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I found that I missed a line of code, so I will update it again...
I fixed this issue, it should be due to the projection block problem...
My scripting examples [github.com] also include a check to skip projected/ghost grids too :P
========================================================================
ChatGPT said:
Your Space Engineers crash log shows a System.NullReferenceException caused by a mod, specifically one with Chinese-named classes—likely related to a mod involving space anchors or gravity manipulation.
🔍 Summary of the Crash
Crash Cause: System.NullReferenceException
Problematic Function: 不言.空间锚.逻辑.空间锚逻辑.清除重力()
(Translated roughly: BuYan.SpaceAnchor.Logic.SpaceAnchorLogic.ClearGravity())
Crash Trigger: During simulation update of a temporary grid (BuildInfo_TemporaryGrid)
=======================================================================
Im gonna try removing Buildinfo and see if it still happens
The crash part of the log: https://pastebin.com/F7iJz1zs
Hi Exis,
The crash you're experiencing shouldn't be related to this mod. My code doesn't contain any hotbar-related functionality or interactions.
I'd suggest checking other mods that might affect the hotbar system, as the conflict is likely coming from elsewhere. You could try temporarily disabling other mods to isolate which one is causing the issue.
The Space Anchor itself doesn't have any special hotbar behavior programmed into it.
It seems that an error occurred after the update. I'll check it again.
This is such a quality of life mod, thank you for creating this mod
例如,我在a船放置了空间锚,尽管它是关闭的,并且a船没有和b船有任何物理连接
没有安装任何空间锚的b船依然会受到空间锚影响,且无视b船的任何驾驶座控制,即使一直按着w,b船也会因a船(甚至已经关闭且没有任何连接)的空间锚只能飞出个位数的速度。
与此同时,a船上的空间锚完全运行正常,关闭抑制器也会正常不受阻力的漂流
移除a船的空间锚后,b船才恢复正常的无阻力漂流和速度
It has a different effect than a gyroscope, making a ship immune to gravity, or stopping a ship that's slowing down more quickly (even if it doesn't have any thrusters).
It can enhance the deceleration effect of thrusters, or stop a ship without any thrusters.
It should no longer crash the game.
Ok, I should probably optimize the script a little bit more to make sure this doesn't happen again. There should be an update today.
at BuYanMod.SpaceAnchor.SpaceAnchor.UpdateAfterSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateAfterSimulation(Boolean entityUpdate)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
at avaness.SpaceEngineersLauncher.Program.StartSpaceEngineers(String[] args)
at avaness.SpaceEngineersLauncher.Program.Main(String[] args)
It works fine in my game.
If you can provide me with the game logs, I might be able to determine what the problem is.
Can you provide the game log?
Building a ship in space and you cut off any blocks holding it in place but haven't had a chance to have functioning/fueled thrusters. Another is if a ship has too many thrusters damaged or all the gyros get popped, this will hold it in place.
modpack should be made after I update all mods.
In fact, any chance down the road you might combine the gravity engine and this anchor mod into one pack?