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Edit: After loading the autosave and playing past the crash point, the game is still running smoothly.
19 Oct 2019 21:07:34
Script Exception: Object of type 'Ship' does not have component 'SurfaceComponent'.
S:\Steam\steamapps\workshop\content\282590\1283933161\scripts\definitions\planet_effects.as
planet_effects::void ConvertResource::tick(Object&inout, any@, double) const | Line 1351 | Col 3
settlements::void CivilAct::tick(Object&inout, double) | Line 330 | Col 4
components.SettlementManager::void SettlementManager::settlementTick(Object&inout, double) | Line 304 | Col 5
(null)::void Ship::settlementTick(double) | Line 0 | Col 5
objects.Ship::double ShipScript::tick(Ship&inout, double) | Line 1207 | Col 5
19 Oct 2019 21:24:31
Script Exception: Object of type 'Ship' does not have component 'SurfaceComponent'.
S:\Steam\steamapps\workshop\content\282590\1283933161\scripts\definitions\planet_effects.as
planet_effects::void ConvertResource::tick(Object&inout, any@, double) const | Line 1351 | Col 3
settlements::void CivilAct::tick(Object&inout, double) | Line 330 | Col 4
components.SettlementManager::void SettlementManager::settlementTick(Object&inout, double) | Line 304 | Col 5
(null)::void Ship::settlementTick(double) | Line 0 | Col 5
objects.Ship::double ShipScript::tick(Ship&inout, double) | Line 1207 | Col 5
Workaround until fix: don't use any civil act which says "converts X% resource to X" on a ship or station.
Interestingly, the game does not crash if you try to build a design that costs ore at first...
Even more interestingly, shipyards are the only builders bugging out. Motherships or staging hubs with the new construction yard module work as a charm.
I think it's a vanilla bug (or from RS, but I doubt it) as I have vague memories about having issues like this with superstructure hulls long before SoI even was an idea, and finding the same work around.
Well, now it's time to actually do something about it, though, with no error logs or minidump it probably is going to be a tough nut to crack...
Regarding the ship size, it's not capped, but the model size scales less and less to the design size as the latter increases. The intent is to give a sense of immensity to stellar objects, which is done both by scaling them up and keeping the ship scale small. I am fairly limited with how much I can scale things up to keep the game playable so this is the trade off. The current ship scale formula is not necessarily final however and I already gave it a buff in the last version.