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goostave avatar lvvova1 avatar mannatwo avatar peasantfoundry avatar torca2001 avatar yourlocalmedic avatar

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mechtrauma's Issues

Pumps can't get infected with ballast flora.

Pumps can't get infected with ballast flora (at least when using commands)
the "ballastflora infect" command just spits out an error if your ballast-tagged pumps are from mechtrauma.

Small Water Pumps issues

Small water pumps always start offline even if you turned them on in editor and they also use batteries when power source is operational and provides power, causing them to fail in critical situations because batts were gone on start of round.

Steps to replicate:

  1. download this sub Humpback_Mechtrauma.zip
  2. open it in editor and set the small water pump in right ballest to state on
  3. launch test
  4. observe

Mechtrauma Config Port Problems

  1. Oil Base DPS is spelled phonetically and it wasn't intended to be an initial config option, instead Oil Filtration efficiency was.
    image

  2. Oil Filtration Efficiency is not included in the settings.

  3. Service life for Oil Filters is included twice:
    image
    image

  4. Float Loveliness! can we round these for display and save?
    image

Pump related crash on the Unstable version

Steps to reproduce:

  1. Put all the required mods in your load order (Mechtrauma UNSTABLE, Modding Toolkit, Cs For Barotrauma, Lua For Barotrauma)
  2. Host a server and start a mission in any submarine containing a mechtrauma pump.

The error message looks as follows:

Error while reading a message from server.
Exception thrown while reading segment EntityEvent at position 32.
Inner exception: Message byte position incorrect after reading an event for the entity "Central Water Pump (ID: 3)" (ID 3). The previous entity was "Barotrauma.Hull" (ID 1887) Read 160 bits, expected message length was 8 bits.
at Barotrauma.Networking.ClientEntityEventManager.Read(ServerNetSegment type, IReadMessage msg, Single sendingTime)
at Barotrauma.Networking.GameClient.<>c__DisplayClass116_0.b__0(ServerNetSegment segment, IReadMessage inc)
at Barotrauma.Networking.SegmentTableReader`1.Read(IReadMessage msg, SegmentDataReader segmentDataReader, ExceptionHandler exceptionHandler)

I've tested a bit and it seems to be an issue relating specifically to mechtrauma. (Loading it with just the dependencies still causes the crash)
The ship I loaded only consisted of an inner wall, hull, spawnpoint, a Water Pump T1, a Central Water Pump and a Water Drain.
Loading in a vanilla submarine with the mod active doesn't cause a crash.

Steam Power Train is completely broken

Currently steam power train consisting from: Advanced boiler, Steam Regulator, Steam turbine and Reduction engine wont work, cause boiler doesnt transfer power to turbine.

Steps to reproduce:

  1. download this sub Kastrull_Mechtrauma.zip
  2. open it and start test (dont forget to use fixitems before starting cause old bug with things running in editor is still present)
  3. open nav.terminal and press engine
  4. go to engine room
  5. observe only boiler working.

[UNSTABLE] Status monitor, status console, engineering console never have sufficient power

mod list: lua, cs, modding toolkit, mt unstable, Vanilla Submarines Mechtraumized, a mt-un-converted ship recently finished by me

Already reinstalled lua, deleted mod folder of cs, toolkit, mt-un then reinstalled them, problem remains

process 1:
start a new single player campaign
select a 100% vanilla ship to start, Barsuk for example
loading screen
you go back to the ship, and find navterminal online, but status monitor always "WARNING: INSUFFICIENT POWER"

process 2:
enter sub editor
select a ship from Vanilla Submarines Mechtraumized, either Barsuk (no central computer, 1 status console), or Berilia (1 central computer, 1 status console, 1 engineering console) as a control, other ships(including the ship of mine) also have this problem
press test, then find out status console and engineering console never have sufficient power

Vanilla diving suit durability goes too fast

Vanilla diving suit does not last the projected 22 minutes. During testing the durability lasted for about 16.5 minutes. Also, the expedition diving suit appears to be able to last over 30 minutes (was not fully tested), I'm not sure if that is by design or not.

