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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=599536562
It sucks though because I really like that mod.
It is with all the gears btw, 1x1, 3x1, small and large
@BSteurful, its right and a known issue, i tried now to make it more clear in the description
I don't
2017-08-24 20:13:39.931 - Thread: 1 -> ERROR while adding cube LandingGear_3x2x1_retracting: System.NullReferenceException: Object reference not set to an instance of an object.
at VRage.Game.SessionComponents.MyVisualScriptManagerSessionComponent.GetObjectBuilder()
at Sandbox.Game.World.MySession.SaveSessionComponentObjectBuilders(MyObjectBuilder_Checkpoint checkpoint)
at Sandbox.Game.World.MySession.GetCheckpoint(String saveName)
at AnimaScript.Anima.Init(MyEntity entity, String modName, String altModName)
at landinggearanimation.retractablelandinggear.BlockInit()
at landinggearanimation.retractablelandinggear.Init(MyObjectBuilder_EntityBase objectBuilder)
at VRage.Game.Entity.MyEntity.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCubeBlock.Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at SpaceEngineers.Game.Entities.Blocks.MyLandingGear.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
Calling GetCheckpoint() for every time a cube is added, will lead to lots of memory usage and performance issues.
You are also making improper use of Entity.NeedsUpdate.
This was detailed here:
https://forum.keenswh.com/threads/7395156
Calling GetCheckpoint is in the part i havent created. But for me this part runs only if one of my LandingGears is placed. And it works for the most, why it will run into error if your mod is also running?
1) from what i can see the script is called when adding a gear, not "a block"..why/where is that causing memory usage and/or performance issues? (yes that could be done at mod-init once but i assume thats not your point)
2) GetCheckpoint calls a function in the engine which returns save folder name..why do we see a nullpointer when your speed mod is involved? We run the mod on a DS without speed mods from day one and have never seen that error messages....where is the missing link?
spawning includes:
* during game load -> ships with existing landing gear.
* player placing a landing gear block.
* in dedicated servers, when you move long distances the game will unload areas too far away, and load ares close by. This is called clustering by the Keen devs. Every time to move into an area you haven't been recently, it will download and spawn the ships. The blocks on the ships will be created anew.
GetCheckpoint("null") serializes the entire checkpoint content.
This is a performance issue, and so should not be called over and over.
The loaded Mods do not change during the lifetime of the game, so calling it once only is sufficient.
My Configurable Speed mod uses in game variables, which are set using the call MyAPIGateway.Utilities.SetVariable()
It isn't the only mod to use this. I beleive the laser shipyard mod uses this also.
The Variables are stored in the Checkpoint object by the game.
As for GetCheckpoint("null") failing. I honestly have no idea.
I call it in my Admin Helper mod to list the installed mods for users, and have never seen an issue calling it.
It may be that is does not like been called from MyEntity.Init
Then again, it could be a real bug in the game, which you will have to ask Keen to fix.
I've been able to change this function call, using a method that was previously unavaiable.
So both mods can now work togeather again.
I was watching the upload of Capt. Shack's "Mod all the things" Exploration video and somone apparently told him you have to log out and back in after welding them?