able to later finally make a whole mod by myself 🙂 because I have a lot of ideas I still don't see used by moders
            wish me good luck!

          • Hello people, i'm BACK (sorry, i've been lacking time because life stuff), and since the original creator of Microtech seems to no longer be active at all for even longer than me, I will try to update the mod myself one more time, I don't promise Anything since i've only updated it once and i'm still trying to get a grasp of what needs to be changed in the codes (i'm still a scrub with codes)
            cyall

          • ScapeCore47

            ERN468
            Yup, I got it as a .rar file, but I recognize I should have used the in-game functionnality to turn the folder into a .zip instead of using winrar

            • BUT
              Is it possible tho?
              Because with the way cosmoteer works at the moment, I think we would need the possibility to shoot ally ships before being able to make a healing weapon, unless you want the heal to be applied on your enemies... Because it's not possible yet to make your ship shoot another ship that is considered Ally

              • MartinCoetzee So it will be appliable only on a corridor type part, I mean it's technically possible to make a mod that allows you to have every part of your ship making your crew go faster without affecting enemy ships, but it's not "viable" because that would demand a copy of every part existing just to add a crew speed factor on each of them, so, your crew will travel faster...except on parts that aren't a "hypercorridor"

                Also I have tested something today that can be a very good alternative and resolve the problem: I have played a bit in the codes of some parts and managed to make them autonomous: for exemple I have made a sensor array that already has it's 4 crew, has full energy as soon as you put it on your ship, and has it's own energy production, I also made a Quad cannon (from the capital ship weaponry mod) that is autonomous too, with 8 crew, it's own energy production, and it's own ammo production as well, and I have done the same for a shield from the microtech mod so the shield recharges itself without needing any crew
                Basically, this would allow you to build a ship without needing to put any doors nor any crew quarters, because each part having it's own needed crew packed + fullfilling it's own ammo/energy needs
                The funniest bit is that it allowed me to build a ship made of less than 10 parts able to beat a vanguard ship (taking some time to beat them because of the little firepower, but still beating the vanguard)

                • Also I have a question:
                  For the mod that makes the crew go faster, you want it to be applied to litterally everything? like it would make crew on every single ship go faster, even for enemy ships? Or do you want specifically a hyper corridor part in order to have the advantage of having a crew that travels faster than the others?

                  • MartinCoetzee Nah, very very little chance to be the account access, if it was, you wouldn't even be able to run the game
                    It's definitely a file problem
                    To edit mod parts, all you need to do is open the .txt files affiliated to the parts you want to edit, change the values you want to change like the max ammo storage, the rate of fire the ammo used, the penetration or other things like that, where all you need to change is some numbers, and nothing else, changing anything more than that definitely can break the mod

                    • MartinCoetzee that's totally not normal, as I myself am constantly changing some weapon stats in the mods I have installed and I still have 0 problems with it, even though I'm really a noob in the coding language, for example before updating the microtech mod I also wanted a powerfull(and basically unlimited) little reactor with a 1x1 size, so I changed the stats of the small reactor in the ABH mod in order to make it spawn 5 energies/0.1 sec and it worked perfectly fine

                      Only reason I could see for your modifications not working is that you don't change the right things, or change more than you're supposed to
                      I would suggest that you post an example of a modification attempt you made so I could tell you what's wrong
                      But also in your first message you're talking about the names in the files and stuff, If you have to change the strings, it's really that you're doing something wrong somehow, because changing some numbers in the stats of some parts doesn't interact in any way with the strings in the mod

                    • for corridors that's an idea, but for reactors, you can basically go download bubbet's placeholder mod or Microtech mod and give the 1x1 reactor bigger storage + higher rate for generating power by changing some values in the .txt files
                      And for thrusters there's already a mod somewhere in there that's about giving more thrusters and one has something like 9999999 thrustforce

                      But yeah I think that would not be too complicated for me to do a "superspeed corridors" mod, but I don't promise anything '-'

                    • Microbot024 You're welcome, I really like your mod and you did a good job

                      • Oh boi
                        1rst: That's so good you had the idea to make this, and I love the fact that the stargate theme is in it!
                        2nd: I have Many suggestions if you don't mind lol:
                        I am a great fan of these artists...

                        (Equilibrium is a masterpiece)(And yes I see it as compatible with an ambient spaceship theme)

                        I hope I didn't go too crazy with the amount of music suggestions... I'm someone having wayy too many titles

                      • warjames1 You select the folder (normal folder) that came from the zip folder, then you go to:
                        Documents \My games\ Cosmoteer\ Mods
                        And then you put the extracted folder (so not the zip folder but the normal folder that was inside it) in there
                        If you do it right, you should see a mod.txt file directly when you open the Microtech mod folder without needing to "go deeper" in the folder