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Splatpope

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  1. Confirmed after testing on a new career with cheated funds and science, thanks for the help !
  2. I've had another problem : the Orbital Docking node is locked although it's requirements (Precision Components) are unlocked
  3. As I've just discovered, you cannot even do the contracts bundled with BDB because they have tech tree node requirements that are based on node names (i.e. Survivability, Basic Science, etc) which do not exist in this tree. I've notified the BDB devs so that they can decide if they should keep such hardcoded logic (can't blame them for thinking tech tree names are set in stone, tbh :p), but maybe a workaround can be found here (dunno if it's possible, but maybe something like having invisible tech tree nodes with the required names, that get unlocked alongside the ones with the new names; pretty bold but such a system would solve everything)
  4. I tried deleting the biome data files, scrapping the faulty contract and redoing the new one that popped up : still doesn't complete when all the subjects are complete.
  5. Getting the exact same issue on the exact same contract. Would love some attention to this. NB : I did not delete the CC biomedata cfg files as I was unaware of that detail before playing with this mod. Looking at the contract config file ("RAD_Surface.cfg"), it seems that at some point, the required experiments are selected from a list of experiments in a specific biome that have leftover science : // Mission activates only for science that has not yet been done DATA { type = List<ScienceSubject> hidden = true scienceSubjectsTemp1 = AllScienceSubjectsByBiome([@biome1]) scienceSubjectsTemp2 = @scienceSubjectsTemp1.Where(s => s.Situation() == SrfLanded || s.Situation() == SrfSplashed) scienceSubjectsTemp3 = @scienceSubjectsTemp2.Where(s => !s.Experiment().ID().StartsWith("ROCScience_")) scienceSubjectsTemp4 = @scienceSubjectsTemp3.Where(s => s.CollectedScience() == 0.0) scienceSubjects = @scienceSubjectsTemp4.Random(8,12) } According to the last line, it selects between 8 to 12 items from the filtered list at random. But according to the CC documentation, the List.Random(int min, int max) method should return the original list if there are less that min elements to begin with. The funny thing is that a previous instance of the problem in this thread showed 12 subjects, I myself have 8 (with similar duplicates), so I'm beginning to think that something's off there. Should I just delete the biome data files and scrap the current contract ?
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