Debugging non-crashing issues (modding)
What this page is for
Debugging of added parts, projectiles, asteroids, factions, etc... that does not cause a crash at all. For crashes, see Avoiding mod crashes.
Part issues
Feel free to start it!
Weapon issues
My weapon won't shoot
Situation : The mod loaded fine, the weapon can be built just fine, and you can see that the ammo was loaded.
Check that the EmitterBase
component's ResourcesUsed
isn't higher than your MaxResources
and ToggleOnResources
.
E.g. a missile_launcher_he
's MissileStorage
component can store 4 HE parts, and becomes toggled On when at least 4 stored parts are stored, and toggled Off at 3 or below. If you reduced any of those numbers, you may have this issue.
Solution : adjust the resources used in EmitterBase
.
My missile won't turn
Missiles need at least some acceleration to be able to change the direction they're going.
Solution : increase any relevant acceleration progressively until you get the desired result.
My missile won't stop accelerating
Projectiles like the small cannon's bullet_med are spawned with an initial speed, in this case Speed = 200
. That keeps their speed constant.
Adding any Type = Acceleration
component to your projectile will keep accelerating it.
For missiles, which need acceleration to change direction with how the physics work, this unfortunately means the issue is normal behavior.
However the physics class, which missiles usually inherit via their BoxPhysics component, has a LinearDamping field, which should act like drag.
Solution : try increasing LinearDamping.
Asteroid issues
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Faction issues
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