![]() They should be located under your user data path. TTSMM creates 2 log files: main.log and renderer.log. Then, please ping me in the #modding-help or #modding-official channels of the Discord, and send me logs when requested (Discord is preferred).īugs may also be reported on this thread, but I would like to keep this thread dedicated to general discussion and feature requests.Close TTSMM immediately, and wait a few seconds. ![]() Go to Settings, and change the logging level (should be in the bottom left of the settings page) to either Silly or Debug, then reproduce the bug.(Because it's likely the person not using 0ModManager will have some of their mods fail to load, and not be able to play with you anyway)ĭO NOT SWITCH MOD MANAGERS UNLESS YOU KNOW WHAT YOU'RE DOINGĪfter you are able to reliably reproduce the bug: If mod C is also selected, but it has no restrictions, CBA, BCA, and BAC are all possible load ordersĠModManager will also flag your game so that you will be UNABLE to see the MP lobbies of people who are NOT using 0ModManager.if mod A requires mod B to load first, mod A will always load after mod B. Said order may be random, within the constraints provided. I may add the option to load a specific mod set without 0ModManager if there is enough demand, but this is NOT recommended.ĠModManager will then patch your game so it will be able to load mods with code dependencies properly (this is missing from the base game), and then handle the loading of said code mods in their configured order. It will then put a list of your selected mods in a separate argument for 0ModManager to read. Currently, it's set to 0ModManager by default. TTSMM will launch the game with only one workshop mod using the base game system: that mod is your configured mod manager. The game detects this by checking if you've launched the game with a specific set of arguments. TTSMM takes advantage of a pre-existing system in the vanilla game that allows you to load a specific set of mods in your current session. The code that interfaces between the Steamworks SDK and the NodeJS based TTSMM can be found on my Github here. TTSMM uses the Steamworks SDK to get a list of your currently subscribed mods, and to fetch information about those mods from the Workshop. ![]() ![]() The source code can be found on my Github here. ![]() Electron is used to build and package it as a desktop app, and allows for the ability to easily (hopefully) make it cross-platform in the future. New vehicle parts and weapons can be scavenged from other prospectors or built from the minerals and resources you find, and by testing new technologies or discovering new blueprints you can further boost your fleet's capabilities.TTSMM is built using NodeJS, and uses React to construct the display. This means, as well as tracking down the planet’s assets ahead of your rivals, you will also find yourself taking them on in direct combat, clearing the way for your fleet to dominate the off world.Īnd with said battles come the spoils of war. Your job is to lead that assault, building contraptions and vehicles out an array of different parts – some scavenged from others – as you look to harvest resources from your new endless, alien home to send back to Earth. Set amongst the stars, this is the story of an Earth contending with an expanding population and environmental damage, with profit-driven multinational corporations leading the charge to seek out and colonise new planets. TerraTech is an open world sandbox survival game from Payload Studios. ![]()
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