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报告翻译问题
If not enough components are there the sound is still active the whole time, even when it doesn't do anything.
It only turns off if all stuff is welded.
I made a sound volumn slider available in terminal settings. Were you can set the volume from 0..100%.
That the sound doesn't stop, is by intention to show that there are still damaged/unfinished blocks. But I can think of using a different less annoying sound in that situation.
Might not be connected to this mod, but I think it is:
2017-03-09 11:41:59.308 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at NaniteConstructionSystem.NaniteConstructionManager.Initialize()
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__DisplayClass1.<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)
2017-03-09 11:41:59.310 - Thread: 1 -> Hiding window
Also weird this entry before:
ERROR while adding cube Assembler: System.NullReferenceException: Object reference not set to an instance of an object.
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at NaniteConstructionSystem.Entities.NaniteAssemblerLogic.Init(MyObjectBuilder_EntityBase objectBuilder)
at VRage.Game.Entity.MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCubeBlock.Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyProductionBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyAssembler.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
2017-03-09 11:40:57.591 - Thread: 15 -> ERROR while adding cube Assembler: System.NullReferenceException: Object reference not set to an instance of an object.
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at NaniteConstructionSystem.Entities.NaniteAssemblerLogic.Init(MyObjectBuilder_EntityBase objectBuilder)
at VRage.Game.Entity.MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCubeBlock.Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyProductionBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyAssembler.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
2017-03-09 11:40:57.591 - Thread: 16 -> ERROR while adding cube Assembler: System.NullReferenceException: Object reference not set to an instance of an object.
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at NaniteConstructionSystem.Entities.NaniteAssemblerLogic.Init(MyObjectBuilder_EntityBase objectBuilder)
at VRage.Game.Entity.MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCubeBlock.Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyProductionBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyAssembler.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
i built no nanite factory yet, but got the mod on the list.
not sure what happened excactly, but thx for the answer :)
do you plan on extending the mod to be able to set assembler production queue?
I like your mod and its evolution.
I noticed if there is no Components for building, it also stops grinding, which is unfortunate since it could get the missing materials by deconstructing the painted blocks.
So suggested default behavior: If no Components available, look for things to grind (advanced: grind the blocks having the missing stuff first)
I would wish for a checkbox to set the block only to grinding or only to building.
Thx for your great work :)
But but your idea of having a checkbox to control the behavior, could do the job.
Let me think of it :-)
Nice Idea
Hope this meet your needs :-)
was playing with it and setting off warhead for it to fix and build from projection, and found this problem
've just re-tested it. And It works, all groups and block settings are taken from the blueprint.
And just have no idea what could cause your oberservation as the block calls exactly the same API-functions to create block out of an blueprint as the vanilla welder does. So maybe there is an other mod changing this behavior or you are doing something special. I'm sorry.