Space Engineers

Space Engineers

2cm Beam System
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Indrasil 20. maj 2019 kl. 5:28
Bug reports
[V 1.0] I cannot change the color of the beam. Emission override button, toggling the block on and off, and throttling the power to 0W and back to full all don't work. The color stays at default red.
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2cm  [udvikler] 20. maj 2019 kl. 12:03 
To change beam color you need to coloring block with high saturated color.

Turn on-off issue with 0w throttling: I will check that issue.


Thank you for reporting this bug.
Indrasil 20. maj 2019 kl. 12:27 
The 0W is not a big. I just listed the steps I took to solve the issue. :P Thanks for letting me know about the colouring mechanics!
Succubus Jenny 21. maj 2019 kl. 21:51 
When the laser capacitor is selected as a separate block the hitbox is way bigger than it should be, but when it's selected as part of the group it works fine.
SpookyKitty 22. maj 2019 kl. 5:12 
This mod crashes space engineers often. It is usually when I fire at ships, but shooting at them with other (supposedly more laggy) methods doesn't do anything. One time, it crashed so bad I hard to restart my computer using a physical button.
Shinoshi 22. maj 2019 kl. 14:16 
the laser capacitor's collision and mount points are messed up, they are the same as the ION capacitor's.
Lyzz 22. maj 2019 kl. 14:38 
Shooting with an continous laser on a damaged ship inside a safe zone and deleting the ship with ctrl X crashes the game
Gryphorim 23. maj 2019 kl. 23:50 
Latest patch seems to have disabled Ion generators. They no longer have power slider in menu
Captian Kek 24. maj 2019 kl. 0:16 
Oprindeligt skrevet af Gryphorim:
Latest patch seems to have disabled Ion generators. They no longer have power slider in menu
I am having the same issue i tested it with and without mods on different worlds new and old
Lander1 (Udelukket) 24. maj 2019 kl. 7:22 
I have an issue with making a laser charge loop using the capacitors, for some reason when they dissipate they loose all the charge except for the first capacitor... this means I can't create the capacitor tank. I think it is a bug.

Also the capacitors don't seem to be accepting generator input once they start to dissipate.

World File (Creative Mode, No other Mods)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1750280374

EDIT: Appears to be fixed by saving/loading.

I'll leave the world file up just in case.
Sidst redigeret af Lander1; 24. maj 2019 kl. 7:48
Lander1 (Udelukket) 24. maj 2019 kl. 7:48 
Don't you love it when you find a massive problem with something, make a shiny bug report with a world file attached, then go to load your game back up and find it working perfectly?
BeerBearKain 24. maj 2019 kl. 10:28 
Power requirements display (or intended power draw) is wrong... By a factor of 1000.
Quick reproduction:
Large Grid Large Reactor (300 MW)
Laser Generator - Set laser from terminal to max - Display is 125 kW

Check power consumption in grid terminal - 125 MW

Resulting in a consumption of 35 grams of uranium per SECOND. That's probably the most inefficient weapon systems out there.

If that's the intended power consumption, maybe find a way to fix what the terminal displays.

Though to be honest, I'll probably just mod the power consumption to be 1/10 of what it is for my offline survival games.

As it stands, the whole system is so power hungry, it's unusable short of creative.
RangeRunner 26. maj 2019 kl. 9:21 
So I was building a large complicated laser weapon.
And I seemed to have met a bug that allows the massive laser to be fired infinently, I even turned off the generators and the laser is just invinite

I belive something I did in the massive complexity of combiners and splitters that made this bug
Sidst redigeret af RangeRunner; 26. maj 2019 kl. 9:23
Rob Boss 28. maj 2019 kl. 4:13 
the laser does not do any damage for me:

i have the final laser combiner set on 2 rotors, so i can rotate the turret in all directions. to control the turret i use Whiplash141´s Mouse controlled rotor turret script.

everything is there: The sound, the beam, everything, just no damage
Pugz 28. maj 2019 kl. 15:34 
Getting a crash feeding a laser into the back of a capacitor, it was working just fine earlier.

2019-05-28 18:27:50.930 - Thread: 1 -> Exception occured: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at BeamSystem.SessionComponents.UpdateSessionComponent.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Pugz 28. maj 2019 kl. 15:51 
Oprindeligt skrevet af Pugz4Life:
Getting a crash feeding a laser into the back of a capacitor, it was working just fine earlier.

2019-05-28 18:27:50.930 - Thread: 1 -> Exception occured: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at BeamSystem.SessionComponents.UpdateSessionComponent.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)

Whatever it was, it resolved itself.
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