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Re: [SOLVED] Surviving Mars

Posted: Thu Mar 22, 2018 6:33 pm
by Kaedus
BoehserOnkel wrote:
Thu Mar 22, 2018 5:52 pm
the one you altered from fearlessrevolution ( Consts.BuildingMaintenancePointsModifier = -100 )
it was working since yesterday lol
does your cheatmenu mod any persistent change to game files?
maybe i try a new install?
I guess it's because of technology. There are several technologies with reduced cost and maintenance. After them does not work mod for free buildings and maintenance.

Re: [SOLVED] Surviving Mars

Posted: Thu Mar 22, 2018 6:34 pm
by ChoGGi
BoehserOnkel wrote:
Thu Mar 22, 2018 5:52 pm
does your cheatmenu mod any persistent change to game files?
ChoGGi wrote:
Thu Mar 22, 2018 2:08 pm
CheatMenu
Saves edited consts to file, so we can make them persistent
It reads the default value then saves it, so you need to change it in the menu if you want it to work (and disable it in the menu when you want it off)
All of Flings mods are in my cheatmenu, you don't need to use any of his (and you shouldn't if you're using cheatmenu).

Re: [SOLVED] Surviving Mars

Posted: Thu Mar 22, 2018 6:57 pm
by BoehserOnkel
i think there was a corruptet save or w/e
its working on new install and new game (i hope)
sry for bothering you with this first world prob :P

Re: [SOLVED] Surviving Mars

Posted: Thu Mar 22, 2018 10:22 pm
by FlipFloppy
ChoGGi wrote:
Thu Mar 22, 2018 2:08 pm
FlipFloppy wrote:
Thu Mar 22, 2018 12:39 pm
OK, I'm sorta kinda bored of the same music in this game but I like the radio feature. I want a mod where I can point it to my music collection.
Oh, that might be doable.
Edit: eh not having much luck, I've got a playlist added, but it just gives an out of bounds errors :(
There's a radio mod on Steam called Radio One or something. I'd really like to avoid making a Steam account just to get it so I can check how he does it. My guess is there should be two different pointers, one for commentary and the other for tracks. It's gotta be like that to avoid playing two commentaries back to back, like "hey, listen to this next song", then "hey, wasn't that a great song?", but there wasn't any music between the two commentaries, see what I mean?

It could be playlists but I doubt it, you gotta be able to point to a specific track if a specific commentary talks about a track, like "hey, this next song is from my favorite band, yada yada, it's called mucho macho something or other", then that track plays. The point is the script must know where the commentary and tracks are, so that means directories/folders, i.e. "mods/MyRadioMod/coms - .../tracks". I mean, a playlist must have that info but maybe the game doesn't know the playlist format or doesn't even work with that. It probably uses numbered file names to simplify the script so that won't help me it would be a complete hassle to rename my own tracks to fit, but if there's a random function that's all I really need so I can point that to my music folder but then it would have to be able to find files inside subfolders cuz you know that's how music is organized for most people, not just one big giant pile of loose files in one folder.

I hope I'm helping here with those ideas. I mean, a custom radio mod is cool, but a personalized radio mod is more cool. Remember that radio mod for Fallout New Vegas where you could just add your own tracks? Yeah, that's what I mean.

Re: [SOLVED] Surviving Mars

Posted: Fri Mar 23, 2018 1:16 am
by ChoGGi
FlipFloppy wrote:
Thu Mar 22, 2018 10:22 pm
I hope I'm helping here with those ideas. I mean, a custom radio mod is cool, but a personalized radio mod is more cool. Remember that radio mod for Fallout New Vegas where you could just add your own tracks? Yeah, that's what I mean.
by playlist added I meant I had a playlist ingame pointing to a folder with opus files from the game (just to be sure), and I verified it was reading the files (well it listed the files in the folder...) with Process Monitor. That's about when I gave up, you can try:
in metadata.lua put

Code: Select all

return PlaceObj('ModDef', {
	'title', "Custom Music",
	'tags', "music",
	'id', "nameofmodorsomethingunique",
	'author', "you",
	'version', 1,
})
in items.lua put

Code: Select all

PlaceObj("RadioStation", {
  "name","CustomStation",
  "display_name","Custom Music",
  "folder","AppData/Music",
  "silence",1, --how long to pause between tracks
})
then stick some files in %APPDATA%\Surviving Mars\Music

Re: [SOLVED] Surviving Mars

Posted: Fri Mar 23, 2018 2:03 am
by ChoGGi
updated [Link]

Enabled the console:
quit works, and you can change variables and whatnot (good for testing), enter or alt+enter to open it
Added an option to debug menu to enable developer mode (more menuitems, but it'll change a bunch of labels to *stripped*, and some shortcut keys don't work)

Cleaned up the menus a bit:
changed items that add certain items to just add a + amount (so you can make it as high as you want)
rearranged them as well
Added warnings for New Game and Mod editor menuitems (not sure how to override or remove menuitems).

