Medieval Engineers

Medieval Engineers

Rockets
39 Comments
peaceman  [author] 28 Jul, 2022 @ 1:47pm 
Fixed major problem with rockets that made them spin out of control
Ross the Great 7 Jan, 2022 @ 8:47am 
Not a problem. I will give it some extensive testing. Thank you so much peaceman! I look forward to seeing more of your work, and keep it up! What you do is amazing!
peaceman  [author] 6 Jan, 2022 @ 12:58pm 
I have fixed the problem. Sorry it took this long :D
Ross the Great 22 Dec, 2021 @ 4:07pm 
After a brief test, in a multiplayer world with no one in it, I also crashed with the Grid Sync Block. Same log, it looks like.
Ross the Great 22 Dec, 2021 @ 3:59pm 
It crashes instantly when the engine is activated, And when the grid splits (for example when dropping a warhead from a pin block) it's an either or crash. As for the unloading, I've never been able to get the engine or fire, or the 'bomb' to drop far enough for them to unload. It crashes literally instantaneously.

The Grid Syncer block has crashed me in the past on your jet you published. After a few tests, the Mining Drill doesn't crash me at all, the Sync block crashes me in Single Player (I think I read it is only supposed to work in Multiplayer) with the exact same crash report I get from the Rockets.

Testing a hosted multiplayer server for the sync block quickly.
peaceman  [author] 22 Dec, 2021 @ 3:02pm 
Does it crash instantly as the grid is split? or when the engine is activated? Or only when the grid is far enough for it to unload?

You can also try a grid syncer block or a mining drill. When these are active they also give a grid persistance.
Ross the Great 22 Dec, 2021 @ 1:10pm 
Hm. Do you have any idea for a fix? I'm not sure really what to do about it. I've done anything and everything I can really think of to try and fix it on my end but this crash only happens with this mod. Even with the locking pins mod and separating grids like that doesn't crash me. It's with this mod only pretty much.
peaceman  [author] 22 Dec, 2021 @ 1:00pm 
It crashes because the grid gets persistance. Not sure why it crashes for you. Seems to work fine for most people.
Ross the Great 19 Dec, 2021 @ 9:55pm 
I also tried it without any other mods just to be absolutely sure and I still crash with just the mod, and the mods it installs automatically.
Ross the Great 19 Dec, 2021 @ 9:50pm 
My friend also had the same issue, he tried launching a rocket in Singleplayer and hosted multiplayer and it crashed both of our games. I also deleted and reinstalled ME (but not the %appdata% stuff) I also deleted my MedievalEngineers.cfg file in attempts to get it to work. Still crashes with the same changelog.

These crashes happen any time any part of the rocket mod (warheads, rocket engines, fuel tanks, or bomb whistles) detach from a grid, and when a rocket (with 1 fuel container on top of it) is launched (regardless if it's on it's own grid or not)

Surprisingly I can drop warheads individually (by 'freeplacing' them) and they will explode on contact with the ground, but for some reason nothing else works.
Ross the Great 13 Dec, 2021 @ 12:24pm 
Okay, thank you so much. If needed you can also add me on steam if there's anything more I can do.
peaceman  [author] 13 Dec, 2021 @ 12:23pm 
Very odd that you get this. Will try to figure out what is going on and how to fix it.
Ross the Great 13 Dec, 2021 @ 12:20pm 
Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at Medieval.Entities.Components.MyInfinitePersistenceViewComponent.OnPositionChanged(MyPositionComponentBase obj)
at System.Action`1.Invoke(T obj)
at VRage.Game.Components.MyPositionComponentBase.RaiseOnPositionChanged(MyPositionComponentBase component)
at VRage.Game.Components.MyPositionComponent.OnWorldPositionChanged(Object source)
at VRage.Game.Components.MyPositionComponent.UpdateChildren(Object source)
at VRage.Game.Components.MyPositionComponent.OnWorldPositionChanged(Object source)
at VRage.Game.Components.MyPositionComponent.SetWorldMatrix(MatrixD worldMatrix, Object source, Boolean forceUpdate)
at VRage.Components.Physics.MyPhysicsComponentBase.OnMotion(HkRigidBody rbo, Single step, Boolean fromParent)
at Sandbox.Engine.Physics.MyPhysicsSandbox.Simulate()
at Sandbox.Game.SessionComponents.MySessionComponentLegacyUpdateScheduler.DoSimulate()
Ross the Great 13 Dec, 2021 @ 12:20pm 
at VRage.Components.MyUpdateScheduler.RunFixedUpdates()
at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime)
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 VRage.Components.MyUpdateScheduler.RunFixedUpdates()
at VRage.Components.MyUpdateScheduler.RunUpdates(TimeSpan currentTime)
at Sandbox.Engine.Platform.MySandboxUpdate.<RunLoop>b__18_0()
at VRage.Utils.FixedLoop.Run(Action tickCallback)
at Sandbox.Engine.Platform.MySandboxUpdate.RunLoop()
at Medieval.MyProgram.Main(String[] args)
peaceman  [author] 13 Dec, 2021 @ 12:18pm 
the exception is all I need
Ross the Great 13 Dec, 2021 @ 12:06pm 
Not entirely sure how to send a log file nonetheless without just copy pasting into the comment section here.
Ross the Great 13 Dec, 2021 @ 12:02pm 
Do you need the whole log or just the =======FATAL EXCEPTION====== portion?
peaceman  [author] 13 Dec, 2021 @ 9:35am 
Could you send me your game log when it crashes? I don't have any problems myself
Ross the Great 12 Dec, 2021 @ 7:54pm 
Hey peaceman. I figure I should maybe pop back in and say the mod still doesn't work.
Ross the Great 9 Jul, 2021 @ 11:36pm 
Hey, thought I'd drop in again and let you know it's still not working. No matter what I do, every time the 'warhead' activates it crashes. Every time I ignite an engine or detach from a grid it crashes as well.
peaceman  [author] 9 Jun, 2021 @ 1:50pm 
will fix it tomorrow
Ross the Great 9 Jun, 2021 @ 12:35pm 
I've run into a bit of an issue with this mod. When placing the bombs/rockets and detaching them from a grid, the game crashes. It doesn't seem to matter if the piece that was holding it is deleted, removed in survival, or one of the rope/pin blocks you can auto disconnect.
Basically, from my testing it crashes from a warhead being disconnected from a grid it was attached to.
Neptune 27 Nov, 2020 @ 8:44pm 
thanks for the mod good job


