Please give 4.0.1-b4 a try? I'd like to see if it works any better for you.I'm running windows 7, so that would fit. Thanks for the help.
[EDIT]
Just reverted to version 4.0 and it seems fine, now.
Please give 4.0.1-b4 a try? I'd like to see if it works any better for you.I'm running windows 7, so that would fit. Thanks for the help.
[EDIT]
Just reverted to version 4.0 and it seems fine, now.
Not that I'm aware of I'm afraid.Is there a way to have EDDI tell me when my SRV ammo is low? If you reload before it is empty you can avoid the cant shoot bug. That way I do not have to reload, board ship then continue to fight.
Please give 4.0.1-b4 a try? I'd like to see if it works any better for you.
Drat. Same exception message?Nope. Same problems. v4.0 works fine, so I'll stick with that for now.
Cheers.
We're accessing a UWP library which you probably wouldn't be able to make work with Windows 7. I think my best bet is still to look for a way to bypass it for you.Yup. Does the same on versions b2, b3 and b4.
If it's a library problem, is there any way I can download and install the relevant ones?
Essentially what is happening is that you're looking for materials which do not exist on any of the bodies in the system (including Data materials and Manufactured materials) and we're not handling the null returns as well as we should. I'll make some tweaks to improve the null handling.On the voice responder, when I use a script that uses MaterialDetails with a second argument
e.g.
{_ Find the list of materials that are below the desired level }
{for material in materials:
{if material.desired && material.amount < material.desired:
{set details to MaterialDetails(material.material, system.systemname)}
{if details.bodyname:
You need some {material.material}. This can be found on {if details.bodyname != details.bodyshortname: body} {details.bodyshortname}.
}
}
}
Sometimes it reports "Error with script. Object reference not set to an instance of an object" and sometimes it mentions bodies that are not in the system, but I think they were in a previous search.
I have checked that material.material and system.systemname are both strings.
If I run it again, but with only one parameter in MaterialDetails call then it works and reports from the system I specified the first time.
What am I doing wrong?
Do you mean with respect to Horizons biological locations or to Odyssey biological species?can i request a feature from the creators if it is possible ? When we are done finish scanning all biological signals in a planet is it possible to get an announcement that all biological signals have been scanned?
Sorry that i wasn't specific.It is for Odyssey biological species.Do you mean with respect to Horizons biological locations or to Odyssey biological species?
Please feel free to enter your suggestion here.
o7
I've created a ticket with this suggestion.Sorry that i wasn't specific.It is for Odyssey biological species.
35 You require 1 unit of {inventory.material} to reqach your minimum level.
Wow, how long has that been there? Good catch!Found a typo:
Material required report:
{_ Prepare summaries for each state _}
) works but seems to me that the whole "if" needs to be localized or use an "invariantname", or the only part working is the last "else" line, am i right?Try changing the following:I have problems with the System State Report script:
i don't fully understand how the last part ({_ Prepare summaries for each state _}
) works but seems to me that the whole "if" needs to be localized or use an "invariantname", or the only part working is the last "else" line, am i right?
There's an "invariant" version of that "state"? (also, i'd change that var name is somewhat like "factionState" just to avoid confusion).
{if has(otherstates, presence.FactionState.invariantName):
{set factions to otherstates[presence.FactionState.invariantName])}
{set otherstates to union(otherstates, [presence.FactionState.invariantName: factions])}
{set otherstates to union(otherstates, [presence.FactionState.invariantName: P(faction.name, "faction")])}
in a state of {StateDetails(state).localizedName}
{_ Prepare summaries for each state _}
and then use a localized name for the |else
catch-all.