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at Zkillerproxy.SleepMod.CryoCommunication.occupiedCryoCount()
at Zkillerproxy.SleepMod.Server.sleep()
at Zkillerproxy.SleepMod.Server.UpdateBeforeSimulation()
[code]
Exception occurred: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at Zkillerproxy.SleepMod.CryoCommunication.occupiedCryoCount()
at Zkillerproxy.SleepMod.Server.sleep()
at Zkillerproxy.SleepMod.Server.UpdateBeforeSimulation()
[\code]
can i change the 10km range from other players? so i can serverwide go sleep?
"[install drive:\Steam\steamapps\workshop\content\244850\1780376231\Data\Scripts\Zkillerproxy\SleepMod"
then find the line for
"if (IsNearPlanets(players[0].GetPosition(), out planet, out planetPosition) == false)"
change to
"if (IsNearPlanets(players[0].GetPosition(), out planet, out planetPosition) == true)"
and then just load the game!
yes I am aware this is a Necro, but peoples asked and I answered.
Assuming all players are in bed/cryo-pod:
Does it advance the time by X hours?
Does it skip time ahead specifically to X time?
If the latter how does the game calculate time? Is it based on where you are with relation to the nearest planet compared to the solar angle or is it a global time variable that could consider 7:00 am to be what is actually sunset in your particular location?
1: no
2:no
3: no
4: no.
its just a trigger to move the time of day slider.
1. Are refineries and assemblers updated as if they were producing for the time you were asleep? Consuming and producing amounts of resources accordingly?
2. Do batteries, reactors, etc, update their power and fuel as if they had been running for the time you were asleep?
3. Do H2 Engines consume hydrogen (and charge batteries) in an amount as if they had been running for the time you were asleep?
4. Are batteries drained as if they'd been used for the time you were asleep? For example, if I had a craft hovering on atmospheric thrusters with 1 hr of flight time remaining and I go to sleep for 4 hours, what happens? Does that craft run out of power and fall?
The "1 player not in cryopod" is still happening, but it does allow me to sleep at some point.
That point is kinda random, but somewhere in the neighborhood of 9 pm, give or take a few minutes.
Any ideas as to why this is happening?
It's worked well when it's just me in a world, but it seems that whenever someone joins me, this little problem crops up and I cannot sleep.
To make it a little easier for some.
like how the noises can be instead of having to dig into the files,
something like /SleepMod WakeTime [## Time in 24hour format]
noise toggle command for reference
/SleepMod EnableNoises [True/False]
Right out of the description.
It is also possible that, in the process, I've managed to break it for other worlds with exotic sun rotation settings. I've tested with a normal world and it was still working fine. I'll just have to wait and see if it get tens of angry comments overnight.
And BTW SE workshop worlds come with their mod list which will automatically be downloaded, for all intents and purposes you can ignore steam and its mod management stuff.
I made a pared down mod list, that will ensure just that nothing will be removed from the world when loaded, and confirmed that the bug is still occurring. I'm not sure how the steam workshop does the mods on a save, whether it will only force the ones I listed, or all of the mods that were associated with the world when I published it. But, either way I hope it will help you with the troubleshooting.