Space Engineers

Space Engineers

[Out-of-Date] Rogue Space Traffic
 This topic has been pinned, so it's probably important
PhoenixTheSage  [developer] 8 Oct, 2014 @ 2:06pm
Bug Reports
Please post logs here along with any other relevant info. If you have multiple mods, please at least try to check which mod is causing the crash/problem before posting.
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Showing 1-6 of 6 comments
Cheetah 25 Oct, 2014 @ 11:26am 
Hi. this is a really neat mod, but you need to purge out the invalid ships, cuz this thing keeps crashing my server. log sniplet follows: (and yes I've confirmed this is the mod causing the problem, I ran my dedicated for over a week without this mod and within 24 hours of putting it back in, it crashed.)

2014-10-25 03:35:04.690 - Thread: 6 -> GC Memory: 668,391,096 B
2014-10-25 03:35:28.376 - Thread: 6 -> MyGlobalEvents.StartGlobalEvent
2014-10-25 03:35:28.376 - Thread: 6 -> globalEvent.Name = Cargo ship
2014-10-25 03:35:28.609 - Thread: 6 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
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FurtiveSage 24 Nov, 2014 @ 9:37pm 
Hi Relic/Phoenix

I apologize for the delay. I did not see your response. Yes, multiple large ships including what are small type fighters were not firing. I stopped using this Mod, which I know is fantastic (Really what I am looking for to add content on PVE or PVP) becuase players where just going out to various ships and without being defended, hackng the terminals and bringing back massive amounts of resources of which they would salvage. Some of the ships that weren't firing but nowhere near all in the list:

TMF-48r - Medium Fighter (No Defense)
TMF-33a - Medium Fighter (No Defense)
TLF-32b - Light Fighter
THF-67gs - Heavy Gunship (I don't remember if this did or not.)
TLF-35 - Light Fighter (No Defense)

Thunderhawk (No defense)
Atherion (No defense)
Traitor
Mobile Station Utility Ship
X-01 Saturn
Puller SEV-T66
Shipping Ring (No defense)
Evo Technologies Small Transport (No defense)
Evo Technologies Medium Transport
MED-X Shuttle (No defense)
MED-X Hospital Ship
MED-X Medical Cruiser
Jetco Mobile Refinery
Jetco Rigger's Frigate
Jetco Mule (No defense)
Jetco Cargo Hauler
Rugged Cargo Small
Rugged Cargo Large (No defense)
OPEX Ore Skiff
OPEX Ore Refinery
OPEX Ore Freighter
Midspace Industrials Ore Transport
Midspace Industrials Shuttle
Midspace Industrials Mobile Platform
Midspace Industrials Medium Drill
Midspace Industrials Medium Collector
Vulture (No defense)
Victus
ORB (No defense - maybe)

Kestrel Cruiser
Naga v. Millitary
Naga v. Police
Oz HPTF Gladstone Frigate
Millitary Light Carrige Mk1
Millitary Light Carrier Mk1
Light Cargo Transport
Fury Interdictor
Fury Interdictor v. Police
Fury Interdictor Scout
Military Cargo Small MK1 (No Defense)
Argos A
Argos B
Argos C
Scout Ship
Blackbone Welder v2 (No Defense)
Swooping Hawk (No Defense)

I am assuming the derelicts were designed not to have defenses. I didn't see any that did. Further, I did not see all of the ships spawn so I'm unable to verify.

I'm not as concerned about small ships just the + million kg class of ships or in between. I can try and turn it on again and give you a more extensive list if needed. i would also be extremely appreciated if you could give me a walk through how to tweak various ships for additional ammo etc.. or changes in their spawn times...
PhoenixTheSage  [developer] 31 Dec, 2014 @ 10:09pm 
Thanks for the report, and sorry for not replying earlier. Finals got in the way so I missed this post, but I was aware of the issue.

Just updated a couple days ago. I've gone ahead and removed all small ships (no defenses and would need mods) and overhauled all ship defenses. Hopefully that should severely cut down on people bringing in MKg's in resources.

Every ship on your list have been reworked somewhat or removed for balance now :) Check the front page for more.
Last edited by PhoenixTheSage; 31 Dec, 2014 @ 10:10pm
FurtiveSage 1 Jan, 2015 @ 12:35pm 
Phoenix - Thank you! I completely understand. RL duties come first! Thank you, I will give this a try. Is it compatible with the new procedural update?
PhoenixTheSage  [developer] 1 Jan, 2015 @ 3:07pm 
Yes it's all set for the procedural worlds, and I put up a new version that has the station encounters in it.

Let me know how the balance feels. I'm unsure how the spawn frequency's balance is totally affected by the new spawn system.
Last edited by PhoenixTheSage; 1 Jan, 2015 @ 3:07pm
FurtiveSage 3 Jan, 2015 @ 11:38am 
Ok, I will fire up the mod and get you feedback as soon as possible! Thanks again!
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