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test if you can reload a gun with "R"
open the f10 menu, (alt+f10 i think) and then in the bottom right there should be a text area where SE writes a not if a mod failed to compile
also look in your appdata at the latest log file and look if you find some error in there.
you could also try to load the mod alone in another world and check if it works there
PageUp/PageDown/Insert/Delete/Home/End to rotate
enable block placement rotation
What buttones rotate ?
as moving when rotating blocks is happening even with no mods in the world and while placing down blocks in survival or creative or blocks getting accidentially rotated when moving around atleast i for my part think its a vanilla prob and nothing any modder should be suspectet to need to fix, more something on keen side.
my workaround atm is deleting the ctr+qewasd binds for block rotation.
from testing around a bit with the new rotation settings without any mod present you wont be able to avoid the character moving when using them due to it already happening in a pure vanilla setup with just basegame stuff loaded (jep did turn of all the dlc's i have for that).
dont know why they did implement them without at the same time implementing a safeguard against accidentially moving the character when using them or accidentially using them when you want to move your character.
it annoyed me so much that i did remove they new blockrotationkeybinds from my list of keybinds.
the old rotation keys where still there as primary keybinds and the new ones where added in as secondary keybinds on my end with the 206 update.
I am not sure if I can "block" the character from moving if you try to rotate it with the new bindings.
Is there a better keybinding I could use or is this something that would have to be addressed in the mods?
Much grateful, mz. :)
[code]
private bool GetKey(MyStringId keyType) {
var gameControl = MyAPIGateway.Input.GetGameControl(keyType).GetKeyboardControl();
var gameControl2 = MyAPIGateway.Input.GetGameControl(keyType).GetSecondKeyboardControl();
return MyAPIGateway.Input.IsKeyPress(gameControl) || MyAPIGateway.Input.IsKeyPress(gameControl2);
}
[/code]
you deserve an award
Thank you @qm for the suggestion.
Should be fixed now and working again.
if (MyAPIGateway.Input.IsNewGameControlPressed(MyControlsSpace.RELOAD))
to:
if (MyAPIGateway.Input.IsNewKeyPressed(MyAPIGateway.Input.GetGameControl(MyControlsSpace.RELOAD).GetKeyboardControl()))
on line 71 of ClientGridHandler.cs.
Fieldwork added a new "IsEnabled" flag to controls, but so far only used it on RELOAD, the block rotation keys, and a couple others. This change avoids the IsEnabled check.
To be more thorough, changes will also need to be made to the 6 MyControlsSpace.CUBE_ROTATE_? IsGameControlPressed's.
And to fix things even more thoroughly would involve probably a helper function to handle full keyboard and controller input checking while avoiding the IsEnabled flag.
do i understand it correctly thta you did switch keybindings while in world?
from my past expereince that would be problematic as its not allways fully recognized without a restart of se, though i never did do keyrebinds outside of testing stuff out.
it might also be a conflict with another mod, some file corruption on game or modside or if you use plugins they migth also interfere.
i would suggest providing an exampelworld and logs for a deeper dive after checking for file corruption and mod conflict as well as if you use plugins to check without them in use.