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I'll be sure to get working on more of those modules for you as gratitude. I have one nearly ready and another not far behind it. Will try to get them on the workshop by the end of the weekend.
So pretty much I can count on this having been borked since I updated it on the 18th!
And nearly 5,000 people are subbed to something that's the wrong thing!
Thanks for spotting it & letting me know - and for sticking around while I tried to work it out!
Sorry this has turned out to be such a wild goose chase. I've never had a BP bone itself on this level before.
Would still love to know how Steam got hold of a past version of the file but I guess I probably never will.
Glad it works as intended now. At least something good has come of it!
And now for damage control!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1671729881
As of the update I made on the 18th, the tractor should have a collector instead of a connector. If you subbed before the 18th that might explain the connector but still wouldn't explain why the buttons are missing.
I can try a re-upload if you'd like? I guess it's possible that some bug got baked in as a throwback from when the last beta test closed.
Will try it now....
I have no idea how. I don't even have that version myself any more! It only existed in that state for a few hours max. Saved it, did a bit more work, saved again... you know how it goes with builds.
If my theory about old versions getting archived in the .sbc file is right then there must be every single change ever made to a blueprint saved somewhere in that file - like a running log of changes.
Kind of worrying if steam / se is just picking a version at random from the log.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1671644260 And this should be the screenshot of what the trailer currently looks like for me, where the buttons should be.
I'm seeing several reports on Steam but none on the feedback site, so this one may still be unknown to Keen.
Here's the link to the report...
https://support.keenswh.com/spaceengineers/general/topic/blueprint-files-old-block-data-overriding-latest-data
Ok, sooo... the game has developed free will.
GoodAI has become sentient & is... learning to... build things....?!
I think I might have a handle on this now. My guess is that old block data from previously saved versions is being stored somewhere in the blueprint file... and the game is reading that instead of (or after) the up-to-date block data from the latest save.
Talk about ghosts in the machine!
Anyhow, I just spawned in the workshop copy and can confirm the buttons are still there for me, so the BP isn't borked. Just have to put in our reports & wait for it to get fixed.
And yeah, I have read that quite a few people are having issues lately. It would seem the survival update broke a few more things.
There's some really weird bugs with BP's right now though. Not just my BP's either - seems to be affecting people across the board.
I spawned in my local copy of this yesterday only to find that the cockpit hotbar had mysteriously re-arranged itself. Was actually quite creepy the way it'd done it - like someone had deliberately changed it. Had to spawn in the workshop copy and replace my local copy with that. The strangest part is that the hotbar went back to how it was while the build was WIP - before I published it.
Also had some weirdness with the new Hydrogen version where neither the handbrake nor footbrake would respond. Replacing the cockpits seemed to fix it.
Wish I could tell you what's going on but honestly, I have no idea! These bugs are like none I've seen in SE before.
Have added it to the "official" collection & given you a screenshot for credit.
The list of links to compatible builds got too long for the description, so I moved it to the discussions section of this page under "List of compatible builds". There's now a link to that discussions page in the descriptions of all my T6 stuff.
Yes though, there are currently some odd bugs I've noticed with control panel groups & certain functions getting messed up for no reason.
I had trouble with the cockpit hotbar - most notably the foot-brake (num 0) and handbrake not working. Also the game decided to re-arrange the entire hotbar, which was particularly weird.
Replacing the cockpits on the truck seems to fix everything.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1645046518
@cptsavarus It would not be SE if stuff did not randomly explode. Not giving up.
Good effort though - I hope you manage to get it back working again. Looking forward to seeing that!
I guess like the update trailer says: "We were put in this universe to create."
If our creations didn't explode of their own accord we'd probably just get bored with them & look for ways to make them explode!
Only an hour and a half to go til the update lands!
My block-placing finger is stating to twitch with anticipation...
I do plan to build a weaponised trailer for that purpose. I'm hanging back til after tomorrows (todays!) update before I really start building trailers though, as it'll mean I can use the new Small Battery blocks & Hydrogen Engines (as portable generators).
