Search found 954 matches
- Mon Jun 02, 2025 9:00 am
- Forum: Commonwealth
- Topic: Pinned shop bars
- Replies: 2
- Views: 2226
Re: Pinned shop bars
Somewhere in the code is another dockscreen with custom tabs (shop bars). Are you running mods? I noticed this a while ago and couldn't work out how to stop it. Dockscreens which are set up with different tabs can affect other dockscreens. Sometimes they do, sometimes they don't. I suspect it is bec...
- Sun Jan 12, 2025 8:23 am
- Forum: Official Extensions
- Topic: Project Renegade (Beta) (1.7)
- Replies: 37
- Views: 97513
Re: Project Renegade (Beta) (1.7)
Excuse me for the possible necro, but I have found an error with the start Not able to create system Sanzu: No station created ( Station type = (Star Cruiser Valor) [a0122265]) P.S I like the Bomber! A mod to fix this and play Renegade in 1.9 is here: https://forums.kronosaur.com/viewtopic.php?f=25...
- Mon Jan 06, 2025 7:35 am
- Forum: Stable (v1.9.2) Bug Reports
- Topic: Svalbard Explorer not completing
- Replies: 19
- Views: 77107
Re: Svalbard Explorer not completing
If anyone wants to look into this, I think there is a bug affecting the creation of the Svalbard Explorer when you enter the system. It gets created at the system center (over the star) whihc means the 'pos' value for the ship creation code is being set to 'nil' or (more likely) the code isn't runni...
- Mon Dec 23, 2024 12:57 pm
- Forum: The Drawing Board
- Topic: Cymek mod (alpha), bugs and questions
- Replies: 5
- Views: 32394
Re: Cymek mod (alpha), bugs and questions
I got some time to play the Hornet. Very zippy, I like iit. Now I see what you mean about the Misc Devices screen not appearing. It is an easy fix. Your mod is using API Version 22 (from around 2009 I guess). The current game version, 1.9, uses API 53. This is a backwards compatibility thing allowin...
- Mon Dec 23, 2024 8:12 am
- Forum: Shipyards
- Topic: Searching multiple structs suggestions pelase.
- Replies: 4
- Views: 50080
Re: Searching multiple structs suggestions pelase.
Is there a specific requirement for storing the IDs as strings? Keeping it as an int should at least reduce the size used by a bit Not sure. The key to a struct has to be a string. Otherwise I'm clueless. Keep in mind that I don''t know what I'm doing when I write code. Everything I have done is an...
- Mon Dec 23, 2024 12:01 am
- Forum: Shipyards
- Topic: Searching multiple structs suggestions pelase.
- Replies: 4
- Views: 50080
Re: Searching multiple structs suggestions pelase.
How big is the struct when it kills the game? I'm not real computer savvy and have no idea how to measure it but the Windows error messages suggested about 2 gig but I think this included all the memory used by playing, not just the struct. Another member said this is a 32bit restriction that only ...
- Sun Dec 22, 2024 11:22 pm
- Forum: The Drawing Board
- Topic: Cymek mod (alpha), bugs and questions
- Replies: 5
- Views: 32394
Re: Cymek mod (alpha), bugs and questions
i had a quick look at your mod. Nice work. I have a few ideas for the cargo hold problem . Not sure if any of them will do anything. Maybe try increasing the 'mass', 'size' and/or 'maxCargoSpace' value to see if that brings up the 'Misc Devices' screen. There might be something in the game that stop...
- Sun Oct 06, 2024 6:29 am
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 731
- Views: 820258
Re: The Stars Beyond
WOW! Good stuff! Looks good, clever items and thank you for the tractor beam. This is like TBR where I don't think anyone will ever be able to explore it all! Had a game breaking bug. Tried to load the game and was stopped by this: Unable to load game Games\RELANAT-4111.sav: System 5b: Unable to loa...
- Sat Oct 05, 2024 3:28 pm
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 731
- Views: 820258
Re: The Stars Beyond
Finally sorted.
These are the files needed and these are how thier names need to be, any "EXPORT" in the names will stop the mod loading. These need to be directly in the Collection folder, not in the "...deployment..." folder.
From a quick 2 minute look, very impressive.
These are the files needed and these are how thier names need to be, any "EXPORT" in the names will stop the mod loading. These need to be directly in the Collection folder, not in the "...deployment..." folder.
From a quick 2 minute look, very impressive.
- Sat Oct 05, 2024 2:22 pm
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 731
- Views: 820258
Re: The Stars Beyond
Downloaded from the link in the previous post. Can't select TSB in the start menu Getting: [TSB_Extension.tdb Line (38): Unable to find library: a00a0000] Signed in to the Multiverse and the only thing that happened was 2024-10-05 23:34:09 Downloaded: Cache\LFS_Lib.tdb 2024-10-05 23:34:10 Replaced e...
- Fri Oct 04, 2024 3:18 pm
- Forum: The Drawing Board
- Topic: Commander's Log - Captains' Log copy
- Replies: 6
- Views: 24722
Re: Commander's Log - Captains' Log copy
An update which doesn't break the game with the "Unable to load evD789CommandersLog (d78911d2) because its type changed" error. I played a game and visited the stations in 97 systems which previously would have triggered this error. Requires 1.9.2 (API 53). The ship search feature is laggy when you ...
- Mon Sep 16, 2024 9:54 am
- Forum: Mod Announcements
- Topic: PM's mods
- Replies: 411
- Views: 2151659
Re: PM's mods
So PSD 1.9 was working for you without the Lindworm mod?
Just quickly, I'm guessing now the 1.9 and 1.7 versions of PSD are interfering with each other.
Try removing the 1.9 PSD files and then see if the 1.7 version will work.
Just quickly, I'm guessing now the 1.9 and 1.7 versions of PSD are interfering with each other.
Try removing the 1.9 PSD files and then see if the 1.7 version will work.
- Sun Sep 08, 2024 10:49 am
- Forum: Shipyards
- Topic: Searching multiple structs suggestions pelase.
- Replies: 4
- Views: 50080
Searching multiple structs suggestions pelase.
The Commander's Log mod saves info on stations and systems so they can be accessed out of system. eg items in stations can be searched so you can find where to buy a specific item even if you are 10 systems away. The mod currently uses a struct which uses the station objectID as a key with the items...
- Tue Jun 25, 2024 4:47 am
- Forum: Mod Announcements
- Topic: Commander's Log
- Replies: 8
- Views: 29837
Re: Commander's Log
Thanks again. The info on the dev version numbers is a big help. I'm not entirely sure what is happening but I think the data generated by remembering everything; stations, items, status, systems, etc, is too big and overloads the computer, possibly when trying to search for something. The code in t...
- Tue Nov 14, 2023 6:11 am
- Forum: Beginner's Luck
- Topic: VoTG unlock code?
- Replies: 7
- Views: 51606
Re: VoTG unlock code?
Found it.
Try here: viewtopic.php?f=2&t=7921
Not sure if it will work after all this time but worth a shot.
Good luck.
Try here: viewtopic.php?f=2&t=7921
Not sure if it will work after all this time but worth a shot.
Good luck.