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I have a feeling that all factories that are available on the grid are included with all available streams, even if they are offline. Funny fact: It shows me the missing power are needed for the BATTERIES...
Tyrsis need access to your world to find out the problem (publish your world for bug fixing).
I didn't find a trigger for that though... sorry :(
At some point the factory/ies simply stop working until everyone leaves the server and relogs.
DS, Survival. Assembler eff 0.20, 6 times the cargo. Nothing special
1) Build base in asteroid. Installed one NCF
2) Build a big ship. one NCF, later completed with a second one.
3) Build second NCF in Base
4) Build big ship for testing, 4 NCF on board, 4 large reactors. Later deconstructed
5) Build a new Ship, 4 NCF (2 incomplete), 4 large reactors. Jumped out to kill pirate star bases. Deconstruction power with two enabled NCF seemed high.
Completed the 2 remaining NCF's. When deconstructing with all of them, I'm overloaded by 3 GW (6 yesterday)
Even so, i have 25% load even if the NCF's are just switched on. NCF status indicate no power used
Somehow my guess is that the grids are not completely separated, and all other NCF's seem to be linked somehow. Also, i understand 6 streams are each available for construction, deconstruction and gathering floating elements which could sum up to to 468 MW - and sometimes the power is still requested from the NCF's somehow. Restarting the server helps sometimes.
Maybe it would be helpful to indicate in the log file the power requested by streams and the power pulled by block (if possible)?
[20:31:45] Update Error: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyProductionBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyAssembler.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.GetObjectBuilderInternal(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.VRage.Game.ModAPI.IMySlimBlock.GetObjectBuilder()
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Complete(Boolean replace)
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Update()
at NaniteConstructionSystem.Entities.Tools.NaniteToolManager.Update()
at NaniteConstructionSystem.Entities.NaniteConstructionBlock.Update()
at NaniteConstructionSystem.NaniteConstructionManager.ProcessNaniteBlocks()
at NaniteConstructionSystem.NaniteConstructionManager.UpdateBeforeSimulation()
[20:31:45] Update Error: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyProductionBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyAssembler.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.GetObjectBuilderInternal(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.VRage.Game.ModAPI.IMySlimBlock.GetObjectBuilder()
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Complete(Boolean replace)
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Update()
at NaniteConstructionSystem.Entities.Tools.NaniteToolManager.Update()
at NaniteConstructionSystem.Entities.NaniteConstructionBlock.Update()
at NaniteConstructionSystem.NaniteConstructionManager.ProcessNaniteBlocks()
at NaniteConstructionSystem.NaniteConstructionManager.UpdateBeforeSimulation()
[20:31:45] Update Error: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyProductionBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyAssembler.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.GetObjectBuilderInternal(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.VRage.Game.ModAPI.IMySlimBlock.GetObjectBuilder()
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Complete(Boolean replace)
at NaniteConstructionSystem.Entities.Tools.NaniteToolBase.Update()
at NaniteConstructionSystem.Entities.Tools.NaniteToolManager.Update()
at NaniteConstructionSystem.Entities.NaniteConstructionBlock.Update()
at NaniteConstructionSystem.NaniteConstructionManager.ProcessNaniteBlocks()
at NaniteConstructionSystem.NaniteConstructionManager.UpdateBeforeSimulation()
I have 2 additional things to report: Sometimes, nanites fly out into the wild, in my case it seems they would like to return to my homebase. After some time, the nanite graphics is completely void.
2nd, the NFC seems to to overload the conveyor system very much. From this point, two issues may occur: lagging like hell, and server crashes when the grids cargo is full and the NFC is not able to push out everything. In the moment you try to access the cargo (does not matter how), server is gone.
For your second issue, maybe it has to do with how I'm pushing out the cargo when it's 75% full. Might be an issue that the server doesn't like. I can add a NoPush command that will stop the automatic push.
Ship with 4 NFC's, deconstructing enemy base: Power display rising up to -37 GW. Switching off the NFC's solves the issue. After grinding the base, all nanites moved out into the wild....
Log file for this issue, with the described problem at the end:
NFC LOG [www.sek2000.net]