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The mod ID you need for the dedicated server is the number at the end of the url on a modpage. There is a setting in the steam browser that always shows the URL up top but if you browse the workshop in another browser it'll show the URL (and thus ID) by default.
Our clique loves the mod pack, however, like others, the ore detector range is an issue. We attempted to remove the mod pack and run just the individual mods so we could have longer range on the ore detectors, but apparently we missed at least one of the mods as we ended up with a pile of parts on restarting the server. Is there a simple list somewhere that lists all the mod IDs that are used?
https://cdn.discordapp.com/attachments/700194756214653009/1048151832595275786/image.png
Any idea why could this happen?
Yup, I was just prepping the patch and it's now online.
It's something I've considered but I don't want to make any guarantees about doing just yet.
Unfortunately there's no other way to prevent that right now. The way Space Engineers loads mods in modpacks is all kinds of wrong right now. I hope it'll get fixed in the future.
I don't want energy used as a surrogate for ammo. It's like just cheeseball don't even make anything but power to shoot bullets. Makes no sense.
You're completely right. I forgot about that particular issue with the workshop. It's set to public now.
It's unlisted because it's but an alternative to using the full modpack. It shouldn't affect DS at all as far as I know. Are you using some custom software for it?
Yes, intentionally so. Though I've implemented an exception for the cameras of the docking cameras mod.
Does the camera overlay still override modded optics?