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https://steamcommunity.com/sharedfiles/filedetails/?id=888457381
https://steamcommunity.com/sharedfiles/filedetails/?id=888457124
...but they have a range of one. /thumbs nose.
also thanks for the great modding work! ...just let me change stuff lol.
nope, mes and me submos does not mess with any of the factorum and planetary grids stuff that came newly to se in the contact update or any of the unknown signals stuff.
but there are mes mods that have planetary stuff if you want something additionally spanwed in planetary.
if you mean unknown signals and strong unknown signals that is something mes doenst touch.
if you mean gps or transmition signals then turning of the gps and changing the signalmode of you hud should help.
though there also mes just puts up signals via antenna or gps but doesnt bring its own systems.
Also, can you reproduce this issue with only MES in the world?
I can confirm the exact same thing is happening on my server, all MES Ships etc. working and spawning normal, all new Vanilla stuff spawns stationary and only starts to move if you trigger them via direct contact via player or if the get in "sync" distanc with MES ships.
Since I'm playing on console nowayadays (sadly), unfortunately I can't do anything about it because the access to rented dedicated is simply too limited and the MES Chat Relay Mod not working since a long time, except to delete MES and all submods in the hope that it won't destroy the savegame.
have yet to encounter some of the new stuff, though if you can reproduce it in a fresh world with just mes you probably shoult put together logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation to show the problem) and do a report on the discord after checking that is doesnt happen with no mods at all in use.
wouldnt go that far as there are still higher functions of mes and mods adding functions to mes that either arent in vanilla or not supportet by the vanilla encounter or cargo ship system.
did seen your message, though its for one not 2 days old and in the wrong channel fornwhen you have problems.
if you have read the moddescription you then now atleast know why the settings keep getting turned off and the functions mes takes over as well as the places where you can find documentation about it.
and i have written here and in the aie comments that you shall read the moddescription cause you did already ask inside the aie comments a question that is answered by that even after i pointed to it the first time.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
in your relation to the comment in the aie comments, which at this point havent been ended up there, about where mes has standing which settings get turned off i am going to repeat myself:
it is written inside the moddescription on the mes workshoppage.
and for the future:
please try to post stuff related to a specific mod in that specific mods comments, even more so if you have already been pointed with a arrow that says that the mod where you aks has no influence on it.
besides the moddescription of mes you also have the github based wiki for mes and the discord for mes which are both linked inside the moddescription of mes to find out informations on how it works and what you can do with it.
from past experience the usual cause for stuff not working is a mod conflict, a case of file corruption or just a plain old f1 error, 2 of these can usually be esily fixed (just go over the standard first aid list) but the third one is a hard job to clean out.
no probs on my end.
due to you saying that factions disappear i would say you might cauge a case of file corruption or a mod conflict.
though i also need to note that so far i did not have npc factions disappear on me even after removing the mod that added them, but please dont just remove a mod that interacts with the faction system or stuff like ore generation and enviroment from a running world se usually doesnt like it in my experience and the same goes for adding them to a running world, for testing purposes.
doesnt it work with rss?
to my understanding it shoudl work with all planets vanilla and modded ones as long as they are tagged properly.
or dont they even spawn in space?
in case there isnt even spawning stuff in space and you have stuff mes can work with to spawn it it than there is something else going on.
i for my part dont use rss due to it having too much probs with other mods i use due to how the gas giant it uses messes with background stuff and causing in my experience even with no other mods probs, for example pockets of atmosphere inside empty space where no atmosphere should be (for example thousands of km away from all planets.
i would say requesting stuff would go a further way via the discord that is linked inside the moddescription than inside the comments.
to my understanding and my experience as well as explanations given on the mes discord mes does not touch the global encounter which the new planetary vanilla encounter stuff is part of and the factorio stuff too.
its the same as with the unknown signal: its handled by a different system than the cargo ships, random encounters and creature spawns.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
in that case a few pointers that usually help narrow down what it happening inside the "standard first aid list" that should be done if not already done.
if that one doesnt help its probably time to take logs and an example world (world with as few mods as possible to reproduce the problem and a premade situation that shows the problem) and report in on the mes discord.
as for the github based wiki it is from my experience besides some naming stuff still up to date as mes itself didnt change much besides some bugfixes and adaptations for updates of se itself having happened besides some optimisations, that is atleast to my point of understanding.
You can see my frustrations when nobody seems to have an answer as to why not one single Station, after more than 150 hours in space sells ANY Ships or Datapads. I've found 6 total, checked the 2 around Earthlike's Moon probably 20 times each now, the 2 around Mars' Moon plus 2 additional Stations from the Trade Operators Coalition Mod to add the ability to sell SCRAP wrecks in space.
as far as my experience so far goes using mes has no influence over the vanilla economy stations and no influence on the economy by itself, but mes submods can interact with the economy.
what i did experience is that some modded scenarios and modded planets or whole modded star system dont play well with the economy system depending on theyre age.