Take On Mars

Take On Mars

Resource Cables (Main Branch)
151 Comments
phil.thomas Oct 6, 2022 @ 4:33pm 
You have not updated this mod in almost 5 years. This mod crashes the game at startup.
Marajin  [author] Jul 7, 2022 @ 12:00pm 
@Erikv70 It's fine by me.
ErikV70 Jul 4, 2022 @ 10:23pm 
Hi. I would like to use some of the objects (socket, socketed barrel) in my mod for PHEV Buggy. Is that OK for you? I will mention the source. I wil give credit for the objects to the original guy : ReIterated
olafoertelt Aug 13, 2021 @ 9:27am 
Please times da Addon to the new version adapt!
As my predecessor has already criticized, game crashes!
Or take addon from the net!
lolokas000 Dec 30, 2020 @ 7:55am 
The game crashes at startup...
Manually delete the add-on in the folder

\Steam\userdata\SteamID\244030\local\addonpacks
YangSyn Nov 16, 2020 @ 1:52pm 
Crashes the game on startup
Blade Sep 13, 2020 @ 12:19pm 
@Marajin i hope the mod deals a little withe the cable wipeing that we see often.
Dr. DDoS Feb 5, 2020 @ 2:41pm 
when i have this mod activated (even with no other mods activated) the game crashes on startup
The Furred Cheese Aug 28, 2019 @ 5:38pm 
Is there not a socket wall for the modular habitat? I only see one for the outpost
ReIterated May 15, 2019 @ 11:29am 
Sorry for disappearing. Had to focus on my education for the last three years. If i have the time i might continue making some new vehicles and finish the tram system i originally indended to make. Learned lots of things that can make the process easier. Splines being one of them.
Marajin  [author] Apr 11, 2019 @ 5:09am 
@moonraker That's fine. I haven't had time to look at TKOM in a long time. The main problem originally was due to dev changes to the scripts that the mod was replacing. I had to extract and merge the updated original scripts with the code for the cable mod to ensure compatibility. I have no idea if they changed anything major in the last few updates though.
Harbingerman Apr 10, 2019 @ 5:27pm 
I am finally testing my addon Mods; this is one of them. Realizing that the Mod was discontinued, and this is the one that works with Botanist Mod, I have updated it to be able to use with my Resource Mod and will upload the patched version. Just wondering what your patch was? My changes are the names of the resources used; it will work standalone but the user will have to reprocess resources to use it; no biggy just inconvenient. I will credit your updates and asking to use it.
FC230000 Nov 5, 2018 @ 3:49pm 
Still unable to start game with mod active.
kevin Jul 23, 2018 @ 7:18am 
i can't either start the game if this mod is active.
Mr. Monochrome [Hood Certified] Mar 4, 2018 @ 5:29pm 
I've released a main branch version for those waiting on a fix for Marajin's main version.

http://steamcommunity.com/sharedfiles/filedetails/?id=1314743183
Thomas Kirkman Mar 4, 2018 @ 2:29pm 
So . . . . . is this fixed? Or still fubar?
flybot1050 Feb 19, 2018 @ 4:49am 
Enabling this addon results in the game not starting, pity cos i have hours building a base with this resourse cables,
Compukit Jan 14, 2018 @ 1:31pm 
i have the same every time i start my save whit the mod the game close its self whit out anny erro
Techos Jan 14, 2018 @ 9:39am 
same here
big_blue_4101 Dec 31, 2017 @ 7:57pm 
i can't start the game with this mod active.
Marajin  [author] Dec 11, 2017 @ 2:31pm 
Yeah, apologies to all for that. I've been busy between work, taking care of my family and a surgery I had a few weeks back. It hasn't left me with much time/energy to pay attention to TKOM modding. I have spoken to whoshotdk over steam the other day and told him by all means he can post his own updated versions. I'm quite happy for anyone with more time and the will to do so.
Mr. Monochrome [Hood Certified] Dec 11, 2017 @ 1:04pm 
@whoshotdk

The resource cables disappearing when viewed at certain angles (at least the shortened version) is due to how the model was created in Maya or other model making software. There appears to be some left over joints/bones on the red cable end. You'd probably have to re-create the model in Maya to fix it.

