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Post by randommechanicumguy on Jun 21, 2017 14:54:06 GMT
Do we get to choose our AI preset? I could have sworn I saw that somewhere, but I can't find it for the life of me. If not, what is the AI preset that will be chosen. yeah you can choose what Ai you want
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Post by AdmiralObvious on Jun 21, 2017 17:35:53 GMT
Do we get to choose our AI preset? I could have sworn I saw that somewhere, but I can't find it for the life of me. If not, what is the AI preset that will be chosen. You get to choose from one of the defaults. As an aside, I've set my game to not update (even though i'm very hyped for the upcoming patch). qswitched Can't we get a beta branch on steam for the current update once the new one goes live?
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Post by qswitched on Jun 21, 2017 17:43:43 GMT
Do we get to choose our AI preset? I could have sworn I saw that somewhere, but I can't find it for the life of me. If not, what is the AI preset that will be chosen. You get to choose from one of the defaults. As an aside, I've set my game to not update (even though i'm very hyped for the upcoming patch). qswitched Can't we get a beta branch on steam for the current update once the new one goes live? The branch "test" will remain on the current version (1.1.1.1). It's currently on that version now.
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Post by Dhan on Jun 21, 2017 17:43:51 GMT
Do we get to choose our AI preset? I could have sworn I saw that somewhere, but I can't find it for the life of me. If not, what is the AI preset that will be chosen. You get to choose from one of the defaults. As an aside, I've set my game to not update (even though i'm very hyped for the upcoming patch). qswitched Can't we get a beta branch on steam for the current update once the new one goes live? I forgot about the beta branch, that's true. The Rimworld devs do this after every patch in case people want to keep playing on the previous patch's save file with the previous mods.
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Post by Dhan on Jun 22, 2017 1:20:18 GMT
Somewhat unrelated question here. Trying to export my submission but I'm getting module errors that weren't visible when I originally created the ship. How can I get these to show up without exporting and then importing the ship?
I'm still running the test branch for the previous patch.
Edit: The error is only happening on railgun modules.
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Post by treptoplax on Jun 22, 2017 1:43:22 GMT
Somewhat unrelated question here. Trying to export my submission but I'm getting module errors that weren't visible when I originally created the ship. How can I get these to show up without exporting and then importing the ship? I'm still running the test branch for the previous patch. Edit: The error is only happening on railgun modules. Maybe try the export cleanup tool I posted in a separate thread? It'll remove duplicate module definitions, among other things.
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Post by Dhan on Jun 22, 2017 1:45:47 GMT
Somewhat unrelated question here. Trying to export my submission but I'm getting module errors that weren't visible when I originally created the ship. How can I get these to show up without exporting and then importing the ship? I'm still running the test branch for the previous patch. Edit: The error is only happening on railgun modules. Maybe try the export cleanup tool I posted in a separate thread? It'll remove duplicate module definitions, among other things. I did try it and got the errors. They are errors with the modules themselves, like barrels shattering and that kind of thing. The problem is that these errors aren't visible when I originally made the ship. Any ideas? Edit: It's actually changing the stats on my railguns somehow, hence the errors.
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Post by apophys on Jun 22, 2017 3:03:26 GMT
It's actually changing the stats on my railguns somehow, hence the errors. Are you using more than 3 significant digits for precision? It might not save that correctly.
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Post by Dhan on Jun 22, 2017 3:05:06 GMT
It's actually changing the stats on my railguns somehow, hence the errors. Are you using more than 3 significant digits for precision? It might not save that correctly. Just noticed that it isn't importing my payloads and using a default 1g projectile, hence the errors. What's the fix for this?
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Post by treptoplax on Jun 22, 2017 3:35:31 GMT
Are you using more than 3 significant digits for precision? It might not save that correctly. Just noticed that it isn't importing my payloads and using a default 1g projectile, hence the errors. What's the fix for this? Possibly a stupid question, but are you on the new patch? If you did use that tool, have a look over the converted output. It's certainly possible that it did something stupid like renaming the payload from "exploding thingy" to "Dhan exploding thingy" but missed a reference to that in the gun definition, and so that's still trying to use the now-not-present "exploding thingy". I don't think it was tested with payload-using guns. If so, you can fix it by hand or PM me the file if you like (I updated the game already and so I'm not changing my entry any further) and I'll try to take a look at the script tomorrow.
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Post by Dhan on Jun 22, 2017 3:40:55 GMT
Just noticed that it isn't importing my payloads and using a default 1g projectile, hence the errors. What's the fix for this? Possibly a stupid question, but are you on the new patch? If you did use that tool, have a look over the converted output. It's certainly possible that it did something stupid like renaming the payload from "exploding thingy" to "Dhan exploding thingy" but missed a reference to that in the gun definition, and so that's still trying to use the now-not-present "exploding thingy". I don't think it was tested with payload-using guns. If so, you can fix it by hand or PM me the file if you like (I updated the game already and so I'm not changing my entry any further) and I'll try to take a look at the script tomorrow. Old patch. And I noticed something wrong but can't seem to work it out. Your tool doesn't appear to rename the payload name inside the gun module. So it ends up referencing the original payload name, which exists under the new name in the file, so it defaults to no payload.
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Post by treptoplax on Jun 22, 2017 3:50:20 GMT
Possibly a stupid question, but are you on the new patch? If you did use that tool, have a look over the converted output. It's certainly possible that it did something stupid like renaming the payload from "exploding thingy" to "Dhan exploding thingy" but missed a reference to that in the gun definition, and so that's still trying to use the now-not-present "exploding thingy". I don't think it was tested with payload-using guns. If so, you can fix it by hand or PM me the file if you like (I updated the game already and so I'm not changing my entry any further) and I'll try to take a look at the script tomorrow. Old patch. And I noticed something wrong but can't seem to work it out. Your tool doesn't appear to rename the payload name inside the gun module. So it ends up referencing the original payload name, which exists under the new name in the file, so it defaults to no payload. Ok, there were similar problems with lasers and missiles in earlier versions. Probably if you fix the name of the payload in the gun definition by hand to the new one before import it will work. I'll try to take a look at that case tomorrow but not sure when.
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Post by Dhan on Jun 22, 2017 3:55:17 GMT
Old patch. And I noticed something wrong but can't seem to work it out. Your tool doesn't appear to rename the payload name inside the gun module. So it ends up referencing the original payload name, which exists under the new name in the file, so it defaults to no payload. Ok, there were similar problems with lasers and missiles in earlier versions. Probably if you fix the name of the payload in the gun definition by hand to the new one before import it will work. I'll try to take a look at that case tomorrow but not sure when. Been trying with no success. Also noticed that the tool deletes the payload blueprint thing (the one in the ship design section in-game) for my railgun payloads, so the only thing that exists in the export file is the rad shield module. But trying to manually add it back in with the correct names results in a trip to crash city.
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Post by Dhan on Jun 22, 2017 4:39:09 GMT
Alright, went ahead and manually renamed my modules and got my submission in. Now I can start messing around with the new patch. Hopefully my ship lasts long enough to scratch the paintjob on some of those laserstars.
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Post by Argopeilacos on Jun 22, 2017 8:08:37 GMT
Been trying with no success. Also noticed that the tool deletes the payload blueprint thing (the one in the ship design section in-game) for my railgun payloads, so the only thing that exists in the export file is the rad shield module. But trying to manually add it back in with the correct names results in a trip to crash city. Did you use the exact same name for the payload and rad shield? That would explain the deletion if the script doesn't also check the module type when looking for duplicates.
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