I don't think hello games ever fixed the cannon speed. warning to others, with this mod will cause your ships landing gear mods(non blueprint ones) to become Obsolete Technology (a junk item). so backup your save if you do try this one. I hope the mod is upgraded because the exocraft cannons feel pointless without it.
I want to give a update, checking out the mod today shows that it would appear that it was broken heavily in Desolation. Hello Games did a massive change to the internal naming of upgrade stats, from named Values to simple Numbers.
I will have this fixed later today to get the mod ready for Origins, since despite making such backend changes the vanilla upgrade still slows the cannon rather than speeds it up.
This is good! Before I had to use super speed to get a decent canon firing rate...which basically speeds up EVERYTHING which is less than ideal. Thank you for this!
Oh forgot to mention...this canon fires like a multi burst machine gun if you have the proper S-class upgrades installed, in case anyone was curious...serious firepower!
After the desolation update does your scanner still work? It seems to bug out the scanner to never recharge after a single-use. I tried contacting the mod creator but It won't let me send a message to them pertaining to this. This sucks because I love using my Minotaur to go ballistic on sentinels but the scanner is very important and only being able to use it once before you are forced to reload from the main menu sucks.
Yes I'm having no issues at the moment. I'm using two scan mods concurrently as well, E3 Scan (just love those golden waves), and Vehicle Scanner Upgrade which brings the full suite of scanning targets to every exocraft including the Mech.The order in which you have these mods load is also important so as to give priority to the features you want when two mods conflict.
Mods are merged for this reason (conflict avoidance) but I've also found the load order method can work out many issues with a little testing and a few game reboots.You're basically just forcing one mod's features to override the other but allowing the unconflicted parts to run normally. It's possible the other scan mods I'm using are correcting the bug issue you're experiencing but I would need to test that to find out. I never run the stock scanners so it may be an issue with just the vanilla scanner.
nms808 wrote: This is good! Before I had to use super speed to get a decent canon firing rate...which basically speeds up EVERYTHING which is less than ideal. Thank you for this!
nms808 wrote: Oh forgot to mention...this canon fires like a multi burst machine gun if you have the proper S-class upgrades installed, in case anyone was curious...serious firepower!
DushBig wrote: After the desolation update does your scanner still work? It seems to bug out the scanner to never recharge after a single-use. I tried contacting the mod creator but It won't let me send a message to them pertaining to this. This sucks because I love using my Minotaur to go ballistic on sentinels but the scanner is very important and only being able to use it once before you are forced to reload from the main menu sucks.
nms808 wrote: Yes I'm having no issues at the moment. I'm using two scan mods concurrently as well, E3 Scan (just love those golden waves), and Vehicle Scanner Upgrade which brings the full suite of scanning targets to every exocraft including the Mech.The order in which you have these mods load is also important so as to give priority to the features you want when two mods conflict.
Mods are merged for this reason (conflict avoidance) but I've also found the load order method can work out many issues with a little testing and a few game reboots.You're basically just forcing one mod's features to override the other but allowing the unconflicted parts to run normally. It's possible the other scan mods I'm using are correcting the bug issue you're experiencing but I would need to test that to find out. I never run the stock scanners so it may be an issue with just the vanilla scanner.
Hello! wanted to let everyone know that this was (finally) looked at and fixed. i go in and out of games and often make little mods to fix bugs or improve my experience. i often share these but once i stop playing i also stop updating.
Its my personal hope that Hello Games will fix the cannon themselves in the future.
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I will have this fixed later today to get the mod ready for Origins, since despite making such backend changes the vanilla upgrade still slows the cannon rather than speeds it up.
Mods are merged for this reason (conflict avoidance) but I've also found the load order method can work out many issues with a little testing and a few game reboots.You're basically just forcing one mod's features to override the other but allowing the unconflicted parts to run normally. It's possible the other scan mods I'm using are correcting the bug issue you're experiencing but I would need to test that to find out. I never run the stock scanners so it may be an issue with just the vanilla scanner.
Hello! wanted to let everyone know that this was (finally) looked at and fixed. i go in and out of games and often make little mods to fix bugs or improve my experience. i often share these but once i stop playing i also stop updating.
Its my personal hope that Hello Games will fix the cannon themselves in the future.