Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
EDIT... at a high level I noticed your last commit of the wrapper API class was Jun 4, 2020, but the API mod has been updated 7 times since. Not sure if anything was a breaking change, but I'm going to guess if other people aren't complaining then that's unlikely.
I think one of two culprits were at play:
I had to add the first item while being IN the control station. Then leave, and go back in. Suddenly it updates and shows.
OR
Custom coords required on 21:9 ultrawide displays (which I use).
I did find one anomaly that I think the HUD API dev fixed but is possibly not included in this release of HudLcd. Any scripts that uses custom "Keen character pixels" to draw onto LCDs do not draw properly in HudLcd. I am going to include some screen shots when I can get them posted to an image host.
It is quite possible that I'm using something outdated in the HUD API or more likely the SpaceEngineers API, as I haven't made any significant changes to that part of the code since the first batch of releases.
I think it is unlikely that a fix for the HUD API would be missing in HudLcd. As you can see on github, the HudAPIv2.cs is more or less a translation layer and contains little to no logic. I can update this file if you run out of ideas.
The behaviour you describe seems quite eratic and I'm not sure what the cause is, tbh.
One of the bugs I know exists, is that the Text Field doesn't get updated if you don't manually change something, but since you are using the Custom Data, I think it should work regardless.
I've had this mod on a regular (non-torch) server without any problems, but that was about 3 years ago ;)
I'm assuming you have loaded up your mod list on a local world and tested it there?
Did you try blueprinting a "working" grid into your server?
I'm happy to help, if I can, but I'm not sure I'm deep enough into C# and the SpaceEngineers API atm, to be of much help if this turns out to be a deeper issue.
Cheers
Admittedly I understand somewhat where you're at technically, I'm an MCSD/senior engineer of about 20 years now myself...very comfortable in managed and native code... but know absolutely bollocks about the ModAPI for SE itself which renders me mostly useless for debugging unless I load it all up on my development workstation (my gaming rig is purpose-built/used for gaming alone). So I surely could dig in if I can find the time to absorb the whole modding ecosystem, but in the meantime... I also know that reporting bugs is pointless without enough information to get a grip on the situation and test it locally. :)
Appreciate you giving me such a great response though. I'll do my best to post the shots of that last issue soon.