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Since it only happens on PlayStation and not on other platforms, it may be related to some other similar crashes that were being reported with modded servers.
The crash itself is Client-Side, so no accessible logs are available. My current guess at this time is that the console is trying to do something with script files in the mod it shouldn’t be touching (because it’s not supposed to in the first place), but that’s just speculation on my part.
I’ve let the keen devs know to reach out to me if they have any other information I can act on, but until then, there’s no possible means for us to address that issue.
--- please atleast try to get the name correctly ---
without more informations like logs, exact errorcode, exampleworld and maybe some more stuff it will be very hard up to impossible to do a deeper help than whas already be given and for that the steam comment section is too limited, i recommend to join the mes discord (which is linked i nthe moddescription) and present you problem there together with an an good as posisble explanation of the problem, the errorcode, logs and an example world so that a more in depth look can be taken at it.
i am not familiar with ce errors, so i did google a bit and from what i could find that they are usually console specific errors being given out by the console itself and mostly poitn towards probs with the console in question.
take the specifc ce error you get and search for it specifc to your used console to get a more detailed answer to what kind of error it is and what you can do to alleviate it.
that it is happenign while using a console client is a BIG point that needs to be taken into consideration as a world needs to be setup for consoles for them to be able to join the world.
so no mods with client side scripts, no ingame scripts . . . and many more functions need to be taken into consideration.
still the chance for file corruption exists on consoles too, but i dont know how to check on consoles for that as i never had one.
you might also want to ask on the mes discord which is linked in the moddescription as you might need to provide stuff like logs and an example world which is easier via discord than steam, atleast for the logs.
laut offiziellen statement wird er laufen gehalten soweit er nicht komplett zerbrochen wird mitm update.
ansonsten hab ich bisher von keiner anderen seite aus gehört das es probleme gibt, daher vermute ich mal das es möglicherweise entweder an einem modconflict oder an beschädigten dateien auf spiel oder modseite liegt was entweder bei client oder server vorhanden ist.
auch möglich ist das die welt beshcädigte dateien hat, konnte meine singleplayer welt seit dem space engineers update net mehr laden und da ich sie mit net älteren version von space engineers laden kann vermute ich da derzeit das sie einfach zu alt geworden ist.
so ganz nebenbei:
die kommunikation läuft hier eigentlich auf englisch ab da die meisten die hier helfen kennen englisch als zweitsprache können oder nur englisch können, es ist also empfehlenswert englisch zu nutzen wenn es einem möglich ist.
from which mes based mod are they and on which planet?
there are some mes based mods out there which have planetary ships in it which cant handle planets above 1g and thus the ships are already crashing down on alien and pertram.
Happened when a Reaver ship crashed into the ground.
2024-05-16 03:26:32.244 - Thread: 1 -> var exception = System.NullReferenceException: Object reference not set to an instance of an object.
at CoreSystems.Session.TerminalMonitor.HandleInputUpdate(CoreComponent comp)
at CoreSystems.Platform.Weapon.ShootManager.RequestShootSync(Int64 playerId, RequestType request, Signals signal)
at CoreSystems.Api.ApiBackend.FireWeaponBurst(MyEntity weaponBlock, Boolean allWeapons, Int32 weaponId)
at ModularEncountersSystems.API.WcApi.FireWeaponOnce(MyEntity weapon, Boolean allWeapons, Int32 weaponId)
at ModularEncountersSystems.Behavior.Subsystems.Weapons.CoreWeapon.FireOnce()
at ModularEncountersSystems.Behavior.Subsystems.Weapons.WeaponSystem.FireBarrageWeapons()
Going back into hibernation now :)
After making this change the non-WC turrets stop spawning.
Unfortunately some of the dumb "armor packs" I have or things like Azimuth Remastered come with turrets/weapons built in.
as far as i know not.
though i wonder why you would go against the recommendation of not mixing wc and nonwc stuff and thus avoiding the problem an many others resulting from mixing wc and nonwc stuff.
just thw two most mayor compatibility based problems resulting from mixing wc and nonwc stuff:
- nonwc stuff wont have functioning ai
- nonwc stuff cant intercept wc munitions and vise versa
Is there a way to specifically stop the disabling of inertia?
