Space Engineers

Space Engineers

2cm Beam System
 This topic has been pinned, so it's probably important
Indrasil 20 May, 2019 @ 5:28am
Bug reports
[V 1.0] I cannot change the color of the beam. Emission override button, toggling the block on and off, and throttling the power to 0W and back to full all don't work. The color stays at default red.
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2cm  [developer] 20 May, 2019 @ 12:03pm 
To change beam color you need to coloring block with high saturated color.

Turn on-off issue with 0w throttling: I will check that issue.


Thank you for reporting this bug.
Indrasil 20 May, 2019 @ 12:27pm 
The 0W is not a big. I just listed the steps I took to solve the issue. :P Thanks for letting me know about the colouring mechanics!
Succubus Jenny 21 May, 2019 @ 9:51pm 
When the laser capacitor is selected as a separate block the hitbox is way bigger than it should be, but when it's selected as part of the group it works fine.
SpookyKitty 22 May, 2019 @ 5:12am 
This mod crashes space engineers often. It is usually when I fire at ships, but shooting at them with other (supposedly more laggy) methods doesn't do anything. One time, it crashed so bad I hard to restart my computer using a physical button.
Shinoshi 22 May, 2019 @ 2:16pm 
the laser capacitor's collision and mount points are messed up, they are the same as the ION capacitor's.
Lyzz 22 May, 2019 @ 2:38pm 
Shooting with an continous laser on a damaged ship inside a safe zone and deleting the ship with ctrl X crashes the game
Gryphorim 23 May, 2019 @ 11:50pm 
Latest patch seems to have disabled Ion generators. They no longer have power slider in menu
Captian Kek 24 May, 2019 @ 12:16am 
Originally posted by Gryphorim:
Latest patch seems to have disabled Ion generators. They no longer have power slider in menu
I am having the same issue i tested it with and without mods on different worlds new and old
Lander1 (Banned) 24 May, 2019 @ 7:22am 
I have an issue with making a laser charge loop using the capacitors, for some reason when they dissipate they loose all the charge except for the first capacitor... this means I can't create the capacitor tank. I think it is a bug.

Also the capacitors don't seem to be accepting generator input once they start to dissipate.

World File (Creative Mode, No other Mods)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1750280374

EDIT: Appears to be fixed by saving/loading.

I'll leave the world file up just in case.
Last edited by Lander1; 24 May, 2019 @ 7:48am
Lander1 (Banned) 24 May, 2019 @ 7:48am 
Don't you love it when you find a massive problem with something, make a shiny bug report with a world file attached, then go to load your game back up and find it working perfectly?
BeerBearKain 24 May, 2019 @ 10:28am 
Power requirements display (or intended power draw) is wrong... By a factor of 1000.
Quick reproduction:
Large Grid Large Reactor (300 MW)
Laser Generator - Set laser from terminal to max - Display is 125 kW

Check power consumption in grid terminal - 125 MW

Resulting in a consumption of 35 grams of uranium per SECOND. That's probably the most inefficient weapon systems out there.

If that's the intended power consumption, maybe find a way to fix what the terminal displays.

Though to be honest, I'll probably just mod the power consumption to be 1/10 of what it is for my offline survival games.

As it stands, the whole system is so power hungry, it's unusable short of creative.
RangeRunner 26 May, 2019 @ 9:21am 
So I was building a large complicated laser weapon.
And I seemed to have met a bug that allows the massive laser to be fired infinently, I even turned off the generators and the laser is just invinite

I belive something I did in the massive complexity of combiners and splitters that made this bug
Last edited by RangeRunner; 26 May, 2019 @ 9:23am
Rob Boss 28 May, 2019 @ 4:13am 
the laser does not do any damage for me:

i have the final laser combiner set on 2 rotors, so i can rotate the turret in all directions. to control the turret i use Whiplash141´s Mouse controlled rotor turret script.

everything is there: The sound, the beam, everything, just no damage
Pugz 28 May, 2019 @ 3:34pm 
Getting a crash feeding a laser into the back of a capacitor, it was working just fine earlier.

2019-05-28 18:27:50.930 - Thread: 1 -> Exception occured: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at BeamSystem.SessionComponents.UpdateSessionComponent.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
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)
Pugz 28 May, 2019 @ 3:51pm 
Originally posted by Pugz4Life:
Getting a crash feeding a laser into the back of a capacitor, it was working just fine earlier.

2019-05-28 18:27:50.930 - Thread: 1 -> Exception occured: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at BeamSystem.SessionComponents.UpdateSessionComponent.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
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)

Whatever it was, it resolved itself.
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