RimWorld

RimWorld

Layered Atmosphere and Orbit
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okay heres the issue with your mod is related to how sos2 and ther shuttles are pawns.
okay leo devs this tpoc is to expain why your issue is on your mod end its how your mod treats apnw jobs that are reletd to save our ship two shuttles are also pwans with how the comnuty veacle forwork and vinnal expanded veacle mods work. sos2 suttel are pwans and your mod is not working with save our ship 2 shuttels preveing save our ship two map layer trasactions due tothe fact it getsconufed aonut pwan jobs and the shutele being pawns don't do jobs and your mod due to not puting a eigdecase of code to inngor pawns tpyes of teh vacle form vecale fram work and vinala vecales epxamned stuff whne it comes the the aolwing of map trastions fomr oribtal map layers that are bacly everytime i try to land a save our ship two ship or stuff reletd to suthels with shtuel save our ship 2 updaes with fully ai autoated wihout plotis forgeting that shttles for msave our ship two should conut as stelenter pwan for cobmat and map caraivn reasons but should igra save our ship 2 shuttle as stllter wpans or pawns in gernal for graveship and save our ship 2 map trasltions for save our ship 2. the spric error i'm geting is that save our ship 2 shuttles whne ther not bacly mnitrized and put into strage or not put and a tpye of moded strts long therm hanger or some kind they make your mod get confued by the sos2 suttels not ahveing any job defsions that your mod is not progamed ina egde case to igraore that for the needed flags for map trastions of mutliblock veacle simealr to graveships and it bascly gets stuck on save our ship 2 graveship like mpa trasons of multblock thnigs that are like graveships but the egde case of how your mod treats save our ship 2 shuttles isa egde care on your mods end thast not realy programed to take that into aconut. but its for landing save our ship 2 ship maps and ther layers back odnw form orbit to servace evene if save our ship 2 mod devpeor allready put inot al lteh needed data for leo fosunalty allrerady on ther end. save our ship 2 mod defpers already did all the stuff on there end the issue is that your mod is stuck on how its treating save our ship two stuuel pwan ertys as if there where regaler pwans and not specel tpyes of paewns that are defise as teh vecales under conmtuy veceal formwork as i already stated. so teachly the bug issue for leo is on your end of how your mod treast sos2 shuttle craft and comonyt vecale framwork mods in gernal with save our ship 2 block vecale enetys under that comonyt vecale framowrk code. so teachly its your leo orbit mod needs to have extra data to take into aconut the comnuty veacle framwork and vinala veacler framowrk expamded mod for your end of your mods map trasion code realted to compnyrt framwork pawn tpye pwans. thats what im trying to tell you thats why i posted this here.
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bacly in a nut shel leo sees sos2 sutele and thinks they are human or lveing pwans that needa job defsion for some map gens things that fomr orbit to srface due to it can't defie the line of code due to your mod thikng its a pwan that needs a job. then on the other end it thinks whne. its save our ship 2 sutels are conyys noly thniks ther just suttles and whne they try to do combat and laod inota map you mod make the game think they are just normal sustel and not save our ship 2 cobmat shtutler apwns enetys for caltal apwn nubme reurements for combat and otehr neede odcy pawn reqrments. theise put to gther is the two bugs that re the issue wuith your mod egige case sifacly.
so bacly you mod lacks the need sifcal reqrend dfiesion for conmty vecale famrworks reqrements for save our ship 2 map and orbit to sercave reqremtns and braking save our ship 2 obtal to grwan concy map combat gentarion for reqremnt apwn combat reqrments. it gots to defise safe our ship 2 shutel as shutele for save our ship 2 maps and ther layer trasons while traing save our ship two suttles whne in actal caravainand convreys as actal proper actal combat cable pwans for player comba map gernaton and qulafaon flage and defsion reqrmentst bascly. thats all im saying to need to code into your mod to take that inotaconut bescue like a siead ina egd case your mod doesnt take into aconut for save our ship two and comonty vecale framwork and otehr mod depeapers that made thsoe mods knida have already told you qute a few times.
Last edited by mashtong54; Oct 16 @ 9:20am
could you please, for the love of god, go back to school and learn proper english? damn.
What
you know what never mind i think its just soemthing odd with my mod pack. but what ever it is it doest like sos2 suttles and lveacsle as pawns for some odd reason and it makes milutblock bildingv not traslaite to other map world tiles for some odd reason.
why in the seven hells did i read this... idk what was even being said
what the hell
if you are talking about how the game doesn't show the layers if you have sos2 then i also have that problem
Translation (Readable English):

