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번역 관련 문제 보고
- 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).
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.
if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
sounds like you have wc incompatible weapons in your world you want to use.
any non wc weapons (so weapons not made to work with weaponcore) wont have a working ai due to se only beeing able to use one weaponframework at a time and thus a modded weaponframework will force the vanilla weaponframework to go to sleep.
this does not happen with weaponframeworkaddons (for example vanilla+, rearths advanced combat system) as these just extend the functions of the vanilla weaponframework instead of replacing them.
if you are only using wc compatible weapons and it still happens it could be a case of file corruption or another mod causing a mod conflict, i postet the "standard first aid list" designed to handle such stuff a few posts down the line.
not as far as my informations go, though we had some cases where the se update caused file corruption on the se end of things and thus in turn problems with mods.
depends on the weapon you use, though if its just the vanilla weapons replaced by the ionternal replacer of wc itself it shouldnt differ much from vanilla.
some moddes setup weapons so they are more effective against small grids than large grids or vise versa and without more informations on it its hard to tell what is going on.
- 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).
that can have multiple causes ranging from file corruption over mod conflict and f1error up to using the wrong version of se itself.
if you can provide more informations it can atleast be tried to narrow it down.
i would suggest going over the "standarf first aid list" to sort out mod conflcit and file corruption and if that one doesnt help put together logs and an example world (a world with no mor mods than absolutly neccessary to reproduce a problem and with a premade situation for problem reproduction) and provide them via the discord linked inside the moddescription.