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If i load these two with the other mods, the G menu memory spike happens, without these two the memory raises some when the G menu us added, but not much.
Can you look into this and see if there is something that can me fixed? I really like these mods and was hoping to continue using them..
I just wanted to pass along the error i am seeing.
I came back to this mod and the progression mod after seeing them mentioned in the Eden's Wrath and CCM/CMM mods. i use those all the time.
I am used to having to trouble shoot the mods whenever Keen changes things.. Its sad, but true..
So i started the basic mod troubleshooting. loaded a game with none to ensure things were fine. then started adding mods back in with each reload. I was mid way through that when i remembered these two were the last ones added. so i skipped to testing these.
On top of all that, I am dealing with a family crisis and have to pull back severely on how much time I can dedicate to any gaming at all. So this is going to probably sit fallow for a while.
I recommend looking at what Zacron is putting together since he supplied a large amount of the materials needed for the prerequisite mods. his workshop is here
Fresh game, survival mode, etc.. without the mod, i can move ice in/out of a stock O2/H2 processor. load only this mod, and i cannot put ice in the processor. Ideas or suggestions?
i have used this mod for a long time, and really really want to keep using it. any ideas or fixes would be appreciated..
I have isys's inventory running, it sees blueprints that are missing blueprints. but i cannot fine those in my stock assemblers. so i was going to try to add these in.
just trying to understand what can be produced from these assemblers that cannot be produced in a vanilla assembler.
To start, amazing mods and fantastic work. However, while modding with your mods in my packs, I found something with how you coded the assemblers and the HALO UNSC weapons mod. I can craft all munitions and no guns. Their mod page says to use basic assemblers to craft the guns due to one of Keen's updates and your mod wont allow for what i think is that tier gun to be crafted.
Best Wishes, and thank you for all the enjoyment your mods bring by adding some much needed elements to Space Engineers.
T4 refinery with upgrades- 15 Fe from 1k illmenite
T5 refinery with upgrades- 24 Fe from 1k illmenite
Something went wrong.
With CMM loaded in the mod list Iron ore becomes Ilmenite (mostly underground spawns) and Hematite (aboveground boulders). Without it explicitly added, Just Gen's V2 and the progression mod, it's all just Iron Ore. Not sure if that is intended or not due to how Iron ore is treated by the other components of the mod.
Most ores in the large survival kit are processed in lots of 100 kg, Iron ore is processed in 1 kg increments. In the Basic Refinery its even worse as it becomes .1kg increments, the Refinery(Basic)- Arc Furnace also processes Iron ore in .1kg increments. The result is that Iron ore takes forever to actually process.
Am I doing this wrong and should be adding in CMM and CMC to the loading list rather than only Gen's V2 and expecting them to be called in as dependencies?
Using 10k Ilmenite as a control:
T3 4.55k Gravel, 668 O, 338 Mg, 666 Ti, 777 Fe
T4 750 Gravel, 136 O, 69 Mg, 136 Ti, 159 Fe
T5 1.23k Gravel, 208 O, 105 Mg, 207 Ti, 242 Fe and 238 Mn
2019-04-05 13:07:00.847 - Thread: 1 -> Exception occured: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Sandbox.Game.Entities.Cube.MyRefinery.RebuildQueue()
at Sandbox.Game.Entities.Cube.MyRefinery.UpdateProduction(Int32 timeDelta)
at Sandbox.Game.Entities.Cube.MyProductionBlock.UpdateProduction()
at Sandbox.Game.Entities.MyEntities.<UpdateBeforeSimulation>b__8(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
...