Space Engineers

Space Engineers

Tethers - Power and Fuel [Testing Phase] (OBSOLETE - LINK OF NEW VERSION IN DESC)
 This topic has been pinned, so it's probably important
TwitchingPsycho  [developer] 22 Aug, 2020 @ 4:29pm
Bugs
Please make sure to also include what you did before the bug occurred and if it's repeatable.
Make sure to supply any log data you can.
Last edited by TwitchingPsycho; 26 Aug, 2020 @ 5:33am
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AenesidemusOZ 23 Aug, 2020 @ 3:28am 
Creative mode.

Connected active grid (building) to test grid - charging station to transformer pylon via two power pylons.

Connected second transformer pylon on test grid to solar panel setup - transformer pylon to transformer pylon.

Any block deleted from any of the grids deletes all of the connections.

Looks bloody fantastic though :steamhappy:
TwitchingPsycho  [developer] 23 Aug, 2020 @ 4:59am 
Ok, I did some changes, could you test if this still happens? I didn't notice any connection break issues adding/removing blocks from either of the grids. Thanks for the bug report. :)
23 Aug, 2020 @ 5:06am 
Хм хз что тут делать!?
TwitchingPsycho  [developer] 23 Aug, 2020 @ 5:08am 
English please. Thank you.
AenesidemusOZ 23 Aug, 2020 @ 8:30pm 
Fixed. Wonderful! Thank you.
Tommygunn 23 Aug, 2020 @ 8:47pm 
I am having a difficulty connecting to functional blocks. even tried calling it a dirty name and nothing worked :steamsad:
AenesidemusOZ 23 Aug, 2020 @ 8:56pm 
Continue, or a new bug report?

When deleting cables, the connection remains.

That is, the visible cable is deleted but the connection between grids remains. Power continues to flow and the grids are still considered to be one unit.

The only way to correct this is to reload the world.
AenesidemusOZ 23 Aug, 2020 @ 8:58pm 
Oh, a sub-problem (possibly what Sandman is finding) is that functional blocks that have had the connecting cables deleted cannot be reconnected to anything - as they are still (invisibly) connected to something.

Again, a reload corrects this.

Cheers.
TwitchingPsycho  [developer] 23 Aug, 2020 @ 10:18pm 
Hm... 🤔I tried to correct this. I'll test some more. Could you tell me the setup for this?
TwitchingPsycho  [developer] 23 Aug, 2020 @ 11:35pm 
There's some real BS the way 'grid group links' are handled and I'm trying to get to the bottom of this. Sorry for the inconvenience. Keen really didn't make anything easy on us. :(
Connecting grids up is the easy part, disconnecting however is the real f*cky part. -.-
Last edited by TwitchingPsycho; 23 Aug, 2020 @ 11:35pm
AenesidemusOZ 24 Aug, 2020 @ 4:57am 
I've played with it a bit and honestly it may be an issue on my end. I'm running on a less-than-ideal laptop and I suspect that the issue may actually be a timing problem. I haven't been able to repeat it in the last 4 hours.

These power lines are brilliant. They make the setup of remote power sources so much easier - and realistic. Please don't give up on them! I'm emotionally invested now ... ;-)
TwitchingPsycho  [developer] 24 Aug, 2020 @ 5:05am 
Thank you for the kind words. Keep in mind I updated it a few hours ago so that's perhaps why you can't reproduce, which is awesome then. It probably was my mod having those bugs.
Whitefox 24 Aug, 2020 @ 11:58pm 
Hi Psycho, thanks for posting the discussion.

Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at KlimeAndPsycho.PowerCable.PowerCable.UpdateBeforeSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.<>c.<UpdateBeforeSimulation>b__8_0(MyGameLogicComponent c)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.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)
2020-08-23 01:21:50.533 - Thread: 1 -> Showing message
2020-08-23 01:21:50.571 - Thread: 1 ->

This is the log. He simply reconnected to our server, that was still up and running. He reconnected in about 2 minutes, and couldn't join until we removed the mod. I know the cables aren't persistent, but I don't think it should affect if the server was never shutdown?
TwitchingPsycho  [developer] 25 Aug, 2020 @ 12:15am 
They are actually persistent, perhaps that's why he couldn't join?
But anyway, would help greatly if i knew what he did to trigger it.
ARK7 26 Aug, 2020 @ 5:29am 
i added it to my world and it crashed when loading.
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