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My "Start" button is disabled after selecting a landing point. The landing point is normal ground, not deep mountains or water. What could be the cause?
If needed, here's a collection of my mods.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3620841682 I ran a couple of tests.
P.S. I tried launching the game without this mod with all other mods enabled, and I was able to launch and land.
I tried disabling all mods, then enabling the Harmony library one by one, and then Vanilla Gravship Expanded - Chapter 1 with the required library. At the start, all my colonists disappeared, and I had no ship. I don't know what the problem is anymore.
One issue tho: When starting the default gravjumper scenario, for some reason I cannot click BEGIN when starting the jump. Tile selected, crew assigned, no error ping or anything. button just doesnt work.
It looks like it's happening due to the map having some pocket map (no idea which one - could be pit gate/something from Anomaly, or even a modded one) that's in a glitched state. I don't think that's related to VGE (it may have just been the first thing that triggered something with that bug), and I think some other mod may have caused it.
on the doubling extender bug, hope you guys find it, while i don't have a clue on what can be causing it, i'm open to help finding it if you want help
Error while determining if VGE_Hunter (twice, and one with VGE_Astropede) should have Need MechEnergy: System.NullReferenceException: Object reference not set to an Instance of an object.
Is this a known error with this mod or could it be mod compat thing?
As for the issue with field extenders being doubled, I've tried to trigger this on my side a few days ago (we already had a report or a few about it), but I wasn't able to. To me, this sounds like some mod conflict. And the mod causing it doesn't necessarily have to be related to gravships - to me this sounds like something with linkables in general that causes them to be counted twice after a gravship launch. Perhaps some performance mod is causing this? At least it feels like it may be some performance mod to me.
1. Open Tweaks Galore settings
2. Go to the "Vanilla" category (in the top-right)
3. Open the "Research Projects" tab
4. Either press "Restore Section Defaults", or manually go to each vanilla research that VGE modifies and change its research cost
Sadly, Tweaks Galore saves the default cost of each research once and then sets its cost to that value, even if the default cost has changed.
i wanna shoot down gravdrones and ♥♥♥♥
See if the issue occurs with absolutely no other mods other than this one and the requirements, and then make a bug report using our google forms with the hugslib log attached! :)
That's not enough information for me to even consider troubleshooting sorry.
Look at this from my perspective. All I know is that you have some issue, but you're running many mods. That's all I know. For all I know you could be running outdated mods or mods that cause the issue directly.
so do beware of furniture/lights layering near doors or literally upon doors
bug upon launching a gravship, wasn't getting it some days ago and i'll try to figure out the reason if it's of any help to others.
For now at least!
Base of 500, 4 amplifiers at +200 each plus 10 extenders at 100 each gives a pre-bonus limit of 2300.
Ten small thrusters at +1% each, six large thrusters at +5% each and four giant thrusters at +10% each gives a 1.8 multiplier.
2300 * 1.8 = 4140