Marajin isn't the author of this mod, Relterated was and he has since abandoned it's development. If you want to try fixing the main branch version and upload it go ahead. At this point you'd just be keeping the mod alive by continuing it's development like Marajin did/has.

If anything Marajin has just gotten busy with RL, so again if you want to keep this version going by all means jump in and do so.
whoshotdk Dec 8, 2017 @ 7:26am 
(Edited) I've been able to get this working on the latest main branch by re-creating the mod with the latest game files. However it has some bugs - resource cables can disappear or display wrong when viewed from certain angles and there's something related to the wall socket emptying that causes a game crash.

If I can fix these problems and get @Marajin 's permission to use any resources e.t.c they made; I'll publish a working version of the mod for use at least until the author has the time to update their own.
DaddyCool1964 Nov 27, 2017 @ 2:35pm 
Don't work with the Updated Main Branch for me
Mr. Monochrome [Hood Certified] Nov 1, 2017 @ 12:17am 
@Marajin

The issue is on line 27...

Change:
void GoToSleep();

To:
void GoToSleep(bool force);

And it will work with the Test Branch again... however this change breaks the Main Branch and it won't run with above said change.
Marajin  [author] Oct 23, 2017 @ 10:18am 
@Mr Monochrome Thanks for letting me know. I'll try to update the test branch version in the next couple days.
Mr. Monochrome [Hood Certified] Oct 22, 2017 @ 7:19pm 
@Marajin

This version (Main Branch) is no longer working for (Test Branch) version. CTD with following error in console.log:

scripts/Entities/RagdollHandlerFuncs.h(68) Can't find variable 'force'
scripts/Entities/RagdollHandlerFuncs.h(82) Expected ')' ,got 'force'
scripts/Entities/RagdollHandlerFuncs.h(82) Too much parameters
scripts/Entities/RagdollHandlerFuncs.h(865) Expected ')' ,got 'true'
scripts/Entities/RagdollHandlerFuncs.h(865) Too much parameters
Failed to load game scripts!
Compukit Oct 15, 2017 @ 6:31am 
o a sort socket would also by handy :)
Compukit Oct 15, 2017 @ 6:30am 
is it posebel to make a barel that coneckt between the resource cabel and a barrel or rifaneri of 3d printer so you can make a self filing system ?
SyBozz Oct 1, 2017 @ 5:56pm 
@big_blue_4101 the combiner compares multiply inputs to one output the splitter takes one input and split it to more outputs but all only for one resource.
big_blue_4101 Oct 1, 2017 @ 2:13pm 
how does the resource combiner/splitter work?
Marco_Ramius Aug 31, 2017 @ 9:50am 
Thanks Mr. Monochrome - that worked perfect (as a bypass).

@Marajin - i understand, real life first!

Thanks
Mr. Monochrome [Hood Certified] Aug 22, 2017 @ 3:03pm 
@GR8_ONE_78

Go here and check post #3:

http://steamcommunity.com/app/244030/discussions/0/2217311444324011592/

You want to open the .scn (SP Scenario/SP Save) or .scnsave (MP) file in notepad or notepad++ and look for a line similar to this:

ADDON_STEAM 817289504 poweredhub_76561197992339488

It should have resource cables in the line you can either add slashes so it reads:

// ADDON_STEAM 817289504 poweredhub_76561197992339488

This will comment the line out and keep it from being loaded or you can delete the entire line. Either way after doing the above you should be able to run the scenario again without getting the error. However the items in resource cables you might have printed/built won't be in the game world anymore. You'd have to try subscribing to this version by Marajin and then run the saved MP scenario with this version active then the items should be in the world again. Considering this version should be the same as the one Relterated made.
Marajin  [author] Aug 21, 2017 @ 4:43am 
@GR8_ONE_78 Apologies for the late reply. Life's been a bit upside down lately. I see what you mean about the modular base wall. That would be a thing I'd like added in the future. No promises if/when I'll actually add that though between one thing and another. The code for it is pretty simply copied across, just need to sort out the part modelling.

