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
https://i.imgur.com/WLF90Oe.jpg
We had a temporary cease-fire on our server, so we had disabled block damage entirely for about a week, and that's how we found this.
I could have every part crafted but if it's not in the assembler the projector will cut off which is not good for server who don't multiply the inventory space
An API call was changed by Keen in the update.
It should be fixed now.
I did a very quick test and it seems to be working correctly. If other issues show up that were not present before the issue please let me know.
I agree. It is on my TODO list. I hope to get back into SE a bit more this year. It has been a very busy year for me.
I would like to further improve the error messaging but the functions this mod uses in the ModApi are not very talkative as to 'why' it fails. Additionally, some servers performance plugins just randomly kill inventory operations so that shows up as not being able to get components. It could probably be improved, but not a lot. I had it print the block it was working on to try and help people figure it out.
There is an issue with DLC blocks, and again this is on the keen side, where it doesn't think you own the DLC. Hacking the projector often helps in this situation to remind keen to update the cached DLC of the owner of the block. This does not always happen on load when you enter the server reliably. I do think there might be a bug here when it can't move past it, but often it is because those DLC blocks are 'connecting' the rest of the projection. It can't weld floating grids.
1. Could there be a few more error output messages?
It seems that the MnM stops for many reasons, ie player going too far away, blocks changed on the grid the MnM is working on, etc but in each instance the MnM error will always say "missing components" which leads to players yelling at it in confusion
2. If for some reason you do not have components for 1 block - it will stop the whole process. Perhaps it could skip that block and try another instead?
This blocks the MnM from being usable on grids that happen to have blocks that you cannot repair, for example if you have exotic blocks from a mod that have a forbidden component and it is damaged, bad luck - no MnM for your grid.
This version does not use the tags at all, so I'll try and update the UI to reflect that. It uses a CPU style cache that in the average case reduces the inventory queries to one query per block. I have intentions of further reducing this after this build is determined to be stable.
Does that mean you can no longer limit from which inventories the M&M Projector takes stuff?
(Also note that the UI still says we need the tag in game).