StodOne 18 Sep, 2020 @ 7:53am 
What a mad lad , made a game within a game :D
[RTB] Sarianos 14 Sep, 2020 @ 10:03am 
Thanks for hearing me out man!
peaceman  [author] 14 Sep, 2020 @ 9:28am 
This is really only because I was using a particle effect from it, I will move it to the base bombard cannon mod instead and remove the dependency
[RTB] Sarianos 14 Sep, 2020 @ 2:38am 
@peaceman Can this mod still be used in any form without the 'Modern Guns' mod or is it now a hard dependency, I've been running a server for awhile now built off the water, steam, rail, cannons and matchlock mods among others, and this fit in nicely and was much enjoyed but all the modern equipment from the 'Modern Guns' mod has been a step too far for most of my players and I've had to shelve it, so I'm wondering if this will ever be decoupled from the 'Modern Guns' mod in any way or have a stand-alone version for those that prefer a more 'pick & mix' modular approach to their modding?
Skallabjorn 29 Aug, 2020 @ 7:37am 
its slowly going Renaissance Engineers
peaceman  [author] 28 Aug, 2020 @ 3:59pm 
Crafting has been added
sand hanitizer 27 Aug, 2020 @ 5:24am 
Slowly but surely, ME is turning into SE
Skallabjorn 26 Aug, 2020 @ 5:18pm 
epic.....
Kobalt 26 Aug, 2020 @ 4:03pm 
Peaceman Thankies For the Rockets, im glad you took my suggestion.
peaceman  [author] 24 Aug, 2020 @ 12:35pm 
inventory transfer tool.
block to instantly connect with multiple control drums.
There will also be industrial ways to produce materials like black powder.
lots of small war related stuff.
And always thinking of more things to make ofc :D
Oobfiche 24 Aug, 2020 @ 11:56am 
besides mechanical drilling is there anything else interesting that you want to try/add? (im interested in what interesting things will happen for the server)
peaceman  [author] 24 Aug, 2020 @ 9:44am 
I hope to finish all the mods in about a month, then the server will start
Oobfiche 23 Aug, 2020 @ 1:03pm 
while i have lost my key and got it back again after they fixed a security issue, it is great that people are still playing ME and adding more industrialized mods, though i will never get my modkit again unfortuntely.. but good work peaceman :)
SourceStick 23 Aug, 2020 @ 6:34am 
yes, I know about the few modern cannons you added lately, but I mean like so modern they have all the electronics and autoloader stuff and those kind of cannons. with nice green paint.
I think this will be the first time I join multiplayer too. Tried mp with one friend once in a private server, but never have I played in a public server. When it's gonna open?
peaceman  [author] 23 Aug, 2020 @ 3:51am 
There are modern guns. search the workshop for it.
I am making a whole range of new mods for our next server world, which will be a ww1-2 style server with 2 factions doing a battle for land and resources. We will have things like automated drills too :D
SourceStick 23 Aug, 2020 @ 2:24am 
Another mod that got me playing ME again. What should this game be called now that there are rockets and (almost) modern cannons. Cold War Engineers? Soon someone inspired form your work is gonna make ion and atmospheric thrusters, automated crafting, drilling and all that stuff from SE. Medieval styled robotic arm could look sick though.
Nice work as always!