Not quite an error so much as a funky interaction. Cata++ changes the species of several military grade robots and turrets to “ROBOT_MILLITARY” instead of “ROBOT”, taking them out of the group that the Control Laptop works on. You should be able to recreate this by loading a test world with Cata++, spawning a control laptop, then spawning a 5.56 or 50 cal turret and trying to hack it.
Thank you! If I get the chance, I’ll bounce a question at the Github for the mod to find out if the change was intentional to disallow the Control Laptop functionality on Military bots and such. Initially I thought it was done for the Factions, so that way they could define military bots as being friendly or neutral to bioweapons but not have that extend to all bots, but looking over the json I don’t think that Species and Faction are tied to one another. I’ll try to look through the Forms on the main Cata Github and see if that’s the case or not.
thats alright, if you have any other issues dont hesitate to ask. i honestly dk if its intentional or not, but the way its set up “robot” and the control laptop is hardcoded so i cant just add militiary robots to the control laptop, idk what im doing when it comes to hardcoded stuff. if you manage to find out if its intentional or not id like to know, if its unintentional ill add the update to my compilation but i think its to define the diffrence between the bots witch sadly means they cant be hacked. ill make a poll on the main post to see if people want it in as well.
I hear you on hardcoded stuff. My knowledge of C++ and Python is the same as my knowledge of quantum physics. Which is to say, I know of it. The JSON stuff is much easier, but I’m not experienced with it outside of a few tweaks to mods in Skyrim that used JSON entries.
Figure I’d give something back here. Found a mod not in the compilation, got it working again (tested on 0.E stable, not using experimental at the moment). It’s the Merchant mod, adds in a small survivor settlement and some additional trader bunkers on the map. Not sure if the creator of the mod is still active or not. Here’s the link to the original Discourse post:
thanks, I’m making a factions mod, witch traders/merchants was going to be apart of it. so I think this will help with the development but I will add it into mod compilation thanks nonesuch, there mostly is a lot more that are old and outdated I will check the forums again and add them in thanks
Hello, I’ve been having trouble with your version of PK’s rebalance mod and came up with a couple of errors resulting in a crash to main menu. Dissociativity recommended using your version of PK’s rebalance (I was having different issues on his). I haven’t had much luck overall getting this mod to work… Edit: I’m on Experimental build 11139
DEBUG : Received unrecognized iuse function ARTIFACT, using iuse::none instead
FUNCTION : use_function Item_factory::usage_from_string(const string&) const
FILE : src/item_factory.cpp
LINE : 3539
Well, as a workaround, you could grab the older version of the modpack over on GitHub, but it might be missing some updates.
Alternatively, you could switch over to Kenan’s Modpack which does not wall off the modpack behind Discord, but also doesn’t contain that many mods…