Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would be nice for the two to be somewhat merged.
I am likely going to change the color to either a light silver-ish blue or a purple, haven't decided which yet lol. Maybe both, who knows!
Thought it would be a neat dynamic to have the colors of ion and hydrogen essentially "swapped", a red/orange for ion and a blue for hydrogen.
I am okay in general, though using a copy of the CubeBlocks.sbc with the changes is.. suboptimal these days. AshLikeSnow made a mod called ModAdjuster that can be used to adjust SBC parameters without needing to upload the entire definition again.
You can find the thrusters (as used) in Data\CubeBlocks.sbc, and the dummies used for the wacky scripting in Data\Dummies\CubeBlocks.sbc though you shouldn't see the thrust flame from those.
I can totally see why the colours might not be to everyone's taste, I was going for a bit of a copper flame when I chose the green. Though tbh it was mostly just what i thought looked cool at the time ... why else would the ions be orange?
Either way, thank you for your work!
Would it be possible to add blocks to the loot table and change there odds either in a config or in the mod files themselves (using modadjusterv2 for example) or would it need to be retooled entierly. I wanted to add things like assemblers, refineries, o2h2 gens, reactors, grav gens, etc. Thrusters also but i would be changing the stats on those also ( and look for a tool to help with the thruster color changes)
I vaguely recall making the offer of an automated system to Splitsie, but so much of this was set up a long time ago and obviously we didn't go with that.
Some variants of ships use the LG versions of the thrusters, so would instead spawn with nothing where they were (and thus possibly be in a thrust deficit), and instead of the inventory loot versions you would get S-10 magazines.
I have been meaning to see if I can figure out a way of getting it to work (all if it) with only server side scripts so it could eventually be made console compatible, but I have been lazy since it does work as it is...
Dependencies all get loaded last (why last, first would make more sense), not directly to one side of the mod that depends on them.
Weaponcore itself has always been a surprisingly.. sticky mod, hare to get rid of. If you have other npc mods I would suggest looking through those for ones that add weapons, and then checkig those weapons for the weaponcore dependency.
Because I would like to use the large hydrogen thrusters but can’t find any
I understand that Splitsie has added them to the loot tables for the ACS ships.
I do not believe they have any function or use outside of those missions.
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 316
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 130
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Part 1:
09:30:20.0435 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at grrr.MESConfigScript.Example_Session.UpdateBeforeSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
(4 x as many lines but steam wont let me post)
Regarding the large large grid thrusters, those are going to be inherently rarer than the small large grid ones as the cargo ships were limited to only one large thruster, and not all even have one.
As far as the DLC versions go, the mod has all of them, and I hope Splitsie remembered to put at least one of each variety and size on a ship, though I'm not sure any of the ships he has included even has the warfare ones for example.
I am sure I could have done a scripted solution for the spawning of the loot thrusters, but it would not have helped if there weren't any of some of the DLC ones to replace in the first place.
@SP4RT4NIII since you are talking about Advanced Welding, then you must be looking at the large grid thrusters. The large grid thrusters are only able to be acquired by physically removing them from the ships you find them on (or by using the whole ship). It is only the small grid thrusters that show up in the g-menu, and even then only if you have looted one of the correct type of thruster from something in ACS.
The large grid thrusters are just a bit too big to fit in the engineers backpack anyway XD.
It's not the best language from the Steam Workshop for Space Engineers unfortunately. I could probably remove the "requirements" without any issue, it's really one of those things thats more applicable to blueprints than mods themselves...