Game crashing due to pumps

Getting some weird problems that I think are related to modding toolkit and the config. Everything works fine in the sub editor, but when I host an actual game multiple things fail to work. I am using the dev version posted in the discord.

  1. All Mechtrauma pumps crash the server when they are powered and try to pump water (servercrashreport.log) Base game pumps work fine.
  2. The powertrain doesn't consume any durability on their parts (The machines themselves are still damaged overtime) but seemingly work fine otherwise.

Some other things are probably busted but it's kinda hard to test on account of the game constantly crashing due to pumps. All tested on base game subs with no other modded parts. Client-side Lua is installed and I'm using the lua server executable. I've reinstalled the game and my mods multiple times and have unsubscribed from everything except Lua, cs, and modding toolkit. Config is all default settings. The console is putting out several "attempt to index a nil value" errors every few seconds. I have to assume this is some kind of user error on my end, but I can't for the life of me figure it out.

[UNSTABLE] Unable to host a server with mt unstable ship

mod list: lua, cs, modding toolkit, mt unstable, and a mt-unstable-converted ship of mine

Already reinstalled lua, deleted mod folder of cs, toolkit, mt-un then reinstalled them, problem remains

process:
host a server
select a mt-un ship (you also can pick one from panman's Vanilla Submarines Mechtraumized)
start a campaign
loading screen

then you're kicked back to server browser, and have these errors in the console:
Level identifier: outpostlevel
Generating an outpost for the start of the level... (Location: Noctae Habitation Outpost, level type: Outpost)
Received STARTGAMEFINALIZE packet. Round init status: WaitingForStartGameFinalize
Task count: 0
Received STARTGAMEFINALIZE packet. Round init status: Started
Received STARTGAMEFINALIZE packet. Round init status: Started
Goostave
Error while reading a message from server.
Exception thrown while reading segment EntityEvent at position 32.
Inner exception: Message byte position incorrect after reading an event for the entity "Advanced Steam Boiler (ID: 2144)" (ID 2144). The previous entity was "Safety Electrical Panel (ID: 2142)" (ID 2142) Read 160 bits, expected message length was 8 bits.
at Barotrauma.Networking.ClientEntityEventManager.Read(ServerNetSegment type, IReadMessage msg, Single sendingTime) in \Barotrauma\BarotraumaClient\ClientSource\Networking\NetEntityEvent\ClientEntityEventManager.cs:line 233
at Barotrauma.Networking.GameClient.<>c__DisplayClass116_0.b__0(ServerNetSegment segment, IReadMessage inc) in \Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 2122
at Barotrauma.Networking.SegmentTableReader`1.Read(IReadMessage msg, SegmentDataReader segmentDataReader, ExceptionHandler exceptionHandler) in \Barotrauma\BarotraumaShared\SharedSource\Utils\SegmentTable.cs:line 296
ModConfigManager: Patches Unloaded.
[CL CS ERROR] System.Threading.LockRecursionException: Recursive write lock acquisitions not allowed in this mode.
at System.Threading.ReaderWriterLockSlim.TryEnterWriteLockCore(TimeoutTracker timeout)
at ModdingToolkit.AssemblyManager.CleanupReference(AssemblyLoadContext ctx)
at System.Runtime.Loader.AssemblyLoadContext.RaiseUnloadEvent()
at System.Runtime.Loader.AssemblyLoadContext.InitiateUnload()
at System.Runtime.Loader.AssemblyLoadContext.Unload()
at ModdingToolkit.AssemblyManager.BeginDispose()
at ModdingToolkit.PluginHelper.UnloadAssemblies()
at ModdingToolkit.Bootloader.Stop()
at Barotrauma.ACsMod.Dispose() in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\LuaCs\Cs\ACsMod.cs:line 36
Stopping Lua...

Unpurchased items being delivered to submarine

Disclaimer: I am not sure what are the exact steps needed to reproduce this bug. But making purchases from outpost can result in extra gear being delivered to your sub in the following round. Extra items can be argon tanks or extinguisher refil tanks

Fireproof oxygen tank infinite use

On current build from github.
Fireproof oxygen tanks can be used in both welders and plasma cutters.
These tanks have infinite use in these tools with the condition not changing.

