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Issues with takeoffs or landings might be due to VRAM issues for the former, and Mods for the latter.
Since I've not gotten any error logs about either I'm going to assume this isn't an issue for most people, at least unless heavily modded.
Yeah, I lowered the default ranges a notch or two, mostly to discourage users that don't read mod descriptions/comments from making ships that may cause issues. At least until we know where the issues are from.
...Considering how one of the issue is apparently "Vanilla Cooking Expanded: Haute", I can't even begin to guess. :'D
But anyway, making extremely big ships is at your own risk until we know why it sometimes fails.
https://imgur.com/a/e5CM5f1
As seen here my beautiful giga-ship lands just fine.
But it might be modded maps cause issues.
@‡
As apt as "big and small gravships" would be, the name would mislead people into thinking it was associated with my framework and/or added a bunch of extra features. :D
@奈亚子
I've prodded Ludeon about very large ships causing it to not be able to land. That is why I wrote the bit about it being best to avoid very tall/wide ships.
A 75 diameter spehere is probably fine, while a 100 units tall boat-shape grav-ship is likely to face issues.
@ChrisB
Should be fixed now.
@Asgahn
Probably possible via transpilers or something, but the game won't permit long ships so it would unfortunately just encourage making ship-shapes that Ludeon's landing-code doesn't like.
It didn’t let me interact with it any further, as soon as the options were gone, they were just gone (I sent two comments just incase you missed my first!)
Nothing restored them except a full restart, otherwise no problems at all!
https://steamcommunity.com/sharedfiles/filedetails/?id=3525466663&searchtext=grav+field+hull
That sort of thing would likely require modifying the game mechanics.
I prefer to keep mods focused on one area, in this case straight stat-tweaks. That way I know strange bug reports here about, say; pathfinding issues; then I know that bug to be extremely unlikely to actually be related to this mod, etc. :)
This error happened to you when pressing reset to default? Which one? And what were you doing just before pressing it?
@Zarquon
That is probably a bit out of scope for this mod. There is a mod that makes floors near-worthless, perhaps they handle gravships floors too?
Another suggestion, please add a setting to reduce the value of grav ship substructure (the flooring). It's $14 per tile in vanilla and has a huge effect on overall wealth.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()
Exception filling window for RimWorld.Dialog_ModSettings: System.FormatException: Input string was not in a correct format.
[Ref 28052A6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
i can send a full hugs log if that helps, but will separately post the error log spam
now I can have a proper 500 grav extender support
That is a limitation with how inputting into a limited range works.
E.g. if you want to go from 500 to 2200 you'd probably input `5000`, select the `5` and chance it to a `2`. and select the second 0 and change it to a 2.
Trying to erase 500 to input 220 won't work since the minimum is 500.
Here is an example:
I open the settings, i doubbleclick on the 500 for the "Engine substructure support" to highlight it
i then start writing 1000 and the number changes to 250 then 2050 and then 5000.
After it gets to the 5000 i have to higlight the 5 and type 1 to swap the number to 1000.
Am i doing something wrong or is it just the input field being wierd in general?
In any case thank you for making a mod like this.
I did. The comment beneath yours mentioned that update. If you're not seeing the input fields to the right of the sliders you need to unsub and then resub.
Or verify files if you're getting out of date mod issues a lot.
Added shield radius and strength as tweakable variables.
Number entry fields have been added for more exact tuning.
@Royce Jeffords
It doesn't change the behaviour, only the values. You could increase the radius to compensate though.
@氘镉殆
I haven't tested. I'd expect it to work as long as it doesn't do anything to crazy to the defs.
I might look into it later. Iirc. it was a hassle for some reason. Or maybe I was just being lazy when I made the widget. ^_^;;
@IRøuI
In the ESC-Menu there is a "Mod Options" tab. Look around for this mod there.
A lot of mods have settings you can change in there. :)