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"Jetpackforce" is how much you can lift while in the air/floating
maybe also adjust "maxGridsize" if you want to grab larger stuff
It uses default SI units like Newton for force, Meter for size, etc
specifically somewhere in there: %appdata%\spaceengineers\saves\yoursteamid64\yourworldname
I know the server has an increased size backpack, but beyond that, I don't know of anything that might be causing it. Before I advise the admin on what might need to be changed, I thought I might check in here to see if this is a current known issue?
already tried rebooting, mod conflict check, file corruption check and clean modredownload (so all related files in the workshop folder of the steam library in which se is installed and checking both of the storage folders for files and removing them).
so far i couldnt permanently fix it from my side and roughly 2 weeks ago it was still working fine.
by keeping an eye on it and what is happening around i just noticed something:
i stand on something that isnt moving and it works fine but one i am for example on a rover that moves around and the rotation control flips out and stays that way till game restart.
i dont know what changed but whenever i use lmb to stabilize a block it just starts spinning faster and faster even if its just a single small grid armor block and the rotation keys (insert, delete, home, end, page up and page down) also have no influence on it.
That did it!!! Interestingly, I noted that there were several copies of 2891367014.sbm_mz_0056, each in distinct numbered folders, contained in workshop/content/244850/. One of them had a "last modified" date in June of 2023.
Not sure if the redownload did it or deleting those extra config.xml copies did it but it works now!
Thanks for your help and @mz for making this glorious mod possible
did you already try deleting all files related to improvised experimentation from the main storage folder, world specific storage folder and the workshop folder of the steam library in which yo udid install space engineers before resubbing to it to trigger a redownload of the files?
if not try if it helps cause it kinda sounds like a case of file corruption.
telling steam to check the file integrety of space engineers might also help.
I wish there were so it would be easier to chase this down!
I've removed all other mods and plugins from the equation, I've tried rebinding my reload key, I've set secondary keys, nothing seems to help. Reloading my gun works, but my hands have stopped working :(
I haven't played Space Engineers since this stopped working a couple months ago... such is my need to have hands in my engineering game.
test if you can reload a gun with "R"
open the f10 menu, (alt+f10 i think) and then in the bottom right there should be a text area where SE writes a not if a mod failed to compile
also look in your appdata at the latest log file and look if you find some error in there.
you could also try to load the mod alone in another world and check if it works there
PageUp/PageDown/Insert/Delete/Home/End to rotate
enable block placement rotation
What buttones rotate ?
as moving when rotating blocks is happening even with no mods in the world and while placing down blocks in survival or creative or blocks getting accidentially rotated when moving around atleast i for my part think its a vanilla prob and nothing any modder should be suspectet to need to fix, more something on keen side.
my workaround atm is deleting the ctr+qewasd binds for block rotation.
from testing around a bit with the new rotation settings without any mod present you wont be able to avoid the character moving when using them due to it already happening in a pure vanilla setup with just basegame stuff loaded (jep did turn of all the dlc's i have for that).
dont know why they did implement them without at the same time implementing a safeguard against accidentially moving the character when using them or accidentially using them when you want to move your character.
it annoyed me so much that i did remove they new blockrotationkeybinds from my list of keybinds.
the old rotation keys where still there as primary keybinds and the new ones where added in as secondary keybinds on my end with the 206 update.
I am not sure if I can "block" the character from moving if you try to rotate it with the new bindings.
Is there a better keybinding I could use or is this something that would have to be addressed in the mods?
Much grateful, mz. :)
[code]
private bool GetKey(MyStringId keyType) {
var gameControl = MyAPIGateway.Input.GetGameControl(keyType).GetKeyboardControl();
var gameControl2 = MyAPIGateway.Input.GetGameControl(keyType).GetSecondKeyboardControl();
return MyAPIGateway.Input.IsKeyPress(gameControl) || MyAPIGateway.Input.IsKeyPress(gameControl2);
}
[/code]
you deserve an award
Thank you @qm for the suggestion.
Should be fixed now and working again.
if (MyAPIGateway.Input.IsNewGameControlPressed(MyControlsSpace.RELOAD))
to:
if (MyAPIGateway.Input.IsNewKeyPressed(MyAPIGateway.Input.GetGameControl(MyControlsSpace.RELOAD).GetKeyboardControl()))
on line 71 of ClientGridHandler.cs.
Fieldwork added a new "IsEnabled" flag to controls, but so far only used it on RELOAD, the block rotation keys, and a couple others. This change avoids the IsEnabled check.
To be more thorough, changes will also need to be made to the 6 MyControlsSpace.CUBE_ROTATE_? IsGameControlPressed's.
And to fix things even more thoroughly would involve probably a helper function to handle full keyboard and controller input checking while avoiding the IsEnabled flag.