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Percentage wise they are the same, however I can neither confirm nor deny that the linked version works.
(the linked version in question: https://steamproxy.net/workshop/filedetails/?id=841952712)
Would you like me to send you the updated files, or should I post it myself?
First, I get the following error in the log
Script for MyObjectBuilder_CubeGrid is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
Second, in the description it states that grinding doesn't do grid damage when it actually does.
Third, the game crashes somewhat often when trying to write information to the log. This usually happens when there are multiple grids being affected at the same time.
[QoL] Production Quota
https://steamproxy.net/sharedfiles/filedetails/?id=2304715504
Nuclear Weapons
https://steamproxy.net/sharedfiles/filedetails/?id=2667815590
Damage caused by warheads (both vanilla and nuclear) don't count towards lost integrity.
I checked the code and so far I found out the following.
Water Mod: GI2 is loaded but never initializes.
DD: GI2 creates grid hooks but "processing" never starts.
Will reach for comunity help on this one :|
Water Mod
https://steamproxy.net/sharedfiles/filedetails/?id=2200451495
Dangerous Decompression
https://steamproxy.net/sharedfiles/filedetails/?id=2921132802
I'm not sure what those two have in common that could possibly be responsible for this interaction, but when either of them are on my list yours gets disabled.
HOWEVER, I did stumble onto a slight problem that may cause the warheads not to spawn.
Is the savefile close to the PCU limit?
The different blocks doing different damage makes sense. I did notice that things like Hydrogen Engines, Tanks and Reactors seemed to cause the grid to drop, but I guess I didn't peice the details together.
I think a Tuned Up version would be great. However, We've just started looking into WeaponCore, do you know if that might cause any issue?
In regards to Warhead limit, I was not even aware this was a thing. We're using a dedicated server, and I've gone through to configs and I cannot any block limits on Warheads.
I'll do some testing today, as we're doing a reset and will be wiping a lot of mods and report back!
Thanks for the response!
1. Different terminal blocks do different damage to the "grid health". For example a reactor will do more damage than a door.
2. Balance, a high terminal block count (>80%) will usualy take a lot of time to trigger a meltdown.
A "tuned up" version can be posted if you want to
Regarding ships not exploading when reaching 0%, The mod replaces armour blocks with warheads to destroy them. If theire is a block limit on warheads less than 10 it may cause issues with the spawning.
So I would check the config or try to launch the world as a single player world just to check if it is the world config that limits it
Really like the idea of this mod, but we can't get it working on our dedicated server
Firstly, ships need to be massively ripped apart before they get anywhere near meltdown stage
And once they do reach 0 and the message comes up, they don't explode.
I am unsure where to start debugging
Any suggestions?
It should report the "damage status" of the grid. How many blocks is the grid? There is a soft lock on grids smaller than 25 blocks.
it has grey text 1 warning in "loading error log" when i open a game with the mod
Mod_Warning: Grid Integrity Update - WARHEADS 2.0 // Make It Great Again, in file: Unknown
**WARNING!**
Script for MyObjectBuilder_CubeGrid is using the obsolete MyEntityComponentDescriptior overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING**
(this is what i get, the mod is not working)
But yes, it is still running.