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Loony Liberator

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  1. Hey Koonschi, just a quick question for choosing the version in steam it only gives me the option (latest version wise) of 23.4 or the newest beta which is currently 0.25. Is there a reason 24.1 is not available? Edit: I am sorry, I have had a great derp moment. Opt out of beta to get latest stable branch... I don't think I've had a more epic face palm moment.
  2. Umm 2. Copy the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want. Please clarify where its going (folder location) or if its just a renaming of the file from ConfigDefault.lua to Config.lua while maintaining its location in the DccTurretEditor folder ;) EDIT: Ahh it's 2. Rename the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want.
  3. Excellent analysis, Something that I too have noticed when it comes to ship performance. In my designs pre-centre certain materials are delegated to specific blocks. Trinium - Gyro, Crew Quarters, Thrusters, Engines, Cargo, Armour, Integrity Fields. Xanion - Generators, Energy storage, Shields, Hyperspace Core. The reason for Crew quarters and Cargo blocks being Trinium is due to there being no benefit from higher tiered materials thus the best Mass to Volume material is used. If you only have early materials available though use Titanium/Naonite in place of Trinium/Xanion.
  4. Hi Koonschi, Something I've noticed about the crew system is that when it checks if your need officers to support your crew it bases its calculations of 'workforce' not 'personnel count'. Because it does this it kinda feels punishing to have professional crew members that are not officers rather than normal crew due to their cost, it also makes you require officers if you add on too many turrets that require a certain amount of gunners but you have less to make sure your officers can support your current workforce count. Don't know if this was how you wanted it to be but with the tooltips for officers they specify, so many sergeants to support so many crew members, not the workforce they can provide. Just thought I'd let you know what I observed for this as I don't know if this is an unintended bug or how you actually want it to function.
  5. @Sinistrem Yo, I had that problem earlier in Laserzwei's mod and we had hashed it out together discovering that deleting the root block of the ship once it became a station (which translates to deleting the root block of the station itself) is what messes up the way the complex manager recognises the station. Laserzwei please correct me if I'm wrong. So long as you don't delete the root block of the station you can essentially have cube's (Station root blocks) attached to poles (complex station links) as your complex with cargo bays and whatever you want slapped on.
  6. That's odd, because I can confirm the mod works as I receive resources from my mines but don't receive the notification.
  7. Ah, yes, I've definitely removed the root block which was probably the tiny parts from the founding ship I used. clientlog_2017-04-27_09-26-53.txt serverlog_2017-04-27_09-27-02.txt
  8. The client and server logs as requested. Sorry about posting it here the PM system doesn't allow me to add attachments. clientlog_2017-04-26_23-34-32.txt serverlog_2017-04-26_23-34-37.txt
  9. Hey Laser, I've been having trouble with setting up a complex, I'll list my procedure below incase you can see an immediate problem. Other than that I've read through the tutorial on how to set them up completely so you know I've not half assed it. 1. Founded Solar Station and customised it's look. (It's still capable of producing and trading with npc ships) 2. Moved Asteroid into sector and built on it to setup initial Production (Coal Mine). 3. Used build complex command on Solar Station selected -Y value and was happy with placement. Now a couple of things I've noticed before I hit Build, is that in the production overview and trade goods tab nothing is displayed (as in the menu is there but nothing is listed, not even goods). 4. Observed it will cost me 50,000+ credits and 10000 Trinium and Xanion then I Pressed build. With the complex screen still there I notice the costs disappeared, no credits or resources popped up as a deduction along the right side of the screen, the build button locked out (which when looking through the code is correct as I saw your notation there) and the complex doesn't get constructed. The stations stay as they are and nothing happens. Any thoughts about why this happens or what I could do to try and find out why it doesn't happen would be great, thanks.
  10. Hey Infal, quick question, once I've installed the mod loader and cargo ui exactly as you have displayed the Icon for Admin ui doesn't show. Is there a command I have to do to initialise the mod loader? if not, is not having the .git/ folder something that is crucial for it to run because that's not included in the download. Oh and I'm playing single player trying to get this to run.
  11. Hello, I've visited your holographic planets and I am no longer fooled ;) . Oh by the way ludicrous speed ... is just a bit too slow, then again if I hit anything I'd disintegrate. http://imgur.com/a/ggFhR PS. If this is in the wrong forum section sorry in advance. PPS. Damn can't get the image to show. Any chance someone could tell me why the insert image button is not working for me? Eh. that'll have to do.
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