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Potatoroid seeds keep changing.


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I am posting this here, because I do run a modded install. But I seriously doubt it is a question of mods! Anyhow, a description of the issue:

Asteroids keep changing seed, basically, like the title says. After being perfectly stable for a long time, and having placed a ton of stuff on them with KAS, suddenly the other day I went to one of them rocks, and found that the asteroid had swallowed the ships docked to it. Fortunately, the game now does backups, so I could backtrace the issue to before it happened, and replicate it, taking pictures this time. I think the important bit is the last error, the rest is just a very old save with a lot of mods removed (I think, but would gladly be informed otherwise):

mmXGfsw.png

With a bit of savegame editing I found that the thing that was happening was that the asteroid kept changing seed when I made a new save, but it would load old or new savegames with the old seeds with no issues. So yeah, I could short of undo the damage. But it would keep changing the seed if I saved after loading that vessel. Well, I left that one alone, changed the seed back manually without it loaded, and proceeded to load another asteroid station, just in case. And then this happened:

plNRbRs.png

That is not cool. That base in particular is one of my oldest ones. It has survived four game versions, and still has 600mT of unextracted ore inside. The thing has not exploded, incidentally. It is just an empty globe of stuff (You can see I even wrote stuff with solar panels on the surface) attached to a rock that suddenly is much, much smaller. I actually use it a lot, and building such a thing is complicated. Again, it keeps switching seeds whenever I save with it loaded, but is very happy to load with the old seed from an old backup save, and won't change it unless I save with it loaded (but persistance.sfs autosaves whenever you switch vessels, so loading it means the seed changes immediately). No idea why, it doesn't throw out an error until I load the new save with the wonky seed either! The new seed is something very similar to the old one, but '-2.251617E+07' instead of '-22516169', for example, if that helps in any way.

Could somebody help here? I don't want to fiddle around with KAS for one hour only for it to happen again immediately afterwards! And I strongly suspect KAS is not to blame here, because the first time it happened, it was with a ship towing a new rock, docked to it with a Klaw and without stuff surface-attached to it yet.

Oh, and a modlist of sorts, for completeness' sake:

0fhtlFZ.jpg

 

Rune. I don't even know who to ask about this, frankly, but thanks for reading if you got this far!

Edited by Rune
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  • 4 weeks later...

As a data point, I'm seeing exactly the same behaviour. 

 

Mods:

ALCOR
ASETAgency
AVP-8kTextures
AblativeAirbrake
AlternateResourcePanel
AstronomersVisualPack
AudioMufflerRedux
AutoAsparagus
B9PartSwitch
BetterBurnTime
Chatterer
CommunityCategoryKit
CommunityResourcePack
ContractConfigurator
ContractParser
ContractsWindowPlus
EasyVesselSwitch
EnvironmentalVisualEnhancements
FinalFrontier
FirespitterCore
HotSpot
HyperEdit
InterstellarFuelSwitch-Core
JettisonFuel
KAS
KIS
KSPWheel
KerbalAlarmClock
KerbalEngineerRedux
KerbalFoundriesContinued
Kopernicus
LoadingScreenManager
ModularFlightIntegrator
ModuleManager
NavBallsToYou
NearFutureConstruction
PreciseManeuver
ProgressParser
RCSBuildAid
RasterPropMonitor
RasterPropMonitor-Core
SCANsat
Scatterer
Scatterer-config
Scatterer-sunflare
ScienceRelay
SmartStage
TacFuelBalancer
TextureReplacer
Toolbar
Trajectories
TransferWindowPlanner
TriggerAu-Flags
TweakScale
USI-ART
USI-Core
USI-EXP
USITools
kOS
kOSforAll
xScience

Edited by Baslifico
Sorted list of mods
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