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Cheers!
1) The Mod will sometimes override conveyer sorters, particularly when items spawn into the system rapidly. such as when mining. This has caused some (not much) of my ore to be shot out the back of my ship via the ejectors when the sorters are set to only allow stone into the ejector. At first, I thought I hooked it up wrong but after double-checking the connections I discovered everything was perfect and the problem only went away when I deactivated the mod.
2) Reactor Inventory is bugged. I don't know if this is a deliberate feature, but any reactor in the game (vanilla or modded) will only take a TINY amount of uranium rods at a time, ie, maybe 0.25kg ish meaning one has to stockpile the uranium elsewhere. It is kind of annoying since carrying your fuel rods in separate containers eats into available cargo for other things like ammo. and ore by default. Setting a quota does seem to solve the issue but I'd rather not. have to do that to all of my reactors.
[FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at InventoryQOL.GridMonitorComponent.Audit(Int32& worklimit)
at InventoryQOL.GridMonitorComponent.Update(Int32& worklimit)
at InventoryQOL.InventoryCore.UpdateBeforeSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
System.NullReferenceException: Object reference not set to an instance of an object.
at InventoryQOL.GridMonitorComponent.Audit(Int32& worklimit)
at InventoryQOL.GridMonitorComponent.Update(Int32& worklimit)
at InventoryQOL.InventoryCore.UpdateBeforeSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins\.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()