melquiades Posted September 16, 2023 Share Posted September 16, 2023 @SGT_Imalas This might not be the right place to post this, but i found your Rocketry mods recently and i have been enjoying them very much, thanks a lot for them! But i was wondering, how would you make a set up so an AI rocket on a smart platform to go automatically to a set planet after a set amount of cycles, indefinitely? I haven't been able to do it... i am too dumb to even use the memory toggle correctly -_-' Link to comment Share on other sites More sharing options...
SGT_Imalas Posted September 16, 2023 Author Share Posted September 16, 2023 Build a timer, set up for multiple cycles that resets on rocket arrival Link to comment Share on other sites More sharing options...
melquiades Posted September 16, 2023 Share Posted September 16, 2023 I settled down for this: I ditched the idea of a memory toggle, i couldn't figure out how to make it send a pulse instead of a constant green signal (so i could reset the memory on rocket arrival). instead i found out the counter could reset itself and send a pulse instead a sustained green signal, if the advanced mode was toggled. Just what i wanted! (the stuff to the right is to send radbolts). If you can make this even simpler i would appreciate it, i spent too much time thinking about this, and i am sure there has to be a better way. Thanks again for your mods! Link to comment Share on other sites More sharing options...
melquiades Posted September 27, 2023 Share Posted September 27, 2023 (edited) @SGT_Imalas Got this crash after trying to landing a rocket after one took off: Spoiler NullReferenceException UnityEngine.Component.TryGetComponent[T] (T& component) (at <72b60a3dd8cd4f12a155b761a1af9144>:0) Rockets_TinyYetBig.Patches.StarmapSensor_ClusterLocationSensorPatches+BetterViewOfLocation.Prefix (ClusterDestinationSideScreen __instance) (at <cd4f4cec45c947518fce7d81935971d6>:0) (wrapper dynamic-method) ClusterDestinationSideScreen.ClusterDestinationSideScreen.Refresh_Patch1(ClusterDestinationSideScreen,object) ClusterDestinationSideScreen.<OnShow>b__21_0 (System.Object data) (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <57f0ae9235d044eca6eb5190142780e7>:0) KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <57f0ae9235d044eca6eb5190142780e7>:0) ClusterDestinationSelector.SetDestination (AxialI location) (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) RocketClusterDestinationSelector.SetDestinationPad (LaunchPad pad) (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) Clustercraft.LandAtPad (LaunchPad pad) (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) LaunchPadSideScreen+<>c__DisplayClass17_0.<RefreshWaitingToLandList>b__0 () (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) KButton.SignalClick (KKeyCode btn) (at <57f0ae9235d044eca6eb5190142780e7>:0) KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <57f0ae9235d044eca6eb5190142780e7>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0) UnityEngine.EventSystems.EventSystem:Update() Build: U48-568201-SD Edit: It crashed again with the same log, when i told an orbiting rocket to "land here". Edited September 27, 2023 by melquiades Link to comment Share on other sites More sharing options...
SGT_Imalas Posted September 27, 2023 Author Share Posted September 27, 2023 put crash reports on github/discord with full log attached Link to comment Share on other sites More sharing options...
melquiades Posted September 28, 2023 Share Posted September 28, 2023 On 9/27/2023 at 10:07 AM, SGT_Imalas said: put crash reports on github/discord with full log attached The log for that particular crash was overwriten. I got the one from another crash with a different error: Spoiler NullReferenceException: Object reference not set to an instance of an object LaunchPad.AddBaseModule (BuildingDef moduleDefID, System.Collections.Generic.IList`1[T] elements) (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) (wrapper dynamic-method) SelectModuleSideScreen.SelectModuleSideScreen.OrderBuildSelectedModule_Patch1(SelectModuleSideScreen) SelectModuleSideScreen.OnClickBuildSelectedModule () (at <ca85237ee0ac46b28ff47be7a6a6e887>:0) KButton.SignalClick (KKeyCode btn) (at <57f0ae9235d044eca6eb5190142780e7>:0) KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <57f0ae9235d044eca6eb5190142780e7>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0) UnityEngine.EventSystems.EventSystem:Update() Will post in the git later. Link to comment Share on other sites More sharing options...
