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i didnt have probs on my end so far so it is possible that the plugins you use or how you make them functional interfere.
Yes, yes, yes, yes and yes. I'm able to use them but not zoom. They only have the typical character weapon zoom or something little like that, but Q/E or mousewheel isn't doing anything. I do have scope framework in the mod-list for this save. It got borked after the Apex update, when I had to switch from plugin loader to Pulsar.
Thanks for the tips, I will dig into it. :)
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
did you add it to your worlds modlist after subscribing to it? did you subscribe to its requirements and add them to your worlds modlist? did you build the binoculars inside the assembler? did you add them to you chars toolbar?
besides that the "standard first aid list" should be possible to sort out file corruption and modconflict as possible causes.
he only prob i had so far with it was in coop where whenever the host uses the binos everyone else also gets hud overlay from the binos.
This mod is amazing, but it's more like a portable backyard telescope than binoculars. it is VERY strong with the highest ranges. Would you please consider a configuration option for server admins to modulate maximum zoom depth.
No. I run it on a dedicated server with 0 problems.