Mechtrauma is not up-to-date with 1.0 release

Many things, like suit overrides, prices, missions and other things are not updated for 1.0

for example exosuits (fullbringer 3000 included) are not even affected by mechtrauma making them meta choice and removing entire diving suit shenanigans entirely! Also upgrade system might need to utilize new change that requires materials on top of money to upgrade hull!

Also as old guest on a show, allow me to re-introduce you:
image
da lighting
image

Developer Contribution Workflow

In respect to discussion #39 , the new development process will be as follows.

  • All development will occur on the dev branch. PRs are to be tested separately and then merged into dev. Once features reach a point where it's satisfactory, the branch will be merged into testing. Any repo maintainers are only allowed to merge PRs aimed at the dev branch. The testing and main branches are only allowed to be written to by @PeasantFoundry .

  • The testing branch will be used to test Release Candidates (RC) and no feature developments are to be done on this branch. Only balancing and bug fixes. Changes here will be merged into dev. Once the RC is ready, it will be merged into main

  • main is only to contain ready-to-release versions of Mechtrauma.


All major features must first be approved in an accompanying Issue or Discussion before merging the PRs into dev.

Minor changes / tweaks / fixes only require the approval of @PeasantFoundry .

Some Bugs after intensive Testing

Hello,

I was able to test the mod Mechtrauma unstable extensively and built a whole submarine with all systems for it. I separate my feedback into Bugs (Issues page) and Suggestions as requested

I would like to report here the bugs that I noticed.

  1. the central pumps do not work as ballast pumps. They do not recognize the gates. I have tried all the settings in the menu and all the possible combinations of wiring (even the electrical motor I have not forgotten). The pumps have also received the tag "ballast". However, I could not regulate the water level. My guess: I must use the Mechtrauma navigation console, which I have not done so far, because it has only 3 switches and can not be combined with an external switch.

  2. the Battery Charge Indicator from the bright Battery Bank is graphically shifted.

  3. in the editor the CO2 filters in the vents or the O2 bottles in the compressors are not displayed.

  4. the status monitors cannot be linked to the navigation console, neither to the mechtrauma command console nor to the standard navigation console.

5.No faces are displayed in the standard diving suits.

6.the dark CNC fabricator does not work.

7.I have not found any ways to craft Argon Tanks or Fire Extinguisher Tanks.

  1. Not possible to load something into the new gas welders (should be argon?)

  2. I've been playing the game with a group of 5 people for many months. We use all high-end computers (latest I7 processors, 3000 RTX graphics cards, etc.). We play with many mods (including Neurotrauma + Submods, Advanced Armaments + Submods, EK Mods, Dynamic Europa etc.). We haven't had any problems with laggs so far. However, when we fitted a submarine with all of the Mechtrauma systems, we also struggled with persistent, massive laggs, even with all other mods disabled. Unfortunately, I can't give a specific cause within the mod, just that the entire mod isn't running smoothly.

I hope my comments will help to further improve this great mod!

[SUGGESTION] Small boiler

I think it would be nice to have some small variant of boiler, similiar to like you did with reduction gear, to allow players to have smaller subs fully mechtraumized without having Goofy Ahh Boiler that is 0.125 scale, just to fit it inside!

[Users/Contributors] Where to Post

To all users, and contributors who want to make a post, please post it in the appropriate section based on the below:

  • New features, ideas or suggestions of the sort should be posted in Discussions..
  • Bugs, weird behaviour and issues of the like should be posted here in Issues.
  • Installation and Setup help that is not covered in the FAQ should be asked in the Discord Server.

Thanks!

c2500D generators do not produce any power

They dont produce power, neither they consume fuel. But they do consume oxygen and do visual effects + sounds like if they were working!

Steps to reproduce:

  1. download this sub
  2. launch test mode
  3. turn on generator and batteries on nav.console
  4. observe generator inner GUI
    Dugong_Mechtrauma.zip

Central Computer Usage

Central Computer currently serves no purpose, since other consoles can work on their own

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