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I've had easily my money's worth and more out of my original purchase over the last 6 years - if an extra £3 here or there extends my enjoyment of it then it's worth it to me. Beyond that I honestly don't care what they do with the money once it's theirs. My personal experience with Keen has always been really positive - fair to say I like them as a dev. I know not everyone shares that experience but that's for them to get across & it's not exactly like they're shy about speaking up! Haha!
I just enjoy building cool stuff & entertaining people with wacky descriptions.
The new update, yeah, people are pissed, the DLC is going too far, console launch is coming up and customers (game testers) are having bugs they already know about, at this point I just love how the discussion page has made Keen, Marek and their new mansion office a punching bag for their frustration, it's funny.
No worries if you got mad at my pistons - I do too sometimes. One minute they work perfectly, so I publish them working perfectly, then an update hits and breaks everything, then a hotfix or another update & it's all back to working normally again. When there are no more updates due, I'll go through my whole workshop & fix everything.
Starbase does look pretty damn amazing from what I've seen. Looking forward to that one... though I still have Empyrion to download & learn, so keeping track of 3 such similar games is going to be... interesting! I think SE will always remain my go-to & favourite though - having been on board with it from the start, it feels like an old friend.
Think I got mad at you in the past for how broken pistons on your ship were acting in my game, sorry about that.
Yeah that engineering stuff, I'm drooling at the thought of hand building a ship once Starbase lands! Think I will still mess around with this though as making anything over there does seem more complicated, a game like this, even as buggy as it is, will seem like a vacation compared to that.
I intend to be a taxi driver over there, all I really want to do, make passengers think I'm insane and gonna crash, have things fall apart as the experience I deliver, their chair come loose and I catch them in a cargo field! In a game like that fighting is for chumps.
As for what you say about dismantling ships in sections & transplanting them to other ships - I do that a lot too. Some designs are better for it than others but as a real-life engineer, I love nothing better than to build like one in SE.
I've been offline & out of the loop for several months and have, in all honesty taken no steps toward updating this mod yet.
As for how much work it is... quite a lot and not much. It's hard to say until I've had a good look at the game files to see what's been changed around. It may be very easy or it may mean I have to learn a completely new code structure.
I haven't examined the files since before the Survival Overhaul & have no idea what's changed since then.
I will try to make some time this week to go through everything & figure out what needs to be done.
will you add the survival kit and take out the refinery and medbay?
Basically, with the Survival update, the code in the file that determines what ships show up in the respawn menu has changed (to show the new ships). The mod is effectively working with code that no longer exists, hence it doesn't work any more.
I will rebuild it to work with the Survival update but it's quite a fiddly & time consuming thing to do and I need to be in the right frame of mind to do it.
I'll try to get it done as soon as possible but it may still take a while, so please be patient.
I'm going to be without internet for the foreseeable future as of the middle of March, so will do my best to get this fixed & working before then.
Well good luck, I hope you get it to work. If not come back & we'll do more thinking.
In the meantime if I get any feedback from my forum posts I'll drop you a message on your profile.
Got no idea how a tech tree mod works or what files it changes but something that complex has the potential to cause all kinds of wierdness.
Are you able to restart with a fresh world at all? Or at least test with one?
If so, try reinstating the vanilla .sbc files and testing the game with the respawn replacer as the only active mod. If it works you can add more mods afterward.
Neither of those things make sense but it has to be one of them. There's no other file the game could read respawn ships from.
Try replacing the vanilla file on the client-side as well.
If the vanilla ships still appear after that then something is very wrong.
Just thinking - does the game save a local copy of the world on the client machine when a player exits the server?
If so, is it possible to load that save as a standalone / offline SP world?
I've posted on the KSH forums, as well as here on Steam. Not seeing anyone reporting similar problems - you may have stumbled upon an entirely new / unknown one. I'm thinking it'll turn out to be something obvious that we're just overlooking but hopefully someone will know the solution & repsond.
If not it may be worth contacting the devs directly for support. We'll cross that bridge if we come to it.
https://www.spaceengineersgame.com/dedicated-servers.html
Just be sure to make a backup copy of the vanilla RespawnShips.sbc before you replace it.
Move the backup away from the game files for safe keeping & to make doubly sure the game has no hope of reading it.
Let me know how you get on.
I'd put money on it being a host / client conflict where the client is the machine that's reading the vanilla file a second time... but I don't know how to resolve that. I'm convinced there must be an admin setting somewhere.
