Thanks for all of you who provided feedback. I've released a new version of Astroneer with some bug fixes and extra debug functions to help accommodate more mod setups. Take a look at the changelog in the logs section for what's been updated/changed. We now have some practical ways to solve some of the bugs people were experiencing:
Compatibility/Known Issues
If you are having trouble, please consult the Bugs section of this mod to see if your issue has been addressed.
This mod is still in its infancy, and naturally there will be some bugs or conflicts with other mods that may crop up, here are some common issues and some ways to fix them:
Reactor Class Requirement not working properly
If the reactor class is not being calculated properly, it is likely due to another mod that modifies the reactors in a certain way. Astroneer uses a Native Papyrus function to get the reactor class keyword, and if it doesn't return the proper keyword it is likey due to a mod changing it.
To fix this issue, and still keep using all your mods, you can disable the reactor class requirement via the console command:
cgf "Astroneer.DisableReactorClass"
To enable it again, you can simply call:
cgf "Astroneer.EnableReactorClass"
Aria not spawned/spawning in my ship
.Aria should always be in New Atlantis, but if for some reason she isn't, you can try and force reset here location with the following command:
Aria should always be in New Atlantis, but if for some reason she isn't, you can try and force reset here location with the following command:
cgf "Astroneer.DebugResetAria"
Should this give any response if it does/doesn't work? If the missions are coming up in the mission board does this mean the mod is loading properly or is there still a chance I haven't got something configured right?
I've tried save/reloading, loading other characters, starting a new character. Each time I can see the Atlas missions but I can't find Aria
Actually i found someone else's comment about reverting to version 0.0.2 and this fixed it for me. I was then able to update to version 3 and it still works fine. Maybe something missing from the 0.0.3 file package?
I did disable 0.3 version and downloaded/enabled 0.2 version as Aria was not present there. Thing is - the moment she appeared, she started drowning in the concrete millimeter by millimeter - maybe this is the bug cause. She could stand on flat surface maybe...
I fixed it for me for the time being like others did: went to New Atlantis (Aria not there), saved, deactivated Astroneer, saved, reactivated Astroneer, Aria appeared.
(Reverting to the older 0.0.2 version was not necessary, simply switching off the plugin / saving / switching on the plugin was sufficient.)
I think until this is fixed in general, for now it is best to not have the mod activated during start of a new game (maybe esp. if SKK Fast Start is used?) and only activate it once everything is settled and we are at New Atlantis.
Aria was not showing up for me on any new saves. I had to disable the mod then load the game and make a save without the mod then reload the mod into that save and she showed up. Not sure if this helps but it works for me.
This does absolutely work. But, be aware that you will lose ALL of your research. So, Aria disappeared after I went through the unity and landed with the Starborn Ship. Is there something about the Starborn ship that causes a problem? I just went back to a save before the unity and there she was. I am so close. I don't want to start all the research over.
It looks like Astroneer saves all its state in little blue documents *in your inventory*, all of which is purged by the Unity, which makes sense for all the trading connections, but only makes sense for the rest if the assumption is that you're creating physical tech as you progress that has to be remade if you lose it. So, in effect Astroneer's benefits aren't skills, but property.
(version 0.0.2) I don't think I'm too weird when I say that I'm currently loving that Aria has taken up residence in my home ship and I've been doing the builds through her ship builder UI with her for several such quests. The only downside is I don't get to loot the ships :-( (hehe)
I do wish starships had actual shipyard construction parts so that having her on board would make more sense, but still, I'm both enjoying this and amused by it. No idea how much longer it'll last.
came by to say the same, I hope the Modders behind Astro are still motivated to build on this, it was the most fun early starfield creation the community made and Im so excited to see them take this to new heights.
It seems like codegansta isn't modding SF anymore. Has anyone reached out about maybe including the script source so it can be updated?
Edit: Either I missed it originally or it was added since. It's at the bottom of the description that the source is at: https://github.com/codegangsta/Astroneer
He was last on Nexus in May. So I guess there's a good chance he'll see this. I'd hate to lose this mod. It is really fun to get intercepted by your own creations and more often than not get killed by them :)
I am having massive trouble finishing even the first ship. They always end up too heavy, even if I minimize as much as I can. Is this normal? The basic components don't seem to be good enough to fulfill those requirements. This is on a new character without any perks yet, but I don't even see any component except one that require a perk. Do they only become visible after getting those perks?
Edit: After leveling a bit more and getting some perks, the missions became completeable very easily. You just can't do them on a very low level character, which is fine.
When this happens to me (usually when I enable the mod midsave) I make a save in front of Aria's spawn location then save. Disable the mod then load the game and make a new save. You will lose the mission you are on but reenable the mod and she is always there. You should be able to pick up a new mission and start again.
