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log for Gun_BeamGraser

Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.NullReferenceException: Object reference not set to an instance of an object
  at BulletCasingMote.TryCastNextBurstShotPatch.TryCastNextBurstShot_Postfix (Verse.Verb __instance) [0x00232] in <893776036f204e82bf61b7c727e23bb9>:0 
  at (wrapper dynamic-method) Verse.Verb.Verse.Verb.TryCastNextBurstShot_Patch1(Verse.Verb)
  at Verse.Verb_ShootBeam.WarmupComplete () [0x0022d] in <2a35adf0a6b2491888068e783d046a45>:0 
  at Verse.Stance_Warmup.Expire () [0x0000a] in <2a35adf0a6b2491888068e783d046a45>:0 
  at Verse.Stance_Busy.StanceTick () [0x0002a] in <2a35adf0a6b2491888068e783d046a45>:0 
  at Verse.Stance_Warmup.StanceTick () [0x002a0] in <2a35adf0a6b2491888068e783d046a45>:0 
  at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00016] in <2a35adf0a6b2491888068e783d046a45>:0 
@NodusCursorius
NodusCursorius / LineDrawer.cs
Created April 26, 2022 00:23
ESP\Visualization\LineDrawer.cs
using System;
using UnityEngine;
namespace Visualization;
public partial class Draw {
///<summary>Adds a box collider to a given line.</summary>
private static void AddBoxCollider(GameObject obj) {
var renderers = obj.GetComponentsInChildren<LineRenderer>();
Array.ForEach(renderers, renderer => {
var start = renderer.GetPosition(0);
var end = renderer.GetPosition(renderer.positionCount - 1);
@NodusCursorius
NodusCursorius / Cover.cs
Created April 26, 2022 00:20
ESP\Visual\Cover.cs
using Service;
using UnityEngine;
using Visualization;
namespace ESP;
public partial class Visual {
private static void DrawCover(MonoBehaviour obj, Vector3 startPos, string name, string text, bool isPlayer = false) {
var delta = startPos - obj.transform.position;
var start = Constants.CoverRaycastStart;
if (Cover.m_coverRays == null) Cover.Setup();
if (Cover.m_coverRays == null) return;
@NodusCursorius
NodusCursorius / CoreDrawer.cs
Last active April 26, 2022 00:15
ESP\Visualization\CoreDrawer.cs
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Visualization;
public partial class Draw : Component {
public const string TriggerLayer = "character_trigger";
///<summary>Creates the base object for drawing.</summary>
private static GameObject CreateObject(GameObject parent, string tag, bool fixRotation = false) {
@NodusCursorius
NodusCursorius / spaceengineears.md
Last active March 8, 2022 06:13
spaceengineears.md

Acid Power Cell [AcidPowerCell]

  • Prerequisites:
    • 1 SteelPlate [Component]
    • 5 Copper [Ingot]
    • 3 CopperWire [Component]
    • 5 Sulfur [Ingot]
    • 4 Ice [Ore]
  • Results:
    • 1 AcidPowerCell [Component]
@NodusCursorius
NodusCursorius / English.txt
Last active November 5, 2021 00:25
Homeworld: Deserts of Kharak - \TextAsset\English.txt
NumberId,StringId,Text,CharacterId,FabricEventString,FabricFilePath
1,ID_UI_FE_GM_TYPE_CAMPAIGN_1,Campaign,,,
2,ID_UI_FE_GM_TYPE_REPLAY_2,Replay,,,
3,ID_UI_FE_GM_TYPE_SKIRMISH_3,Skirmish,,,
4,ID_UI_FE_GM_TYPE_MULTIPLAYER_4,Multiplayer,,,
5,ID_UI_FE_GM_TYPE_EXTRA_5,extra game mode,,,
6,ID_UI_FE_GM_TYPE_EXTRA_6,extra game mode,,,
7,ID_UI_FE_GM_VC_ARTIFACT_7,Artifact Retrieval,,,
8,ID_UI_FE_GM_VC_CARRIER_ANNIH_8,Carrier Annihilation,,,
9,ID_UI_FE_GM_VC_TOTAL_ANNIH_9,Total Annihilation,,,
@NodusCursorius
NodusCursorius / script.cs
Created July 25, 2021 07:51
EXOBIOTA's H2 Engine Manager (EGM)
//EXOBIOTA's H2 Engine Manager (EGM) - https://steamcommunity.com/sharedfiles/filedetails/?id=2312916929
// Activates and deactivates all assigned hydrogen engines automatically according to default or user-customized battery thresholds (low/high), making them function as backup power generators.
// Place all managed batteries and hydrogen engines in one group labeled: EGM
float currentSum;
float maxSum;
string config;
public Program() {
Runtime.UpdateFrequency = UpdateFrequency.Update100;
if (Me.CustomData == "") {
@NodusCursorius
NodusCursorius / script.cs
Created July 25, 2021 07:50
Hydrogen Generator Automation.2
// Hydrogen Generator Automation.2 - https://steamcommunity.com/sharedfiles/filedetails/?id=2480440436
// this is a script to turn of hydro engine when battery is full and back on when battery is low
// A simple script for automating a Hydrogen generator that starts when the batteries are discharged to a certain level.
// All data is displayed on the monitor.
// You can customize the monitor to your own taste and color.
// nodus note: i goodle translated this from russian. script has more description words on the url above
// Declaring and initializing global variables for device names described in the code
// Here you can enter your own device names inside ""
@NodusCursorius
NodusCursorius / script.cs
Created July 25, 2021 07:50
Hydro engine on off
// Hydro engine on off - https://steamcommunity.com/sharedfiles/filedetails/?id=2166297041
// this is a script to turn of hydro engine when battery is full and back on when battery is low
/*
* R e a d m e
* -----------
*
* In this file you can include any instructions or other comments you want to have injected onto the
* top of your final script. You can safely delete this file if you do not want any such comments.
*/
@NodusCursorius
NodusCursorius / script.cs
Created July 25, 2021 07:49
Uranium and Ice Balancer
// Uranium and Ice Balancer - https://steamcommunity.com/sharedfiles/filedetails/?id=2098662833
// Basic script to balance reactors and/or ice generators in a ship
// Optional check when ship is docked.
bool balance_reactors = true; //Set to true if you want to balance reactors. Set false otherwise DEFAULT: true
bool balance_generators = true; //Set to true if you want to balance generators. Set false otherwise DEFAULT: true
const bool disableonconnection = true; //Default: True
const uint extra_ticks = 100; //How much ticks between each run. Default: 100