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
Godspeed you mad bastard, and thank you for all of your hard work.
Feel free to join my Discord server and keeping an eye on what's going on if you want. Link in description.
Could the use of all 3 be demonstrated via screen shot or a quick vid?
WARNING: Sometimes mods corrupt when updating. Locate the 9digit number in the URL that corresponds to a 9digit.sbm file in the AppData/Roaming/SpaceEngineers/Mods folder. Delete that SBM file and it will force a redownload.
Finally! It took a while for me to get the update out since I got home from Florida but, all is well! My cousin's brain surgery went fantastically and he's returned to work. It's lovely to be back in Washington and have everything back that I missed. IE: My computer, bed, and amazing well water. :P
Thank you everyone for your wishes and being patient during that difficult time.
-This update brings everything to the current Stable SE version.
-Steam thrusters were quieted and white box shouldn't appear.
-Glass should be fixed.
-Many texture fixes to be in line with the new renderer.
I'm sorry to those that I promised fixes and additions to, as I know you were really wanting them. Word of my cousins surgery to remove the tumors only came up July 28th, giving me very little time to respond and get things in order.
I will not be able to ship my desktop down there, as I don't have the money, it's incredibly old and I don't want it to die from be roughly jostled around. I will still be able to provide some support to those learning to mod but, that'll just be discussion based, as I won't be able to work on models, textures, or code directly.
Thank you for your understanding.
-Steam Thruster 'should' be fixed and quieted down.
-Added support for the new variants system. (4000+ lines of code later)
-Cleaned up some code.
-No errors beyond "None File Extensions" present on release. I was able to place, grind, and weld all blocks without crashes.
The mod was released via the development branch, however no code changes took place that will break it for the stable branch. You will get a prompt about this, but you should have no issues.
Btw, amazing modpack you have man :)
This would allow ships to dock up with the merge blocks only, and the connectors would do their thing without prompting.
-Glass texture changed temporarily.
-Many textures fixed, were behaving very weird, still more to do, lemme know if you see anything specific.
-Catwalk Stair should no longer be crashing
-Near every single texture has be reworked to be better designed for better compression and smaller size.
-SLANTED FORCE FIELDS! I know, I know, took forever.
-DisplayName changes. Viewing block names in game should be significantly more pleasant.
-Assembler/Refinery storage capacity tweaked.
-New Gravity Generator
-Airlock door reworked a little bit to stop clipping issue.
-Airlock collision reworked slightly to hopefully stop so many explosions from unmerging.
-Hollow rotor is a little less explodey... Use with extreme caution.
-Many block position fixes, blocks finally showing up in block menu properly.
As with all big updates, if you have corruption errors. Delete the 9digitmod.sbm file located in appdata/spaceengineers/mods and redownload. No SubtypeID's were changed, so no blocks should vanish.
Thus the new merge will only be 1X1X1 and the new connector will be 3X1X1.
Right in front of me, for no reason at all, 2 connected ships had their airlocks explode.
No reason for it.. both ships were motionless.
I have noted that two connected airlocks take damage during log-in and end up being destroyed.
I found a work arround.
The Shield mod. If a sheld generator is on the ship, the shield generator absorbs the damage, allowing the airlock to stay in one piece long enough to survive game startup.
I havn't had a problem with exploding airlocks since.
Good thing too, this is the only functional airlock in SE.
BUT I have the problem that the merge/connectors keep 'letting go' of each other from time to time. They will hold (mostly) position relitive to each other, but they won't be attached.
I am going to make the wild assumption that this is a dev fix only, but am not really sure.
I am ALSO going to make the assumption that this is a problem already known by Shaostoul, but I am posting it here just in case.
Good luck.