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to my understanding -1 means the setting is turned off.
i have no probs with cursor flickering when using rich hud master and it just provides the menu to change settings for mods and you wont be able to load configurable arameters without stuff listed in its modrequirements.
i would suggest checking in a new world with just configurable parameters and its requirements if you can reproduce it and if changing some mouse settings (for example pointer acceleration) changes stuff.
are you using any mod influencing the speed of grids even if just as a secondary function?
if yes play around a bit with the loadorder between it and this mod as it might block it out.
also keep in mind that you need to save a world, go back to the menu and load the world again, on servers you will need to save the world manually or wait for a autosave to happen and restart the server.
I also could not reproduce this issue using these 3 mods in a new "Empty World". Though the existance of planets should not really matter, since this mod is just changing the definition of a planet and not the concrete instance of it.
According to the stack trace, the error ccurred within the initialization of the UI. But for me it is hard to tell, what was not correctly initialized.
Do you have a reliable way to reproduce this issue?
for me in a solar system world that doesnt happen, are you absolutly sure its no case of file corruption or modconflict?
i have cp, wc and a bunch of other mods (modlist https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425314026 ) in a survival world startet as solar system and it works splendig.
When loading rich master hud, configurable parameters, Weaponcore 2.5 in a instance with no planets the mod dies.
Error Details:
System.NullReferenceException: Object reference not set to an instance of an object
at
ConfigurableParameters.ConfigurableParametersMain.<GetPlanetsSettings>d__27.MoveNext()
at
ConfigurableParameters.ConfigurableParametersMain.InitSettingsMenu()
at ConfigurableParameters.ConfigurableParametersMain.hudInit()
at RichHudFramework.Internal.ExceptionHandeler.run(Action Action)
how have i not found this earlier?
Do you know how I can get around this?
Sounds like you only have the "Spacemaster" role (Has access to Space Master tools) but not the "Admin" or "Owner" role. When you change a parameter, do you see a confirmation message in the chat? If so, the server should also then save the new values.
If you definitely have the admin or owner permission, I would suggest to try it on a fresh world, then on your existing world without other mods and so on to determine, if there are any mod conflicts.
And please note, that I only added support for the official dedicated server application. If you are running any third party server tool and it does not work, I cannot help you there.
If you have access to the Sandbox.sbc file, you can also directly copy and paste the configuration there from another file.
e.x.
-> Cattierite:
- SpawnsInAsteroids: True
- SpawnsFromMeteorites: False
- MinedOreRatio: 0.6
- AsteroidGeneratorSpawnProbabilityMultiplier: 10
... whereas I'd _just_ toggled the checkbox for that modded ore to change it to "SpawnsFromMeteorites: True."
did you manually save on the server or wait till the serve rhad done an autosave befors unloading the world? the server doesnt autosave upon unloading the world and for the changes to take hold the world needs to be saved.
I've spent ten minutes painstakingly adjusting the values in the stupid in-game GUI _twice_ now, to reboot the server, and have them apparently lost. In local, I can edit them in the much-more-convenient-XML, just hit the 'load from file' button, then restart, and they persist.
Also, not sure what's up with the not-persisting; I have admin permissions on the server, can use the Alt-F10 tools, etc. /=
Sounds like you already gave the answer yourself, if you installed other planet mods with this mod here and they are conflicting with each other.
I do not know, what the other mods are doing. This mod only affects the default temperature value for each planet.
@Dungeon Master
I don't know, try it out and let us know?
@White_Spirit_34
There is no setting for the targeting range (yet). Right now, I do not know where do find that setting and if it would be modable.
Thanks
DM
Thank you very much for the modification !!!
I wanted to ask a question: and how is implemented the setting of changing the distance at which you can take the target in the sight ?
In which files and in which text logs can I change this parameter manually ?
Just wondering how I can change it without using the modification.
did you save the world and reloaded it after changing the values?
Sorry, but I have no idea what these terms even mean. I only support the official dedicated server, hosted singleplayer and singleplayer.
All settings are server-wide. So the audio settings should also affect all clients.
np, just hope i could help them get it working.
I have tested (ship) tool radius already, but I would need to redo this again with the new Prototech Drill. The small and largegrid welder and grinder blocks are also in that category.
@Abisius
Thank you for helping out. :)
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
then i would guess its either a case of file corruption or a mod conflcit.
or are you trying to run it on an older version of se itself?
also i noticed in the past where some reports with different mods that some running a controller and mouse with keyboard at the same time did cause some hickups with inputs.
in case its file corruption or a modconflict the "standard first aid list" should sort it out.
the "rich hud menu" should open up as a big window when opening the chat and then pressing f2
that usually happens whenever the server cant find the file on the workshop or cant even reach it, as far as my experience with it goes its either cause the server isnt allowed to communicate through firewall and other stuff or if fixes itself a while later cause it was something on the workshop side.
"Dowloading mods failed! Please check mods in world settings."
Any idea why?
I have changed the condition now, so that the vanilla voxel materials are still filtered and logically grouped (for example "Iron_01" and "Iron_02" are treated as just "Iron"), but all non-vanilla / modded voxel materials are dynamically used as well.
Could you please give me feedback, if you are seeing the modded ores now?