SGT_Imalas Posted October 17, 2023 Author Share Posted October 17, 2023 (edited) 2 new mods released: Universal Electrolyzer The electrolyzer can now electrolyze all types of water. Depending on the water, the output gasses vary (salt water produces chlorine in addition, polluted water creates polluted oxygen) additionally, this mod has integration with the piped building mods, allowing it to either exclude the electrolyzer from piping or adding additional gas ports for polluted oxygen and chlorine. comes with a large variety of customisation Trash Cans Dispose of unwanted materials, including neutronium chunks from rocket shaving Mod Profile Manager 5.1 released: New Stuff: new "enable mods in profile" function: allows enabling mods in a profile without disabling everything else added a search bar to mod profiles replaced the "Mod Differences" message on loading a save with a more visually distinct version that leaves out useless information Fixes/Adjustments: applying mods no longer causes freezes the profiles will now distinguish between steam and local mods solved differences now disappear from the list renamed a few buttons to better reflect what they do creating new custom profiles now actually uses the current mod loadout (would bug out sometimes) applying multiple profiles after another no longer bugs out Duplicant Stat Selector 6.0 released: New Features: Crew Presets: crew presets store/override the entire start screen of dupes, allowing to load the entire starting group with one preset Guarantee Trait while rerolling: in addition to selectable interests, this feature allows you to lock in a trait that then is guaranteed to be rolled when rerolling Starting Screen Crew Slots: you can now dynamically adjust the total amount of duplicants you want, reducing or increasing the number while in that screen. the option in the config now marks the default value for the dupe start number Adjustments, Fixes: fixed additional stat boni from other mods getting ignored sometimes overriding a skin on a duplicant with a custom name no longer overrides the custom name with the new skins' name interests in all screens are now correctly named (f.e. Digger -> Digging) interest bonus redistribution on bonus value change is now more in line with vanilla value distribution adding/removing traits and interest feature is now enabled in the default settings All mods can also be found as local downloads on my github Edited October 17, 2023 by SGT_Imalas 1 Link to comment Share on other sites More sharing options...
SGT_Imalas Posted October 18, 2023 Author Share Posted October 18, 2023 (edited) Cluster Generation Manager v2.2 added a Biome preview to the asteroid detail screen (this is purely visual) random planets and random traits now use a seeded random, causing them to select the same planets and generate with the same random traits with the same seed added a second seed selector in the footer section of the CGMscreen details, making the function less hidden worlds with fixed poi positions (like the Skewed Asteroid) can now be properly resized without the worldgen failing removed negative geyser penalty on smaller worlds for now fixed classic size checker not using the proper method, potentially generating more "classic"-sized random worlds than intended local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v2.2_CGM Edited October 18, 2023 by SGT_Imalas 1 Link to comment Share on other sites More sharing options...
SGT_Imalas Posted November 21, 2023 Author Share Posted November 21, 2023 Cluster Generation Manager - Update 3.0 added RU translation Mod now works in base game! Base game version has a Starmap Builder that lets you preview and customize the starmap for each seed added story trait selector moved settings into main window several small ui improvements fixed an issue that broke translations on certain screens the meteor preview now shows the individual meteor types instead of shower types fixed outer planets partially shuffling their generation order, causing slight variants in tni seeds on outer planets (only applies for newly created worlds and presets) fixed a crash when clicking on the colonly summary screen if there was atleast one twitch integration pocket dimension currently active worlds with disabled traits can no longer receive random traits for compatibility reasons Mineable POIs now have a resource preview known issue: chinese translation partially outdated fixed worldgen breaking on changed asteroid sizes the moo moonlet is now available as a starter and teleporter asteroid for challenge seekers Local download found here Link to comment Share on other sites More sharing options...
SGT_Imalas Posted November 26, 2023 Author Share Posted November 26, 2023 (edited) Duplicant Stat Selector 6.1: - rewrote editing UI, performance improved - embedded certain buttons into their list elements to provide a more fluid user experience - the "Ancient Knowledge" trait will no longer be overridden when editing cryo dupes or added by presets (it had no effect on its own anyway) - improved interest point redistribution ui, increase/decrease buttons will now grey out if the action is not available - fixed some patches causing translations in certain screens to fail (note that quite a few other mods also might cause this to break) - if adding more than 3 interests, the interest box on the main dupe screen now expands in height instead of cutting the additional interest off - if interest points balancing is disabled, the point count will now display an infinity symbol - added mod integration for an unreleased mod local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v6.1_DuplicantStatSelector Mod Profile Manager Update 6: - added a text filter to mods screen - added mod category filters to mods screen (dev, local, steam, active, inactive, incompatible, pinned) (filter option will be hidden if not applicable) - added pin feature to mods screen, pinned mods will always shop at the top of the list - massively increased the performance of the mod screen with large mod numbers - the mods screen will now stretch vertically based on screen resolution - Workshop links from the "Subscription" buttons and the "Steam Workshop" button will now open in the steam overlay instead of the default web browser (this can be disabled by setting the parameter "Workshop_Browser_Choice" in the KPlayerPrefs file to "1") - local mods "browse" buttons are now highlighted blue for better distinction local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v6_ModProfileManager Edited November 26, 2023 by SGT_Imalas Link to comment Share on other sites More sharing options...
SGT_Imalas Posted December 8, 2023 Author Share Posted December 8, 2023 Link to comment Share on other sites More sharing options...
