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here is a screenshot that shows the problem.
honestly, i dont really blame you, getting the mod to work in single player is pretty much a main priority, server always comes second.
if i find more bugs / problems i will tell you. and if you need anything from me let me know.
btw, faction synced settings sounds amazing. if it was only per player that would be a bit annoying because everyone would have to enable the settings by themselves.
It CTD'd the moment I clicked the box (to show damage blocks) in a repair projector on a medium-ish sized ship. It is a multiplayer game but I was playing solo at the time (local multiplayer, not a server - not sure what the official terminology for that is).
I realized in hindsight that I also have a projection table projecting the ship and I'm willing to bet that's the source of the problem. I didn't realize until re-reading the instructions today that the projection table was possible (very cool feature) so I hadn't considered it at the time. More interestingly, while I have been diligent about keeping my repair projector's blueprint up-to-date, I have been less so for the projector table (because heretofore it has been purely decorative).
This is the complete contents of info.log:
[02:51:35] Initialized
GameMode=Survival
OnlineMode=FRIENDS
Server=True
DS=False
Defined=STABLE,
It's an interesting looking mod and I'd like to see it succeed. I'll see what I can do to help but I'm interested in your opening thoughts.
And...it found 71 damaged blocks that Projector Highlighter didn't seem to find. Almost all of them were showing 100% and component-complete but still had a brief welding animation and then went "clean", but there were a couple that were visibly bent and the welding animation was slightly longer. I mean, I suppose it's possible I had an attack since I cleaned it up last night...but I don't think I did.
And then I thought "I wonder if I can set up a control station to turn various damage reports on and off via toolbar". And I could! Great mod. Thanks.
$0.02 though - I think you should warn on your front page that it doesn't support multiplayer yet (maybe you already do? I didn't check). The good news though, given my experience, is that I think you can reproduce the problem in local multiplayer without actually having multiple players. Hopefully that extends to server play. The CTD with absolutely no evidence is not good, especially for players that use lots of mods (hard to zero in on the problem one).
fwiw I did a few other tests and checks before determining !mp was the fix:
1. Turn off console. Turn on repair projector. Click "Show Damaged Blocks" on projector. Still CTD.
2. Turn off repair projector. Turn on console. Click "Show Damaged Blocks" on console. Still CTD.
3. Check for other projectors on a subgrid (sometimes I have them on ships). There were none.
4. Tried updating the projector using current grid state. No diff.
5. Tried updating the console using current grid as if fixed. No diff.
thanks for your detailed report.
First of all, I added support for dedicated servers (the one you can start from steam, no torch or any other special server version) with one of the recent patches. Speaking in general, multiplayer support is of course nothing you can just "enable" in your code and especially in a multiplayer environment there can be many more (edge) cases, which I simply could not cover all. And of course with every single change I make, something could break again.
That being said, I just made a quick test on my local dedicated server again and my test world (which is basically a copy from my singleplayer world with some adjustments and more test setups) works just fine. So unfortunately I cannot reproduce any fundamental problems.
A crash to desktop usually means, that something caused an infinite loop, which would also explain, why there are no logging entries. What exactly is crashing? The client / game instance or the server?
As the next steps I would suggest that you test it again on your local server using only this mod to exclude mod conflicts. If you can still reliably reproduce it, it would be nice if you could provide me the savegame + the steps you do to get to the crash. Or maybe the blueprint of that ship might be enough, if you can also reproduce it in a fresh world with the problematic grid pasted in.
---
About the 71 damaged blocks: Yes, even at 100 % HP certain blocks can still be deformed. This can be reproduced quite easily by drilling into a wall of armor blocks or shooting an armor block - usually the surrounding blocks do not lose HP but are still getting deformed too. In your case those blocks were probably deformed already - it happens quite easily during (underground) building by drilling or with small collisions and so on.
I am happy to hear, that you find the status tracking also very useful. :)
Faulting application name: SpaceEngineers.exe, version: 1.0.0.0, time stamp: 0xa4e224c8
Faulting module name: clr.dll, version: 4.8.4614.0, time stamp: 0x63995bc5
Exception code: 0xc00000fd
Fault offset: 0x000000000065e962
Faulting process id: 0x2438
Faulting application start time: 0x01d9963195ad9502
Faulting application path: G:\Users\<Username>\SteamLibrary\steamapps\common\SpaceEngineers\Bin64\SpaceEngineers.exe
Faulting module path: C:/Windows/Microsoft.NET/Framework64/v4.0.30319/clr.dll
Report Id: 318ab9c8-74e1-4771-a20a-6b1d4ed1c561
Faulting package full name:
Faulting package-relative application ID:
Same as before - the instant I press "Show damaged blocks" it freezes and after a delay the process exits. The delay was (probably about 40 seconds on the older machine; I'd say it was about 10 on the newer machine but I didn't time it.
Note that I am not playing dedicated server - I am starting games locally as multiplayer/friends. I am not 100% versed in the way SE MP works, so it's difficult for me to say if it's the client or the server, but if I had to guess I'd say server, because sometimes when SE crashes there is a process that continues to run and needs to be separately killed via Task Manager, and I'd assume that is the server process when the client process crashes - and that is not the case here: all processes associated with SE have terminated.
The ship in question is this one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982973169
If you still can't repro, then please advise how I might transfer a savegame file to you. Discord is a possibility if that's any help.
Also FYI, I am monitoring the heck out of my ship and it's still working and performing well, with SIMPL, Advanced LCDs 2 "Damage", Multigrid Projector and Projection Status all monitoring for damaged blocks.
thanks again for your detailed explanation!
Now I got it what you mean with local multiplayer. I did not even know this was a thing! When people are refering to multiplayer, I was always thinking about dedicated server + connecting as a client, which I guess is meant most but maybe not all the time.
So I was able to reproduce this crash there immediately. It has nothing to do with a certain grid / your ship, it immediately happens due to the implemented logic. Basically the check, I already added to prevent this exact crash for (offline) Singleplayer, did not cover the local multiplayer mode, even though the host is working like the normal Singleplayer as both player/client and server. And yes, it was some kind of recursion / infinite call loop, which was causing the crash then.
The problem should be fixed with the latest update. Please check it out again.
---
Thank you also for the info about the multigrid projection plugin. It is good to hear, that there are no conflicts, so you can use both simultaneously. I will not be able to add support for subgrids in this mod, because the data is just not available, but monitoring the main grid might be sufficient in most cases already and you can always add another projector to your subgrid to also get the features of this mod there.
You mean "Automatic LCDs 2" and then the "Damage" command you write into the CustomData of an LCD? I am also using that on my bases, but this only tracks the state of functional blocks and updates only every couple of second, so the performance impact is not that big - though running it as a script in a Programmable Block might not be ideal in comparison.
I optimized a lot of stuff in this mod already, so it is good to hear that the performance is fine during actual gameplay. :)
so you might want to check on that or mention the incompability. happened both on server and singleplayer for me. removing the multigrid projector plugin fixed the issue.
i'm using the plugin loader from keen if you want to get it yourself you can check it out here[github.com]