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The second bar of the summary is the ratio of the current scripts item-types against overall items in cargo.
So if you got 80% of all cargo used f.E., 23% of the 80% might be ingots and so 23% will be on the second bar on the ingots script.
If you only got ammo in your fighter f.E. the Ammo summary should show 100% on that second bar, no matter how much of your overall cargo is used.
2024-06-24 08:19:21.590 - Thread: 1 -> MahrianeIndustries.LCDInfo.LCDIngotsSummaryInfo: Config Syntax error
2024-06-24 08:19:21.872 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at MahrianeIndustries.LCDInfo.LCDIngotsSummaryInfo.Run()
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.SelectScriptToDraw(String id)
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.UpdateAfterSimulation(Boolean isWorking, Boolean isInRange)
at Sandbox.Game.Entities.Blocks.MyTextPanel.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
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)
2024-06-24 08:19:21.879 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at MahrianeIndustries.LCDInfo.LCDIngotsSummaryInfo.Run()
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.SelectScriptToDraw(String id)
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.UpdateAfterSimulation(Boolean isWorking, Boolean isInRange)
at Sandbox.Game.Entities.Blocks.MyTextPanel.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
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)
2024-06-24 08:19:21.879 - Thread: 1 -> Showing message
2024-06-24 08:19:21.880 - Thread: 1 -> MyInitializer.OnCrash
2024-06-24 08:19:21.880 - Thread: 1 -> var exception = System.NullReferenceException: Object reference not set to an instance of an object.
at MahrianeIndustries.LCDInfo.LCDIngotsSummaryInfo.Run()
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.SelectScriptToDraw(String id)
at Sandbox.Game.Entities.Blocks.MyTextPanelComponent.UpdateAfterSimulation(Boolean isWorking, Boolean isInRange)
at Sandbox.Game.Entities.Blocks.MyTextPanel.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.UpdateAfterSimulation10()
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
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)
2024-06-24 08:19:30.946 - Thread: 1 ->
And if it had been running before the first crash, could you load it up, without the mod, clear out the CustomData in question manually and restart with the mod? To test the outcome?
I noticed a bug.... when bottles are in the O2/H2 Generators it is counted as active (even though the bottles are full and just sitting there). Also strangely the full bottles count towards the Ice count.
Nothing strange for me, I took a shortcut by not counting the ice in generators itself, to save performance. The script is only reading the filled volume of the blocks inventory, which is 2 values instead of a complete item-count function. Simply forgot about bottles, as I myself do not use them very often. I‘m not sure where this „active“ state comes from, as the block must then be labeled as ON ingame. I will take a look at this.
Allready working on some performance related changes, but thanks for testing and reporting, did your game actually crash? The script should simply stop working, but no longer crash the game. Not sure what causes the modded LCDs to not work though, they should go by the same rules as vanilla ones and therefor should be detected as IMySurface. Will take a look.