Space Engineers

Space Engineers

[VSI] Emissive Controls
121 opmerkingen
PallyDanaRama 10 mrt om 19:09 
I can play fine now, so long as I don't try to add back either of these mods, but is there any way to fix my ship so these mods can be used again? I really really want to change the default emissives.
PallyDanaRama 10 mrt om 19:09 
I seem to be having trouble with any mod that alters emissive colors. I spent an hour or so tracing a crash back to the Azimuth Mod Pack, disabled it, and kept playing. Then I realized my doors all had their default green emissives back, which I really can't stand, so I figured maybe that was a feature of the mod I had to remove. Came here, downloaded this, and now the crash is back. Whenever I load into a world where my ship exists or try to load that ship into another world, it crashes with this mod.

All I did was make all the emissives white.
Darkmist  [auteur] 21 sep 2023 om 6:46 
You can make sure the mod is working for you by starting up a new world with just this mod. If it's working, just add your other mods one by one and check. If you find the culprit, let me know and I'll try to find out if it's possible to make them work together.
Mr.Steve 20 sep 2023 om 19:46 
@Darkmist
Thank you, guess i'll try to figure out which one is breaking it, hopefully not all of them
Darkmist  [auteur] 20 sep 2023 om 10:15 
It is working fine. Are you using Azimuth mods perhaps? If yes please read below...
Mr.Steve 20 sep 2023 om 5:58 
Not working with latest update it seems?
dRuPpI 5 apr 2023 om 12:34 
....Works fine
Faceless 26 mrt 2023 om 9:00 
never mind, its working fine on my end. I am not using a crazy alot of mods too.
Faceless 26 mrt 2023 om 8:57 
is this mod broken?
Darkmist  [auteur] 17 mei 2022 om 8:19 
Possibly...
DA_KILLAS_TRUCK 16 mei 2022 om 12:02 
oh shit i do use Azimuth mod so im fucked right?
Darkmist  [auteur] 16 mei 2022 om 9:02 
No, I left my crystal ball at home :) If you send me logs, I might be able to help. One thing comes to mind though. SEModder4 added my script to some of the Azimuth mods and if you use those and this one together that might cause some problems...
DA_KILLAS_TRUCK 15 mei 2022 om 7:38 
well some mod is braking it you got any ideas what could be a mod thats braking it?
Darkmist  [auteur] 15 mei 2022 om 4:15 
Why do you think it is broken. It's working for me both in Single Player and on DS
DA_KILLAS_TRUCK 30 apr 2022 om 15:46 
i think this is broken now
C.DEF 18 sep 2021 om 9:47 
I know custom skins for blocks in the game are possible, I guess it would need to be done that way. I both don't have the time to do that nor do I know how to. Thanks for responding anyway
C.DEF 18 sep 2021 om 9:45 
I assume the code to make the texture glow would have to be edited to, well, not make the texture glow
C.DEF 18 sep 2021 om 9:44 
damn, they can be an eyesore when the room is darkened and they ruin shipwrecks that are supposed to be "old"
Darkmist  [auteur] 18 sep 2021 om 3:12 
It does not. Not sure if they can be removed. Armor blocks are handled a bit different than terminal blocks.
C.DEF 16 sep 2021 om 18:13 
If not, can they even be removed?
C.DEF 16 sep 2021 om 18:12 
Does this mod remove all emissive AKA fake lights such as the ones on interior blocks?
Darkmist  [auteur] 3 jun 2021 om 15:08 
I was able to load my test world, so it must be some conflict with some of your other mods.
Darkmist  [auteur] 3 jun 2021 om 8:26 
I don't know why this would cause a "world corrupted" error. To be honest, I haven't checked it since last update, so I'll take a look at it.
Lisann 3 jun 2021 om 2:04 
I just tried to add this mod to my world and was getting "world corrupted" errors until i removed it. Either something has gone wrong with this mod/an update to space engineers or its fighting with one of my other mods.
Midnight4X 21 mei 2021 om 4:26 
Oh nice, thanks!
Darkmist  [auteur] 5 apr 2021 om 19:19 
Funny you should ask, I have a mod for that :) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1354870812
Midnight4X 5 apr 2021 om 0:31 
Any chance of being able to change the colours of thrusters?
Omega 6 sep 2020 om 18:07 
Can you add this to timer blocks so I can change the color of the big green square?
Darkmist  [auteur] 30 jul 2020 om 12:31 
It's working perfectly for me. I can change the slider and it produces a blue hue. In any case, the color sliders is an SE built-in widget, so if for some reason it doesn't work for you, it might be an SE problem, but then again it's working for me so... Are there perhaps any other mods trying to change the emissivity in some way? You should try just this mod alone and see if it works for you.
Darkmist  [auteur] 30 jul 2020 om 12:23 
I will take a look at it, but as a workaround you should be able to adjust the color in the Custom Data field as it's stored there.
Soundcaster 29 jul 2020 om 9:49 
The blue slider on the RGB settings does not seem to be working. For instance if I want the block to have only blue emissive, it turns black as it would not have any emissive. Red and Green are functional however. This also prevents me from mixing blue into RGB colours.
Darkmist  [auteur] 2 jul 2020 om 14:28 
If I am not mistaken, there are two neon armor skins. For the black one, you can control the color of the neon stripes by "recoloring" the block. For the other, you can change the base color, but not the neon color.

