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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 599562 times)

DieselpunkCyborg

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #435 on: October 03, 2017, 08:34:04 PM »

Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?

I think I've found the culprit! Thank you for your help bro. I don't know how to fix it... might have to find them all and delete them with debug tools or something.

[attachment deleted by admin: too old]
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DieselpunkCyborg

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #436 on: October 04, 2017, 12:43:14 AM »

I finally figured out what happened - for some weird reason, all of the marble on my map has been replaced with invisible loading benches.

You can delete them with the debug tool Destroy, but there are A LOT of them. I guess I'll delete as many as I can and see if the errors reduce.

Marble must have gotten replaced with Loading Bench either randomly or when I researched Machining - really weird.
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Divenity

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #437 on: October 05, 2017, 02:53:34 AM »

I finally figured out what happened - for some weird reason, all of the marble on my map has been replaced with invisible loading benches.

You can delete them with the debug tool Destroy, but there are A LOT of them. I guess I'll delete as many as I can and see if the errors reduce.

Marble must have gotten replaced with Loading Bench either randomly or when I researched Machining - really weird.

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

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DieselpunkCyborg

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #438 on: October 05, 2017, 06:56:14 AM »


Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.
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BlackSmokeDMax

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #439 on: October 05, 2017, 12:27:18 PM »


Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.

Make sure nothing is currently miniaturized, meaning nothing is sitting in storage in a mid-move state. If something is miniaturized currently, just install it somewhere temporarily. Once you have nothing miniaturized, you should be able to get rid of the first mod and use the other one mid game.

**Of course, always backup/archive your game before attempting something like this!**

edit: Sorry, misappropriate response, for some reason I read that completely wrong. I see now that you are not running minaturisation at all.
« Last Edit: October 05, 2017, 10:12:43 PM by BlackSmokeDMax »
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Divenity

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #440 on: October 05, 2017, 04:31:38 PM »


Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.

You can start a new game without ditching your old one, just fire up a new colony and use the debug mode to insta research to machining benches, see if it happens again, make sure you have saved your old colony with a named savefile, not autosaves, so it won't get overwritten. If the issue persists, it's definitely a mod issue, if it doesn't, it could just mean your old save is corrupted somehow.

Other than that, I don't know how to help, I've only ever seen the issue you are having with the miniaturization mod... So I don't know what else would cause it.
« Last Edit: October 05, 2017, 04:35:31 PM by Divenity »
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digdog303

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #441 on: October 05, 2017, 07:28:54 PM »

needs option to default to aimed shot when switching weapons
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tchiseen

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #442 on: October 08, 2017, 08:47:14 PM »

When the ammunition system is toggled off, enemy sieges can't spawn in mortars and just stand around while drop ships come in and the mortars despawn.
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SeniorScore

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #443 on: October 12, 2017, 04:46:53 PM »

Alright so I made a patch for another mod (Crystalloids) and I'm not entirely sure how I'm supposed to submit a patch on the forums.

https://ludeon.com/forums/index.php?topic=36029.0
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CrazyGamer313

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #444 on: October 13, 2017, 09:05:02 AM »

I would have an ide for this mod Could you add an Bill or Workbench whre you can make guns compatible like you have industrial age you could add a bil lwhere non compatible guns get carryed to and then an windom plops up where you can adjust the magazine size
the caliber this would only take affect after an restart because the code was changed Could this be possible?
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NoImageAvailable

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #445 on: October 13, 2017, 01:41:37 PM »

Alright so I made a patch for another mod (Crystalloids) and I'm not entirely sure how I'm supposed to submit a patch on the forums.

https://ludeon.com/forums/index.php?topic=36029.0

PM'ing me is the best way but this'll do. I'll see about integrating it tomorrow.
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"The power of friendship destroyed the jellyfish."

TA1980

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #446 on: October 16, 2017, 04:36:07 PM »

Dear NoImageAvailable,

I am trying to compile a CE-patch for "Beast Man Tribes" by Kodapa (available on STEAM workshop). Unfortunately I have no experience and am just emulating other CE-patches...to no avail so far. Could I send you the relevant files (possibly via PM) for you to have a look at them?

Regards
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RequiemFang

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #447 on: October 16, 2017, 10:37:52 PM »

Dear NoImageAvailable,

I am trying to compile a CE-patch for "Beast Man Tribes" by Kodapa (available on STEAM workshop). Unfortunately I have no experience and am just emulating other CE-patches...to no avail so far. Could I send you the relevant files (possibly via PM) for you to have a look at them?

Regards

Have you looked at this?

https://github.com/NoImageAvailable/CombatExtended/wiki/Making-custom-races-CE-compatible
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TA1980

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #448 on: October 16, 2017, 11:12:33 PM »

Dear RequiemFang,

yes, I did. Still my patch does not work as intended, though I might have made a mistake.

Regards
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arima1234

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Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
« Reply #449 on: October 17, 2017, 12:40:41 AM »

Can someone make patch for rimfall weapon mod pls
https://ludeon.com/forums/index.php?topic=29191.0
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