Locking the dampeners with a grid keeps everyone's movement stable.
The inertia inhibitor causes my friends to lag out my ship.
as far as my knowledge goes you can add and remove mes mods as you want as long as the compatibility between the rest of the modlist is not broken.
the only exception to that if the mod adds economy stations as these are are positioned upon worldgeneration, atleast to my kowledge.
as mes supercedes the vanila system i nregards to npc spawning in while having its own spawn categories i would say that it depends on how the mod in quesiton is set up and that question would be better placed on that end of the compatibility line.
Cargo Ships
Random Encounters
Enable Wolves (If Planet Creature Spawner Option or Addon is used)
Enable Spiders (If Planet Creature Spawner Option or Addon is used)
information on that is easily found inside the github based mes wiki linked in the moddescription, basically information on all settings is found there.
it is.
i have build a whole basic modlist around mes, wc and ds.
its recommended to turn weapon randomisation on if you use more than just the vanila replaced weapons if you combine mes with wc due to range and firepower differences occuring otherwise.
MES + CrewEnabled = ok
but CrewEnabled require AiEnabled and:
AiEnabled + EEM = NOT ok
So, you have to use:
1) MES + EEM
- OR -
2) MES + AiEnabled + CrewEnabled
crew enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2803081060 is a submod for mes, so it is compatible with mes.
but crew enabled requires ai enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2596208372 which itself is not compatible with eem.
eem https://steamcommunity.com/sharedfiles/filedetails/?id=531659576 itself is compatible with mes,.
so if eem can be used depends on which submods you want to use, there is no known way to me to make eem compatible with ai enabled without fuly reqwriting the fation stuff in eem if it is even possible without gutting eem
eem isnt compatible with ai enabled cause ai enabled has its own factions to deal with the botstuff and eem modifies factionstuff which in turn makes ai enable unable to function. there are also other mods and plugins out there that do the same stuff and also dotn work together wie ai enabled.
as long as you dotn use the "crew enabled" submod which requires "ai enabled" which in turn is incompatible with eem because of the factionhandling of eem it is compatible with eem.
Can you tell me the steps to disable all the things to make it compatible with MES, please?
I really do not understand much about mods so i am really confusing. Idk what mods i need to disable or the mod priority order to make all working.
Thanks!!!!
then you either just skimmed the moddescription and missed it or you have probs undertanding it.
"This new single framework was designed to be backwards compatible with all existing NPC encounter mods that were using the older frameworks. Because this framework replaces the limited functionality of some in-game spawning systems, the following world options will be Automatically Turned Off when using this framework:
Cargo Ships
Random Encounters
Enable Wolves (If Planet Creature Spawner Option or Addon is used)
Enable Spiders (If Planet Creature Spawner Option or Addon is used)"
that part of the moddescription tells you that the worldsettings for creatures, cargoships and encounters will be automatically deactivated by mes cause its fully replacing it.
thus as long and you use mes the worldoptions for these settings basically will not function.
Can't find anything about the box getting untick everytime on autorestart.
Do i need to enter a command everytime to enable it back in-game ?
the answer to that question is inside the moddescription
When ever I do an auto restart it does'nt rember those settings.
just testet the link and it works on my end.
if you press it from the steam programm itself it will go over to your browser and you might need to do it again if you arent logged in to steam when the lin kgets thrown to the browser.
besides that it might be possible that some stuff is interfering if not properly configured.
for example i had it on another discord that someone was not able to join via the ivnitelink cause the addblocker he used did block the link, once that was put into the allowed stuff he could join.
as long as you dotn use the "crew enabled" submod which requires "ai enabled" which in turn is incompatible with eem because of the factionhandling of eem it is compatible with eem.