Space Engineers

Space Engineers

MahInd - Info LCDs (No Pb)
 This topic has been pinned, so it's probably important
mahtrok  [developer] 17 Jun, 2024 @ 3:42am
Bug Reports
Please submit any bugs or game breaking issues here, if possible with as much info about when, what script or anything you can say about the circumstances the bug appeared in.

If possible please also provide crash log info %appdata%\SpaceEngineers\SpaceEngineers.log
Last edited by mahtrok; 28 Jun, 2024 @ 9:35am
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Showing 1-15 of 49 comments
Neman 17 Jun, 2024 @ 1:09pm 
I came across the fact that even when I delete the line "Ice=200000" - with all other preset ore values ​​removed from the Ore Script - the bar in the ice line is retained. Also, when deleting preset values ​​in the Ingots section, the bars begin to blink from time to time. As I understand it, in the “Summary (All)” section, the second bar displays the occupied volume of items of each script from all inventories of the grid - it may be more intuitive to display the bar of each ingredient based on its share of the available load of items of the same type, or from the volume of all inventories - rather than only from some pre-specified value in custom data?
mahtrok  [developer] 17 Jun, 2024 @ 10:43pm 
Thanks for sharing. Gonna need to check & fix the ice and ingot bar mentions.

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.
Last edited by mahtrok; 17 Jun, 2024 @ 10:46pm
mahtrok  [developer] 21 Jun, 2024 @ 2:27pm 
Settings on the CustomData field are now sustained, even if parts are deleted. To disable specific items like ice on the overview, add the subtype id to the list of ExcludeIds=Ice, like so. IDs must not be added exactly, and not being case-sensitive, but at least 3 characters long and must not have a comma in between or will be handled as seperate IDs. I could not reproduce the bar flickering but tried to fix it anyways. Hit me up if it still appears.
BCarter 27 Jun, 2024 @ 4:58am 
This is the C&P of the end of the crash log I get with this active.

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 ->
BCarter 27 Jun, 2024 @ 5:10am 
The CTD occurs on startup with this mod active....remove the mod and the worlds load (even my huge massive one with 160+ mods and multiple huge structures/ships. I don't use (though I am subscribed) to the mod listed in the description as being incompatible.
mahtrok  [developer] 27 Jun, 2024 @ 10:50pm 
Thanks for looking into it. I might have an idea as the first line allready marks a problem with the config data, read from the customData Field which should not be happening, will try to fix that with the upcoming version.
mahtrok  [developer] 27 Jun, 2024 @ 11:42pm 
Did your game run at least once with the mod active, when you added the ingot screen anywhere, or did it crash the first time you added the mod?

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?
Last edited by mahtrok; 27 Jun, 2024 @ 11:45pm
BCarter 28 Jun, 2024 @ 4:56am 
It ran fine until the last update with this mod running. After the update it would CTD on game startup. And I didn't think about clearing the Custom Data fields...I'll try that. I have two worlds I was using the mod in and both had the same problem with the same result. one was a brand new world just getting started with only one display using your mod, the other is my HUGE world with numerous displays using your mod. Both CTD on startup with mod active. Remove the mod and they startup and run fine. I will go through both and clear all the custom data...re-add the mod and see if I can break it again. If they load up after clearing custom data, I'll add ingot screens back in and see if it crashes. as far as ingot inventory...I'm using these mods that add new ingots: MA Plasma Reactor, Daily Needs Survival, and energy shields.
mahtrok  [developer] 28 Jun, 2024 @ 6:35am 
Thanks a lot in advance. But I have a new Update quite ready, just a few more things to add, and it changes a $%§*load of stuff on the backend, including the config, so you just might want to wait another day or so and check out if the new Update makes it worse or fixes the problem and no further work might be necessary on your side.
Last edited by mahtrok; 28 Jun, 2024 @ 6:47am
BCarter 29 Jun, 2024 @ 4:06pm 
Thanks for the update! Just FYI, re-installed MOD in both worlds, no issues or crashes. Your awesome and keep up the great work!
mahtrok  [developer] 30 Jun, 2024 @ 12:32am 
Glad to hear that and thanks again for the help. I really do hope that i‘m done with the config side for now.
BENBOBBY 7 Jul, 2024 @ 3:11pm 
Thanks for the mod.

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.
NOOBZNYTMAR3 7 Jul, 2024 @ 7:50pm 
i think i already know why the script is causing the game to crash but i figured id let yall know about it anyway in case some one else posts something similar. 2 seperate crashes cause by the same thing or atleast i assume so. crash 1 attempting to run the damage script on a 500m long super cruiser assumtion is i overloaded the script with too many blocks. crash 2 same ship but with the power script my guess is because it has over 500 batteries on it. also another possibility is that im attempting to use the scripts on modded clear lcds. the reactor script seems to work perfectly will edit if i find any other issues. Edit--- turns out all of the scripts just dont like the modded lcd i am using its called "Life'Tech_LCD Console" super dope mods but they dont like eachother lol
Last edited by NOOBZNYTMAR3; 7 Jul, 2024 @ 7:59pm
mahtrok  [developer] 7 Jul, 2024 @ 10:34pm 
Originally posted by BENBOBBY:
Thanks for the mod.

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.
mahtrok  [developer] 7 Jul, 2024 @ 10:39pm 
Originally posted by Dking3155:
i think i already know why the script is causing the game to crash but i figured id let yall know about it anyway in case some one else posts something similar. 2 seperate crashes cause by the same thing or atleast i assume so. crash 1 attempting to run the damage script on a 500m long super cruiser assumtion is i overloaded the script with too many blocks. crash 2 same ship but with the power script my guess is because it has over 500 batteries on it. also another possibility is that im attempting to use the scripts on modded clear lcds. the reactor script seems to work perfectly will edit if i find any other issues. Edit--- turns out all of the scripts just dont like the modded lcd i am using its called "Life'Tech_LCD Console" super dope mods but they dont like eachother lol

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.
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