Added a few more cheats:
the radius ones don't really work yet, they shrink as soon as you deselect them :)
I forget the rest... (should've made a list)

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 11:45 am
by dazric
Stop child births seems to cause the game to freeze inexplicably.

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 1:06 pm
by ChoGGi
updated [Link]

Found some more menuitems to unhide
Added icons to some menuitems
Enabled Trailblazer skins

Keys:
F2: Doesn't toggle Infopanel Cheats anymore (just menu)
F4: Open object examiner for selected object
F5: Dump info for selected object to file (AppData/DumpedText.txt)
Ctrl+F: Fill resource of selected object

Toggles menu:
Infopanel Cheats
Block CheatEmpty (stop CheatEmpty from emptying resources)
Storage Depot|Waste Rock Hold 1000
Building_wonder (allow multi wonders)
Building_hide_from_build_menu (show hidden stuff)
CameraZoom: zoom out further (best to lower your scroll speed)
CameraZoomSpeed: speed up zooming
BorderScrolling: lowered the scroll border to the smallest I could (or disable it)

Debug menu:
Debug\Destroy Selected Object
Debug\Asteroid attack (single or bombardment)
Debug\Open object examiner for selected object
Debug\Dump info for selected object to file (AppData/DumpedText.txt)
Debug\Toggle Hex Build Grid Visibility (works now)

Console:
Can now open with tilde as well (but it adds a `)
Added option to toggle showing history on-screen
Added option clear history
Added restart cmd
Added dump cmd: dump(obj,type,filename,ext)

If you want to dump something without quitting to check log
copy n paste this into the console
dump("test") < append to file
dump("test","w") < overwrite file
then open AppData/DumpedText.txt

you can paste chunks of scripts in the console to test out:

Code: Select all

local temp
for _,building in ipairs(DataInstances.BuildingTemplate) do
	temp = temp .. tostring(building.name) .. tostring(building.wonder)
end
dump(temp)

dazric wrote:
Sat Mar 24, 2018 11:45 am
Stop child births seems to cause the game to freeze inexplicably.
If you open up items.lua and remove

Code: Select all

function Dome:CalcBirth()
  return false
end
Does that fix it?

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 4:33 pm
by dazric
ChoGGi wrote:
Sat Mar 24, 2018 1:06 pm
dazric wrote:
Sat Mar 24, 2018 11:45 am
Stop child births seems to cause the game to freeze inexplicably.
If you open up items.lua and remove

Code: Select all

function Dome:CalcBirth()
  return false
end
Does that fix it?
It does not.

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 5:15 pm
by dazric
Removing

Code: Select all

Consts.BirthThreshold = 0
did, however stop the crashing. My colonists appear to be breeding again, however.

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 7:53 pm
by BoehserOnkel
the same building , same upgrades

[Link]

one needs repair - the other not
i dont get it lol

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 7:59 pm
by BoehserOnkel
dazric wrote:
Sat Mar 24, 2018 11:45 am
Stop child births seems to cause the game to freeze inexplicably.
stop reproducing is easy ;)

make domes for men/women only
problem solved^^

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 8:39 pm
by dazric
BoehserOnkel wrote:
Sat Mar 24, 2018 7:59 pm
dazric wrote:
Sat Mar 24, 2018 11:45 am
Stop child births seems to cause the game to freeze inexplicably.
stop reproducing is easy ;)

make domes for men/women only
problem solved^^
They immigrate, I need to make sure my population is entirely one sex or the other. For my in-progress colony, I just turned off everyone's air so I can start fresh.

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 8:43 pm
by BoehserOnkel
set it like this for women only

[Link]

make sure you confirm your changes (overseen it too first times lol)

[Link]


add: if you change it make sure theres space for colonists to swap

Re: [SOLVED] Surviving Mars

Posted: Sat Mar 24, 2018 9:18 pm
by ChoGGi
Check my mods I have one (CheatMod_NewColonistsYouth) to make everyone born/arrived into a youth (I meant to add it to my cheatmenu, forgot about it). If you open it up I commented out the setting to make everyone into "Other" gender, so no breeding.

You can also set the sex/age in my cheatmenu

Though I think I figured out Consts.BirthThreshold, make it 999999900 (then no one will get high enough for it).
BoehserOnkel wrote:
Sat Mar 24, 2018 7:53 pm
the same building , same upgrades

[Link]

one needs repair - the other not
i dont get it lol
Yeah it's that building mate free one, I'll have to fiddle with it.