Okay LEO devs, this post is to explain why the issue comes from your mod.
It’s about how your mod handles pawn-related jobs that interact with Save Our Ship 2 (SOS2).

In SOS2, shuttles are treated as pawns, because that’s how both the Community Vehicle Framework (CVF) and Vanilla Expanded Vehicles mods work — they classify vehicles (like shuttles) as pawns.

Your mod, however, doesn’t seem to handle SOS2 shuttles correctly. This causes problems with map layer transitions in Save Our Ship 2 (for example, when landing or taking off from orbit).

The issue happens because your mod gets confused when it sees shuttle pawns — since shuttles don’t have normal pawn “jobs” — and it isn’t programmed to ignore or handle these special pawn types.

Basically:

SOS2 shuttles = pawns (for compatibility reasons)

Your mod = expects pawns to have jobs

Result = your mod breaks during map transitions because it doesn’t know what to do with “vehicle pawns”

The specific problem is that when SOS2 shuttles are not stored, not deconstructed, or not placed in hangars, your mod errors out.
It gets stuck because it doesn’t know how to handle SOS2’s multi-block vehicle entities (like shuttles and graveships).

To be clear: this is not a Save Our Ship 2 bug — their developers already did the needed work on their side.
The bug comes from your mod (LEO Orbit mod), which doesn’t account for how Community Vehicle Framework and Vanilla Vehicles Expanded define these shuttle pawns.

So, in short:

The issue is on the LEO mod’s side, not SOS2’s.

Your mod needs additional code to properly handle vehicle-type pawns from CVF and Vanilla Expanded Vehicles during map transitions (like orbital landing or takeoff).

That’s what I’m trying to tell you — that’s why I posted this here.
thank you chatgpt
thank chat gpt
also it also bricked my sos2 ship evene after the mid save game saver tryed fixing it by teh way. it can't land unless i makea brand new ship forom the gronud by teh way. but that will takea long time and i'mwating for the bigest save our ship 2 contect expasion mod to be updated form 1.6 becore i satrte over witha brand ship save our ship 2 ship.
[Zerg03] MrHydralisk  [developer] Nov 2 @ 7:01pm 
So, first of all thx Звезда for translating it.

Regarding the issue you, mashtong54, described, I'm afraid you mistaken, since LAO neither handle any pawn logic or shuttle logic, cause it just using what Odyssey DLC added with orbit logic. So long story short on the other hand SoS2 have custom logic and rewrite of some vanilla system, which highly likely wasn't considering non Odyssey's Orbit layers, causing all of this. I wouldn't blame SoS2 devs for it either tho, cause with released of Odyssey DLC there was only Orbit layer and they did adjusted all logic to it. Thus wide testing and adjustments for universal amount of various planet layers wasn't needed till LAO release, which implemented new planet layers via vanilla planet layer system and unified them under one framework.

I don't know how you got the idea that LAO have issues with Vanilla Vehicles Expanded, when it literally works without an issue (yes, I tested rn).

From the way you described your issues, I have a feeling that you might just have all of this caused by another mod in your modpack that not related to LAO or SoS2. And I know few people who played with both LAO and SoS2 and didn’t experienced such, which may indicate that the root cause is somewhere else. Neither do I see any logs with errors related to your supposed conflict between LAO and SoS2.

Overall, as I was saying before, any adjustment would be needed to be done on SoS2 side to make it more universal regarding custom planet layers, which functionality to create new planet layers was added with Odyssey DLC. If they need some help, explaining how layers work or how LAO work, they can contact me. But no one has done this yet.
Last edited by [Zerg03] MrHydralisk; Nov 2 @ 7:06pm
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