I don't know of a way to bypass the check with steam though, sorry. It's just a steam glitch that we'll have to hope doesn't crop up again or at least very often. It's certainly the first time I've seen it happen with your report. I imagine Dram/Bohemia could possibly add a work around for it if it became a problem however.
Marco_Ramius Aug 16, 2017 @ 10:03am 
Thanks for the quick reply @Marajin and everything works fine this morning. I did clear the cache last night but still had the same issue (last night). Assuming this is a problem with Steam and such, is there a way around this in the future? Do you know of any way to bypass this "Check"

Also related to @Celestite comment, i agree. I love this mod and would love to see a modular wall panel like we have for the outpost. Building a big base and having the tanks outside is an amazing setup but there isn't a wall panel for the modual wall.

Does that make sense?

Thanks again for all your hard work and this great mod.
Marajin  [author] Aug 16, 2017 @ 5:54am 
@Celestite "Modular" in what way? It would be possible to split some of the functionality up but it depends what you want.
Marajin  [author] Aug 16, 2017 @ 5:53am 
@GR8_ONE_78 I'd love to help but I genuinely am not sure what that's about. Sounds like a steam workshop screw up rather than anything I can deal with. I'd hope it'd just sort itself out but if it doesn't all I can suggest is try deleting the workshop items from your steam cache and having it redownload it from scratch?
Marco_Ramius Aug 15, 2017 @ 8:57pm 
Hi Everyone - I had this as part of a custom multiplayer scenario and i can't start it now because of the dependency on this mod (which by the way i love). I do not want to change or edit what i already did so i need to find a way to get around error.

The game is telling me the add-on is no longer available and i can't launch my multiplayer session

Any help would greatly appreciated.


Celestite Aug 10, 2017 @ 4:26pm 
can there be a modular version?
Bremen76 Jul 31, 2017 @ 11:02pm 
I keep getting crashes when using the wall resource components. Is there any way to grab a bug report/crash report and ship that over? It's the only thing that seems to be having this impact. :/
Operaxe Jul 22, 2017 @ 12:31am 
Excelent work !!!! very very nice and useful!!!!:steamhappy:
Wisq Jul 10, 2017 @ 5:12am 
Is there a way to get the refinery to continuously process incoming materials? Every time the refinery runs out, it stops and needs manual input to start again.

I remember previous versions of Take On Mars would have the refinery keep on processing whenever you added new materials, but they seem to have removed that.
Marajin  [author] May 24, 2017 @ 8:48am 
@Runak Aaahh, yeah. That is an issue but the sockets were too small to display the resource meter on reasonably. I'd generally recommend you just grab it and do the hold-e-to-empty thing. I really must put some tips like that in the description. My bad, but thanks for spotting the issue and thanks for reporting back on what the solution was.
Runak May 22, 2017 @ 3:39pm 
I figured out what was going on. The sockets store resources up to 10 units and as such when they get moved around if the resources don't match the transfer is blocked. Since there's no indication of the resources on the sockets this wasn't obvious at all. Once I emptied the sitting resources from the socket it all started working again.
Runak May 21, 2017 @ 4:16pm 
Now oxygen stopped working as I was moving cables around. I can get them to flow from barrel to barrel but there seems to be a problem with socketed input. The socket straight into the refinery output also wasn't working right which is why I tried the socketed barrel approach.
Runak May 21, 2017 @ 4:10pm 
Running into weird bug where the cables don't flow from a socketed barrel into an socketed input of a resource tank. It's working for oxygen but not silicon or iron. It used to work for silicon but when I moved the barrel to the input with oxygen to make SiO2 and then back to the output it stopped working. Another oddity is the resources are flowing red to green, completely opposite what is stated above.
Marajin  [author] May 21, 2017 @ 11:13am 
@Runak They just work like the socket hub for except that they go from 6 -> 1 or 1 -> 6 sockets rather than the 6 <-> 6 pass through of the socket hub.
Runak May 21, 2017 @ 9:31am 
There's no mention on how the splitter and combiner work. Are they to be used like a socket hub for cable extension or are they doing the work of the refinery in some fashion?
Marajin  [author] May 20, 2017 @ 7:28am 
@FC230000 Sadly I just don't have the time to sort out the models to add this to the modular base as well as the outpost, though I would love to have that ability.