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Normal survival games just get laggy for me.
PLEASE UPDATE :)
I have never seen a crash in this, but I don't use PB scripts either.
If I can do anything to provide a log, reproduce-ready world file, let me know (and maybe some instruction on how, haven't done that kind of thing with SE before.)
I'll push out a fix shortly.
@pent I don't see how that is possible, since my mod doesn't do anything with toolbar actions or keybinds. I spoke to Draygo, and he doesn't know either.
I added that mod to one of my testing worlds, and the "Control Mechanics" toolbar action appeared for me.
It's possible you have a corrupted mod, either mine or draygo's. I'd recommend trying to unsubscribe, and resubscribe to both of them.
So i guess i won't use this mod for now...
Please post crash logs, you can create a discussion for it.
Might be a mod conflict, after a quick test of the below mentioned situations (entering-exiting terminal from a cockpit, remote control and from "outside" through a whatever block, copy-paste-delete grids) no crashes so far, tested with a grid having both art. horizon and velocity script
I don't unterstand the technicalities behind, but just to inform I'm using Weapon Core, don't know if something is incompatible...
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Enumerator.MoveNext()
at VRage.Game.Components.MyComponentContainer.Serialize(Boolean copy)
at Sandbox.Game.Entities.MyCubeBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.MyShipController.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.MyCockpit.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MySlimBlock.GetObjectBuilderInternal(Boolean copy)
at Sandbox.Game.Entities.MyCubeGrid.GetObjectBuilderInternal(MyObjectBuilder_CubeGrid ob, Boolean copy)
at Sandbox.Game.Entities.MyCubeGrid.GetObjectBuilder(Boolean copy)
at Sandbox.Game.Entities.Cube.MyGridClipboard.CopyGroup(MyCubeGrid gridInGroup, GridLinkTypeEnum groupType)
at Sandbox.Game.SessionComponents.Clipboard.MyClipboardComponent.OnCutConfirm(MyCubeGrid targetGrid, Boolean cutGroup, Boolean cutOverLgs)
at Sandbox.Game.SessionComponents.Clipboard.MyClipboardComponent.<>c__DisplayClass57_1.<Cut>b__2(ResultEnum v)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.CallResultCallback(ResultEnum val)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.OnClick(ResultEnum result)
at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenMessageBox.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<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)
Main color can't be changed, which may not be an issue all the time, but the original light blue is really invisible if the background is the bright blue sky. This won't be a problem for long though, because while background color can be changed, it resets to the original blue one as soon as the script refreshes, meaning your transparent LCD becomes not very transparent as soon as you move your ship.
If you're not using a transparent LCD and color isn't issue (for decorative reasons or similar), the mod may be useful to you, it does exactly what the title says.