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报告翻译问题






Aber das ist eig auch einer der Hauptgründe für den Mod hier gewesen. Hier hast du möglichst viel kombiniert in einem Mod-Pack (ok und 2-3 Submods für manche optionale Anpassungen wie eben neue Gegner/Stack Increase). (da es leider für sowas noch keine Einstellungen in Game gibt)
Demnach kannst du dann leicht(er) mal den einen Mod deaktivieren um zb den Fehler ausfindig zu machen usw. Macht vieles einfacher als 30-100 Mods manuell durchzugehen und im Zweifelsfall den Fehler zu finden. Zumindest aus Sicht des Nutzers.
Ansonsten ja tut mir leid dass du so Probleme hattest aber das liegt meist nicht in meiner Hand wie in dem Fall da kann ich dir leider nicht helfen.
Halfling.Serialization.DeserializeException: Deserialization from source "<E:\SteamLibrary\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
This error sound like the missions and enemy mod is being used without or before the loading of the core mod has been done. You can edit the mod load order manually in the steam properties menu of the game.
BITTE MELDE DEN CRASH BEIM HERSTELLER DES MODS.
Unable to find node at path "<modes/career/career.rules>/MaltisGlobalCareerSettings".
System.Exception: Error loading mod: Maltis Missions And Enemys Mod Pack Extension
If you could paste a full error log into the bug tracker forum this would be great.
But so far my guess would be that it is an error which is not related to my mod(s).
But with the full log I can have a look and tell you for sure.
I have updated the mod according to the latest patch. But before you were not able to start the game with the new cosmoteer version (and the older mod version).
Having them as enemys will only work with the maltis enemys and missions mod(extension).
Error should be fixed. Let me know if there are further issues.
To force update at best verify the game files. ;)
You need: 0.9.9.9.8.5.8
"No component named 'CopperSplitter' in part 'Maltis.FactoryGadgetParts'."
I love this mod and thank you so much for providing so much more content to the game so I hope this gets fixed soon!
Should work tho ;).
Just currently do not use the vanilla plus mod extension! ;)
Read the patch notes for further information ;)
Furthermore I am planning to do a showcase video, since I do think it is not worth making such a long list. Most people won't read that much information out of the game anyway and visualized content is therefore I guess better.
And for me it is just much more work again with maintaining every change trippled then and so on. Yeah idk.
Per videos maybe ok since the difference might be a bit clearer there, too.
Or what do you think?
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2946411143/3819657908530231397
They have a discussion that's locked that has all the changes with multiple comments. Just an idea tho!
I meant more the stuff like the vanilla plus mod is not compatible with some other mods which can be an important information to have.
But prob one of the mods out there with the most parts being added to the game ;)
"Also I do recommend taking your time to read at least the full instructions/information about the core mod / maybe some submods too?"
But I can't find any full details, most things listed are just "New weapons" or "New X" not actually saying what it adds.
I am clearing the conversation a bit to not spam others too much about information they might not be interested in.
If you wanna start the project, just add me on steam ;).
I am made of Asbestos °winks°
...aaactually, we have kind of a heat wave here in RL at the moment, sooooo
YrolBrain has NOT EVEN 38911 basic bytes free, so i am going to shelf this
possible project for now, as i may not burn, but... brain+heat=toomanyohms.
I also read in that "build menu categorys" thread that you asked around which way it should be.
The community has decided, i guess
There is no Issue :o)
I was merely asking if someone could help me customizing your nice modification.
( not asking if someone DOES it for me )
As mentioned, i find it totally enough if parts from mods are _only_ in the standard groups
and not _also_ in extra groups made by the mod. One of the reasons for that is
that screenspace is very important if your eyesight is not that good anymore.
One cannot just scale down without end without a game becoming un-playable/readable.
Another problem can happen when we add a few mods that do the same, because then
we can end up with not only one set of extra groups for the modded parts, but 2, 3, etc.
Unrelated to their content, as an example, the starforge mods also add their own extra editor
groups, so then you would already have ~5 MORE editorgroups.
While i would like, especially with mods installed, to have extra editor ghroups ( as an example,
i think armour should ONLY appear in "structure" not ALSO in "defense" and control rooms in
their extra group, not ALSO in "flight"...
Everything in the ship editor also seems to be displayed in the unlock menu at the station,
which then gets overloaded with such extra groups.
And yes, i already played around a bit with editing a few mods and it is quite weird that
removing such extra groups, even WHILE keeping the added parts in the standard groups
seems to be very difficult. At least with the small amount of knowledge i have about modding
this game.
If all this offends you, ( because you feel that i do not respect our vision for this mod ),
i am sorry, this is not the case at all.
Otherwise i would not use your mod, thrown away other mods, started a new game
make an effort to be understood or write all this :o)
Is the order of the groups your problem?
Because for exapmple the armor group is very usefull and I would at least keep that.
But I can change the order a bit I guess,
if that's the issue but having lasers at first is kinda no difference compared to how it is right now.
And you can hardly do this on your own cause I expect the game crashes when you remove them totally. So reordering is the only quick option.
Lowering UI Scale can also help ;)
How do i modify the main mod-rules file so that the added Maltis editor groups are gone?
I find it sufficient that the parts are in the standard groups.