I also have an idea for one that carries a wind turbine. In the beta tests, wind turbines could be placed on mobile grids but would only spin when the grid was locked to the voxel with landing gear, etc. Hopefully that will still be possible with the update. Could make a good power source for a gun trailer or for starting a new base.
I'll probably do a skeleton trailer too so it's easy for people to design their own if they want to.
From a quick test it's actually pretty easy to simply convert the original trailer, although it requires sacrificing the solar panel to make room for a gatling on top. Doesn't really seem to affect the suspension either. Although I haven't loaded it with anything yet.
I thought it could be an interesting concept to try out. After all, every good T.W.A.T needs a package once in a while.
@Xan... Great job! Have subbed & will put it through it's paces later today. Don't know about
boiled poop - it looks pretty cool to me! It's certainly in keeping with the style of the original & Hydrogen Green is definitely the colour of choice!
Yeah, suspension is kind of tricky to get right with these 3-axle setups. Adjusting the strength of each axle separately seems to be the way to go. Just a matter of trial & error to find the right settings.
Would've liked softer suspension on the Cargo version but it bottomed out too quickly when loaded. Shame Keen did away with the separate "Travel" setting for suspension. Would like to see that return.
Have added it to the collection anyhow. Will get some screenies to post here & drop you a link in the description once I've had a play with it.
Check out the rest of my workshop if you haven't already - I already have a loading yard for this truck published - and nearly all my other builds are compatible with one another in some way.
Would love to see that drop frame you mentioned. That's a great idea! Send me a link if you publish it. If it works well & looks cool I'll add it to the "official" collection - maybe even give you a link in the description here.
Yes, I'd love to see any new trailers you build for it. Please do drop me a link if you publish any & I'll be sure to check them out. If they look good & work well, I may add them to the "official" collection & link you in the description here.
I wont tell you what to build - free licence produces the best results after all - but if you have any questions about how I did anything, feel free to ask & I'll explain as best I can.
I have several more trailers planned, as well as a some alternative versions of the tractor. Also planning a modular ground base with dedicated loading / construction facilities. Was thinking I'd upload each trailer / version with a new piece of the set. Should have the first "installment" published soon.
I could also publish a skeleton trailer if that'd make it easier to build your own versions. That's a nice quick thing to do, so let me know if you want one & I'll publish it next.
Something I request if you have any desire to expand this. Im about to copy the trailer and hopefully create a hydrogen tanker out of the frame, hopefully it isnt too top heavy... But if you have any input, or want to see what i come up with and improve it on your end, i would be grateful! Keep it up!
Nice of you to drop by!
@Drake... Well done for finding a new way to do it. I hadn't thought of that! Interesting to know that the merge block & rotor trick can be made to work on small grids now. Last time I tried it the results were... let's say... less than satisfactory!
I wont ask how many attempts you made before it worked but suffice to say I know your pain!
Building it is the easy part - keeping it under control while you're doing it is a different matter!
You have to build the hitch in 2 pieces. One side has the 2 rotor bodies on it, the other has the 2 rotor top parts. You then move them into position with one another, open the control panel for the rotors & hit "attach". Just make sure the rotors are locked first & that there's something immovable holding the grid still so it doesn't ping off somewhere & explode.
I recommend using a static grid with landing gear or a large-to-small rotor.
@Eziahr... Thankyou also. A harvester version sounds like a great idea! Hadn't thought of that one. Have fun doing the conversion. Will be interested to hear how it turns out.
@cally.... Yes, I can certainly make respawn ship mods. You'll find a couple on my worksop already for re-designs of the existing ships.
With the survival update on the way though, the file that handles the respawn ships will be changing, which basically means any mod I make now wont work once the update is released.
Since the update's not far off, I figure it'll be better to wait til then so I don't have to re-write anything.
I'll be bringing my existing mods up to date when the update comes out and have a few new respawn mods in mind for then as well, so will add this to the list.