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Messages - Yrol Denjeah

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Modding info / Re: v2.1.1 - Mod/Playtesting with unpacked assets
« on: April 02, 2018, 09:01:04 am »
Thank you :o)
I moved the folder and renamed it. Now the game recognizes the DLC and
the ModsConfig.xml was automatically changed to the one you posted.

I had the .dpk ending at one time in the foldername, but did not try to move it to the Core folder.

Modding info / Re: WIP Salvaging
« on: April 02, 2018, 02:58:50 am »
Maybe the delays are a result of the weird thread title
"I" tought it was about salvaging Work In Progress Mods that were given up by other authors.

Modding info / v2.1.1 - Mod/Playtesting with unpacked assets
« on: April 02, 2018, 02:55:40 am »
How do i unpack Core.cpk and DLC1.dpk properly?

I am stumped. ( i use the latest version of VE and the DLC, both work just fine as unpacked files )

I got the core working, currently at D:\!_steam\steamapps\common\VoidExpanse\Core\Core.cpk\

I tried the same with the DLC:D:\!_steam\steamapps\common\VoidExpanse\dlc1\dlc1.cpk\
To no avail.

In Documents\atomictorchstudio\VoidExpanse\Logs\Client_VoidExpanse_2018-04-02_11-48.log
i am getting this message then: 2.4.18 11:48:19.2358 [IMP] Hooking expansion: DLC1 -> mod file is <not hooked>

Ingame the DLC is also noted as NOT being installed

Ideas and suggestions / Signs and Custom Tooltips and Colours
« on: March 31, 2018, 07:47:14 am »
When building a Base and getting past a certain Point, everything becomes a bit chaotic.

A few Ideas, sorted by Amount of QoL provided ( A Combination of #1 and #3 would best, i think):
1. It would help if we could select a Colour for a Crate so it is differently tinted.
    As an Example:
    Items related to Farming go into the green Crate, Weapon-related Items are stuffed into Red Crates.

2. Edible Tooltips for Crates and other Containers that pop up when hovering over them with the Cursor
    can help identifying the ones we want to interact with, so when there are many Containers
    we do not have to open every one of them to find out, where is which Item stored or where to put

3. If we could place Signs and write onto them, it would make Containermanagement even better,
    as then we do not have to hover around all the Time, as All Descriptions are seen at all Times.
    That has to be regulated in some Way of course, so People do not plaster the Map with wooden Boards.

Ideas and suggestions / Re: Inventory Management Buttons
« on: March 31, 2018, 07:29:01 am »
I do not have a middle mouse button.

Am i supposed to buy new hardware for this game?

Otherwise i totally agree, QoL in games like this demand a sorted Inventory.
Even Steel Crates are kinda small and many are needed for an advanced,
properly functioning Base.
Even more so, if more than one Player lives and works there.

Bug reports / Yrol's Bug and Errors Displaycase
« on: March 12, 2018, 08:32:17 am »
Case #001:
The furnace is not placed where the blueprint shows it will be placed.


Finished Furnace

I tried to link to the pictures, it won't work.

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