I have a ship design for Aria that is requesting a minimum crew of 500, but it's showing over 800, although the ship only has am actual crew of seven. I'm unable to complete this mission as the requirement will not register as complete. (Still using version 2 as 3 causes Aria to disappear.) Also I sometime have a NPC ship called the Warlock ( A civilian passenger ship), this version appears instead of the Vanguard version of the Warlock so you either have to destroy the ship or board it to find the gene tag for Reginald Orlais. I'm not sure if this was caused by this mod or another mod but I seem to recall a mission from Aria to design a ship called the Warlock in an earlier playthrough - which happened before the first time this error occurred. And it has occurred a few times since in different playthroughs. (But not all playthroughs after it occurred.) Is there a way to disable the minimum crew requirement?
Great mod otherwise and I hope you update it after the CK is released. (Is it possible to save ship designs created for Aria that could be accessed and used in other playthroughs? (Perhaps as a JSON file that could be run via a bat script in the console.)
I noticed that the Mass of the ship is 870 - which is what this request is reporting as the passenger count. This is listed as the minimum passenger count count of 500 (which should be the Mass of the ship instead.)
I installed this right before starting a new NG+ and when I got to New Atlantis there was no Aria. The debug reset command didn't work either. I even turned off collision to check below ground. I found the NPC reference with the console and only found the one xx000835. If I try to select it's an invalid reference. The research areas were added even though Aria didn't show.
I disabled the mod, loaded the game, saved again, loaded the game, saved (probably excessive to do it twice), and re-enabled the mod. When I loaded the game again she was there. Now it works.
Does the mod work for a completely new game or perhaps only if enabled after you've already started?
I ´ve a problem with Aria. I´ve new projekts in the misson board, I can chouse it, but Aria do not appears. At the console I trid the reset but the console response "missing parameter string". What is wrong? THX Lutz
327 comments
Thanks for all of you who provided feedback. I've released a new version of Astroneer with some bug fixes and extra debug functions to help accommodate more mod setups. Take a look at the changelog in the logs section for what's been updated/changed. We now have some practical ways to solve some of the bugs people were experiencing:
Compatibility/Known Issues
If you are having trouble, please consult the Bugs section of this mod to see if your issue has been addressed.
This mod is still in its infancy, and naturally there will be some bugs or conflicts with other mods that may crop up, here are some common issues and some ways to fix them:
Reactor Class Requirement not working properly
If the reactor class is not being calculated properly, it is likely due to another mod that modifies the reactors in a certain way. Astroneer uses a Native Papyrus function to get the reactor class keyword, and if it doesn't return the proper keyword it is likey due to a mod changing it.
To fix this issue, and still keep using all your mods, you can disable the reactor class requirement via the console command:
cgf "Astroneer.DisableReactorClass"
To enable it again, you can simply call:
cgf "Astroneer.EnableReactorClass"
Aria not spawned/spawning in my ship
.Aria should always be in New Atlantis, but if for some reason she isn't, you can try and force reset here location with the following command:
cgf "Astroneer.DebugResetAria"
If the missions are coming up in the mission board does this mean the mod is loading properly or is there still a chance I haven't got something configured right?
I've tried save/reloading, loading other characters, starting a new character.
Each time I can see the Atlas missions but I can't find Aria
I was then able to update to version 3 and it still works fine. Maybe something missing from the 0.0.3 file package?
Many Thanks for the mod!
(Reverting to the older 0.0.2 version was not necessary, simply switching off the plugin / saving / switching on the plugin was sufficient.)
I think until this is fixed in general, for now it is best to not have the mod activated during start of a new game (maybe esp. if SKK Fast Start is used?) and only activate it once everything is settled and we are at New Atlantis.
I do wish starships had actual shipyard construction parts so that having her on board would make more sense, but still, I'm both enjoying this and amused by it. No idea how much longer it'll last.
Edit: Either I missed it originally or it was added since. It's at the bottom of the description that the source is at:
https://github.com/codegangsta/Astroneer
This is on a new character without any perks yet, but I don't even see any component except one that require a perk. Do they only become visible after getting those perks?
Edit: After leveling a bit more and getting some perks, the missions became completeable very easily. You just can't do them on a very low level character, which is fine.
Starfield Essentials: Building Ships with the Astroneer #Mods Part 1https://youtu.be/AN0Mbqw0uBo
Great mod otherwise and I hope you update it after the CK is released. (Is it possible to save ship designs created for Aria that could be accessed and used in other playthroughs? (Perhaps as a JSON file that could be run via a bat script in the console.)
I disabled the mod, loaded the game, saved again, loaded the game, saved (probably excessive to do it twice), and re-enabled the mod. When I loaded the game again she was there. Now it works.
Does the mod work for a completely new game or perhaps only if enabled after you've already started?
I ´ve a problem with Aria. I´ve new projekts in the misson board, I can chouse it, but Aria do not appears. At the console I trid the reset but the console response "missing parameter string". What is wrong?
THX Lutz