Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The large grid EM Isotope Seperators have small black cubes for models. They find the vanilla model as expected when the mod is unzipped and run as a local mod. So, it's some issue with the path for the model in cubeblocks.
Not a bug, so much as a balance suggestion, but I'd say just use the vanilla small grid o2 generator for the small grid Iso Seperator. To me, it's unreasonable to have the small grid generator be so small and dense, and it looks weird to have the large grid gen scaled down like that.
Sorry for the broken-ness, but this mod is adding functionality that was never ever intended to be in game. There just must be bugs that needs fixing or working around.
Bug fixes included this week... well, what I'm talking about? The SerializeFromXML bug is now fixed. A bonus is a reduction in multiplayer net load (not that it was going anywhere high, but lesser is better).
Expect model and manual thrust control fixes. Though I dunno how the latter is going to be fixed, because the engine mode manipulates the ThrustMultiplier (hey, it's the same as KSWH official Thruster Upgrade mod!) and if it does not recognized by game, then it's a core game issue and I will have to wait for fix from Keens.
--- UPD: ---
I have contacted Phoenix and he shall send the LOD-fixed models soon.
For WASD thrusting issue, it's a bug in core game code and is present even in that official mod. I will file a bug report and try to find a workaround.
--- UPD2: ---
Confirmed: the manual control bug is a core game issue and is present even in KSWH official Thruster Upgrade mod. This requires fixing from Keens. Bug Report[forums.keenswh.com] is filed.
Fixed. Note that this workaround (as I already said everywhere) might not be compatible with mods that edit the thrust mechanics as a whole (Realistic Thrusters and so).
Both fixed. Still fiddling with LODs but I think they're not critial, so it's preferable to do good than do quick.
I will try to implement a yet another workaround.
I love this mod and the potential it brings, keep up the good work.
2016-10-25 18:23:52.184 - Thread: 8 -> ERROR while adding cube "Dawn" Xenon Engine: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Sandbox.Game.GameSystems.MyEntityThrustComponent.FindEntityGroup(MyEntity thrustEntity)
at Sandbox.Game.GameSystems.MyEntityThrustComponent.ResourceSink(MyEntity thrustEntity)
at Sandbox.Game.Entities.MyThrust.CheckIsWorking()
at Sandbox.Game.Entities.MyCubeBlock.UpdateIsWorking()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<.ctor>b__0(SyncBase x)
at System.Action`1.Invoke(T obj)
at VRage.Sync.SyncBase.RaiseValueChanged()
at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.MyThrust.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
Is this Dev or Stable? And, you are in multiplayer, right?
I will look into it today. The bad thing is, there's none of my namespaces mentioned so it's more likely a game bug. I will try to add some kind of lazy initialization and see if that helps.
--- UPDATE ---
Rolled out an update, moved some initialization to before-next-frame. Tried in friend-only dev-branch multiplayer, block is placed correctly. Try out and tell if issue is fixed now.
It was Dev. Update appears to have fixed it.
I don't know if anyone have this problem but my hydrogen thrusters uses xenon instead of hydrogen now (I spent some time monitoring with LCDs), and sometime xenon thrusters uses hydrogen... or both !
I tried many configurations but no way to make it work properly.
Btw, this mod is awesome, no more "nearly infinite fuel". Thanks for your work
This shall not be possible to happen, since the fuel types are "hard-coded" in the .sbc file. Did you try to run a setup with only xenon engines, but with both hydrogen or xenon tanks?
I'll do more tests today with separate circuits for hydro and xenon, trying to find what is happening and come back with more specific data.