Space Engineers

Space Engineers

Faction Tracers
9 Comments
TheFool76  [author] 11 May @ 1:53pm 
I removed the extra log bits after copying them to reduce the clutter in the comments
Dragon Fire 813 30 Apr @ 3:22pm 
Why Steam do you do this to me
Dragon Fire 813 30 Apr @ 3:22pm 
Also I just noticed that the other 2 parts of the initial log I posted aren't there any more
Dragon Fire 813 30 Apr @ 12:51pm 
Same here up until a little bit ago. I will try to get the log and put in a discussion a little later
TheFool76  [author] 30 Apr @ 11:34am 
@Dragon Fire 813
I'd need more info such as what other mods you were running and the exact thing you were doing when the crash happened.

The mod ran fine when I tested it after the update.
Dragon Fire 813 30 Apr @ 11:00am 
I just had a crash involving your mod. Here is the log:
2025-04-30 12:55:24.312 - Thread: 1 -> var exception = System.IndexOutOfRangeException: Index was outside the bounds of the array.
at TF76.FactionTracers.FactionTracers.CheckProjectile(MyProjectileInfo& projectile, Int32 index)
at Sandbox.ModAPI.OnProjectileAddedRemoved.Invoke(MyProjectileInfo& projectile, Int32 index)
at Sandbox.Game.Weapons.MyProjectiles.AddInternal(MyWeaponDefinition weaponDefinition, MyProjectileAmmoDefinition ammoDefinition, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, MyEntity ownerEntity, MyEntity
Arara 7 Nov, 2024 @ 2:37am 
Got it. I'll be happy if it's successful. Again, nice mod! thank you!
TheFool76  [author] 6 Nov, 2024 @ 12:11am 
Those projectiles use a different system and act more like missiles instead of bullets so getting them to work is a bit more involved.
Arara 3 Nov, 2024 @ 3:41am 
Nice! Can this be applied to Artillery and Assault Cannons as well? How about rocket or railgun sabot?