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I just want to say it would be nice tho to have the textures be updated, like not have this version of the mod look like the old version of when Rexxar first made it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3370792625
What I specifically want you to take note of is the yellow grid - that grid is outside of the bounds of the shipyard.
Moving that grid inside of the shipyard helped it work for me and my friends and it welded mostly consistently thereafter.
I would suspect, part of the issue is that the shipyard detects an erronious grid plancement and halts all work as a result.
When the 'PROJECTOR Grid' is not inside the shipyard entierly = The shipyard stops welding immedietly (same if the projector is the same grid as the shipyard). Like what @LarsonStole did, shown in part 2: 6:50.
If projector grid is built inside the shipyard = It dose the job mostly by itself. At least for us - with random pauses for sure (which I am guessing is due to the lack of resources as was metioned at some point).
In either case, I agree with Nes-Ali. Keep up the good work trying to fix these bugs.
One problem we did notice was that the projectors (including the red shop self repair peojector) insisted the build was complete, even tho it was plainly evident it was not.
It did work fine on both small grid jobs, although the railguns refused to place, which we found odd.
It's really annoying because the debug logging is almost useless, I'll need to spend the next few weeks when I have time inserting more logging into the shipyard state. There's something weird with the building of projected blocks. From my testing on a local DS, EVERY component that the ship requires must be present at the start of the weld for it to try. Sometimes it just "quits" and goes back to idle despite that.
pt1 - https://www.youtube.com/live/sNap4YVYXcU?si=2dl35xUKzuCsZCHK <- construction
pt2 - https://www.youtube.com/live/glXPNDwfrqQ?si=ADsWdyGjrzhMXJBG <- usage (1 large, 2 small)
if you so desire, i could edit my archive copies for just the shipyard specific stuff and give you a link... lmk
also added more useful debug info on the terminal
i have designed a shipyard with 50x50x100 block for my server and would like to use it to give games a certain role play possibility.
if you need support or servers to test let me know. the logs are available .
Thanks again for the work so far.
of a mod
what are you trying to weld
what was it? I can add a warning in the fiture
that one was badly named, it was actually just me letting conveyor corners be placed in voxel.
https://github.com/StarCoreSE/InvalidsMiscMods/commit/e9144a9cb080e7071d87a2d6aba07bd7a80d9e5c
ill revert it to the may 1st version, can you tell me if it happens again?
it started happening after the "Update: 4 Jul @ 7:14pm
Merge pull request #27 from InvalidArgument3/muzzfoam
Muzzfoam" update
@greenmachine
@Nes
any way to reproduce it reliable or it just happens randomly? I know restarting the server "fixes" it
https://youtu.be/vrbE1ak-_do
FYI, the Nanobot mod was added afterwards, as the shipyards mod did not work as expected so we went for an alternative with a similar purpose. This has a lot more mods on it, however it is the same bug, and removing mods isn't going to be difficult as the world has not been progressed far at all.
The shipyard itself doesn't exist here as we built it in creative first to make sure it works, and since it didn't then we removed it. Shouldn't be too difficult to build a quick one yourself.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3281587791