Anyways, they are armor skins and not terminal blocks with emissive, so you don't see them in the control panel, so there is nowhere to put the color controls. Also, skins work totattly differently than normal blocks.
FormulaZR 2 jul 2020 om 14:17 
@darkmist I mean the color the neon armor skin emits. What I mean is: for example currently you cannot make a silver armor block emit any color other than white. I'd like a silver block with purple emissive.
Darkmist  [auteur] 2 jul 2020 om 12:00 
You mean the neon tubes or the armor skin? You can change the color on the armor skin I believe. I haven't really tested the neon tubes...
FormulaZR 1 jul 2020 om 19:16 
Could you provide control over the emissive color of the new Sparks of the Future DLC neon skinned block?
Darkmist  [auteur] 7 mei 2020 om 19:28 
Thank you! I added a check for what I think might be null in there. Can you try it with this change? I loaded the previous version in a dedicated server but being the only player I couldn't reproduce the problem.
Death666Machine 6 mei 2020 om 16:23 
15:20:26.0005 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at DarkVault.EmissiveControl.EmissiveControlGridLogic.OnPlayerEnteredCockpit(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.DoubleKeyPlayerEvent.Invoke(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.Entities.MyCockpit.AttachPilot(MyCharacter pilot, Boolean storeOriginalPilotWorld, Boolean calledFromInit, Boolean merged))
Darkmist  [auteur] 6 mei 2020 om 1:47 
Where do you get the null reference exception? Can you show me that part of the log?
Death666Machine 5 mei 2020 om 16:19 
Latest update causes null reference exception in torch server, had to remove mod for now.
Darkmist  [auteur] 5 mei 2020 om 8:56 
Ok, so this was a real comment and I was able to talk to FilCoN. It seems that currently (I don't think that was the case originally, but I do not remember exactly) events for players entering/leaving cockpits can happen concurrently, and I was not prepared for that. I have pushed an update that is using a concurrent data structure, so it should now be ok. I will try to test this on MP but in theory this should only happen when players are entering or leaving cockpits on the same grid at the same time, so if anyone still finds the game crashing please let me know.
Darkmist  [auteur] 5 mei 2020 om 8:20 
WTH is that comment?
filcon  [ontwikkelaar] 4 mei 2020 om 1:35 
Hi,
We don't recommend using this mod. There is issue how it's implemented and crashing game.
Netherspark 22 mrt 2020 om 5:33 
Fantastic!
Darkmist  [auteur] 22 mrt 2020 om 4:05 
Done. Slider is still 0-100% but it now translates to values between 0-10.
Netherspark 21 mrt 2020 om 18:42 
Is it possible to extend the 'Emissivity' slider? It currently only seems to go from 0-1, whereas I generally want to set it to 3 or even 5.

At the moment this can only be done in Custom Data and it gets a little tedious doing it manually for each block.
737✈Garrus 15 feb 2020 om 13:06 
@Darkmist [creator] Thanks alot! You're AWESOME!!!!!!!
Darkmist  [auteur] 12 feb 2020 om 19:27 
As the last update message said, only certain blocks are supported. Doors weren't amongst them. Nevertheless, since you asked so nicely, I have just added them. It should work now just how you tried to do it.
737✈Garrus 12 feb 2020 om 15:03 
This mod seems broken to some degree, I couldn't get

[𝙴𝚖𝚒𝚜𝚜𝚒𝚟𝚎]
𝚇𝚇/𝚇𝚇/𝚇𝚇
𝚇
𝚃𝚛𝚞𝚎

to bite, even on a Vanilla Sliding Door, I am supposed to put the [𝙴𝚖𝚒𝚜𝚜𝚒𝚟𝚎]-code in Custom Data, right?
I put X's in place of the numbers as placeholders since they are variables.
Darkmist  [auteur] 24 sep 2019 om 11:11 
Hello @Mialll_, if that is the case, can you please give me some more information? With my test world I don't experience any crashes. Logs would be nice for example.
Mialll_  [ontwikkelaar] 24 sep 2019 om 1:44 
Hello @Darkmist. Unfortunately your mod currently causes crash in Space Engineers. Please take a look at it.
Keen Software House: QA Department