There IS a filthy back-door workaround that should eliminate the problem entirely - but I can't guarantee it'll work without breaking anything - this would be very much at your own risk.
You'd need to open up the game installation directory on the host drive, delete the vanilla RespawnShips.sbc file and replace it with the modded file.
That'd tell us if the client is the machine reading the vanilla file for a second time. If it is then the problem will persist, in which case you'd have to also replace the vanilla file on the client machine.
Like I said, it's not clean but it *should* work...
The flag is not what's causing your problem though. It does what it's meant to do.
What's happening is that the game is reading the vanilla file & enabling the vanilla ships. It's then reading the modded file and correctly disabling the vanilla ships & adding the new ones... so far so good - this is all supposed to happen ... but then it's reading the vanilla file AGAIN and re-enabling the vanilla ships. This part is not supposed to happen.
What I don't know is why this is happening....
*i tried disabled respawn ships in the SEDS setting and no ships spawn thing. im thinking i may just be over looking something haha
Got to admit, I've never even looked at MP. I'm strictly SP only - so I don't know much about how mods are handled between servers & clients.
I take it this server is actually yours - IE you're the admin?
Could it be that there's some admin config setting that needs changing?
Pretty sure I know what's happening... I just don't yet know why. I've had no other reports like yours so it's bound to be something simple that we're just overlooking.
I'll have a think & read up a bit. In the meantime, try asking around the KSH forums Get in touch with other server admins if you can - maybe one of them will know something we don't.
Are you running any other Respawn Ship mods?
Any mod that affects the "RespawnShips.sbc" file *will* conflict with this one. The result would either generate an error or cause what you describe.
If you do have other Respawn Ship mods & don't want to get rid of them, I can talk you through creating a new mod to make them all work together.
I know for a fact that it works fine in SP games, so what you're seeing is almost certainly a server / client issue. Don't worry though, it's most probably a simple config thing. Very unlikely its a bug.
Since the new ships are appearing in the list for you, the modded "RespawnShips.sbc" file is definitely working... but something is causing the vanilla "RespawnShips.sbc" file to be read a second time *after* the mod file, which is what's putting the vanilla ships back into the list. That shouldn't be happening.
The only thing that'd cause that is if your server machine / account and client machine / account are prioritising different versions of the file - one the modded version, the other the vanilla version.
My guess is that your client machine / account is not subbed to the mod.
Make sure both accounts / machines are subbed.
Does this fix?
Have fun!
Feel free to ask questions if something isn't clear & I'll do my best to explain it better.
Ok, I'll write it up & post it as a new thread on the discussions page. Not sure if you'll get a notification when it's up, so I'll drop another comment here & let you know.
Should have it up in a few hours.
I could walk you through how to make the changes yourself if you like. It's not difficult - just need a copy of Notepad++ (it's free) & 5 minutes to edit some numbers. You could then use it with any custom map you wanted...
Or if you link me to the workshop page for the map you're using & give me the exact X,Y,Z co-ordinates of where you'd like the ships to spawn, I could create a new version of the mod that's compatible with your map.
It's extremely unlikely that the mod is what's at fault, as it doesn't change anything to do with multiplayer. More likely it's a setting in your server configuration or a bug that was introduced by the last update.
Can you tell me, are other mods working correctly on your server? If so, which ones?
Unfortunately I know nothing about how mods work on server games in SE, so can't really advise you there... if there's a problem with the mod however, I'll need full details before I can attempt to fix it.
It was a nice quick mod to make - and while I was making it I found a problem with this one that's now fixed, so a worthwhile couple of hours!
Glad you like it!
This is exactly what I need!
Thank you so much for your work!
Here's the new mod... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1398155509
The 3 ships are exactly the same as the ones here. Each will spawn at its correct planet.
It is not possible to remove the "Space Suit" from the list. Everything else is gone though.
Note - there seems to be a bug with Parachutes - they don't open. This bug is with the game itself, not the mod. Parachutes just don't seem to work at all right now. Hopefully they'll be fixed soon.
Enjoy!
Unfortunately there is no in-game way to do what you're asking. The only way would be to create a new mod that disables all other ships in the list.
It's not much work to make the mod - just a few quick edits to some code. I should have it on the workshop for you in a day.
How to limit the list of ships that will be available for selection so that it is only Landers (Earth, Mars, Alien) ?