SGT_Imalas Posted January 25 Author Share Posted January 25 A bit delayed, but some updates about my mods: Cluster Generation Manager Update 4 released: - Spaced out POI handling reworked: these POIs are now handled with groups like the internal worldgen uses instead of being split into "per poi type groups". This restores seed compatibility for the starmap layout. - Starmap Preview + Editor: you can now preview how the starmap will look with your current placement rules. you can also manually move asteroids and POIs around (note that changing any placement rule will reset these manual edits). You are also able to put in additional POIs or delete existing ones with the toolbox at the bottom of the editor. - Various edge case bugs have been fixed that would sometimes slightly alter the worldgen. - Presets get no longer generated automatically if you start a CGM game, instead you will get a button on the dupe start screen where you can manually create one - added internal version checking - cgm clusters should now be no longer display "Terrania Cluster" in the load menu and the game clock tooltip - the cluster preview also has now several checks in place that prevent starting the custom cluster generation if there are faulty placement rules somewhere that would cause a guaranteed placement failure steam:https://steamcommunity.com/sharedfiles/filedetails/?id=2947429297 local: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v4.0_CGM Starmap Editor Example: CGM_StarmapEditor(1).mp4 3 new mods released: Skill Queue: this mod allows to queue up skills for your duplicants to learn as soon as they get the skill points for maximum efficiency. skill queues are "per duplicant", you add and remove items to the queue by holding shift while clicking on a skill. queueing a skill that has other skills as requirements will also add them to the queue. steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3135906971 local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/SkillQueue Utility Glass adds 2 new buildings: Window wall: transparent drywall, made from 100kg of transparent material Reinforced Window Tile: made from 50kg of transparent material and 50kg steel, works like a glass tile but is immune to meteor damage steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3121297403 local: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v1.0_UtilityGlass Debug Buttons adds 3 new buttons next to the sandbox toggle; - Debug Toggle - Debug Instabuild Toggle - Debug Superspeed Toggle this allows to easily enable or disable debug mode without having to type KLEIPLAY or creating a dedicated debug file, while also visualizing if debug, debug instabuild and superspeed are currently enabled. steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3120193648 local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v1.0_DebugButton 1 2 Link to comment Share on other sites More sharing options...
SGT_Imalas Posted February 13 Author Share Posted February 13 new Mod released; Paint your Pipes & Wires: this mod allows you to paint pipes, rails, wires and logic components, giving you some visual aid to detangle the spaghetti and create more visually pleasing networks. it also adds an overlay toggle, allowing you to toggle the colours in the respective overlays. steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3160195957 local download: https://github.com/Sgt-Imalas/Sgt_Imalas-Oni-Mods/releases/tag/v1.0_PaintYourPipes%26Wires 3 Link to comment Share on other sites More sharing options...
melquiades Posted February 17 Share Posted February 17 How often when one of your mods breaks with an update, is because something changes in the structure of the game or because the dll needs to be recompiled for the new game?. Link to comment Share on other sites More sharing options...
SGT_Imalas Posted February 17 Author Share Posted February 17 depends on the update recompilation is only required when binary compatibility breaks Link to comment Share on other sites More sharing options...
bloggy Posted March 23 Share Posted March 23 hi, can you refuel rockets from their inside with rocketry expanded, thanks! Link to comment Share on other sites More sharing options...
SGT_Imalas Posted March 23 Author Share Posted March 23 no. dock to space station for that Link to comment Share on other sites More sharing options...
evilcat19xx Posted April 11 Share Posted April 11 Do you plan to release the Space station update anytime soon? @SGT_Imalas Link to comment Share on other sites More sharing options...
SGT_Imalas Posted April 11 Author Share Posted April 11 (edited) the alpha testing has been going on for a while. no proper construction yet tho, they just spawn in Edited April 11 by SGT_Imalas 1 Link to comment Share on other sites More sharing options...
evilcat19xx Posted April 11 Share Posted April 11 Space stations would work great with larger star maps (especially with the Cluster Generation Manager mod) and add more depth to the game. Only if there was a way to keep the fps tolerable for super large star maps with all the planetoids and POIs. I generated a super large system (r=25) with one of every type of planetoid and point of interest and revealed the map in debug mode. With my 5090x CPU and Fast track mod, I only got between 1-2 FPS, and it was on the brink of crashing the system. Even before revealing the star maps, the game was stuttering, which was a bit surprising to me. On another note, I wish there was more development on the space front, but it seems like Klei (or that one developer that still working on the game) isn't really planning to do more based on the new roadmap. Link to comment Share on other sites More sharing options...
SGT_Imalas Posted April 11 Author Share Posted April 11 Fast Track fixes the huge starmap performance dip and is compatible with Rocketry Expanded 2 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now