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Since we want to start a private crossplay server and would like to continue using your mod.
You can find and view dummy names using the debug menu (f11) ingame
For general modding help like this I suggest the modding channels over at Keens discord
I assume the outputs have their own flame dummies.
In the config section you can specify all dummies that should spawn a particle
Dummies : thruster_flame;
It checks for dummies that contain the specified name.Ex, thruster_flame_big and thruster_flame_small would both be valid in this case.
So if you have thruster_flame_1 to 10 you would only need to specify thruster_flame and all of them would spawn the same particle
You could ofc just do it specific like this:
Dummies : thruster_flame_1,thruster_flame_2,thruster_flame_3...;
If you have a separate particle, just make a new section
I do have to say however, it seems like this mod doesn't actually have any light emissions when hovering above a planets surface like the vanilla thrusters. There's a huge light show but everything under the ship is just dark, even with this ship on a planets surface. Either way, I love the upgraded visuals!
Sadly, TFX does not support recolorable thrusters atm. Im looking into how I will add support for it, no eta atm
Is it that you see the vanilla flames for a short moment when joining a server?
- Added workaround for effects not updating when a grid is controlled by an auto pilot on dedicated servers. This is due to a Keen bug, reported it a few days ago
- Some fixes here and there
Short story - looks like a Keen bug
Long story: On dedi the current thrust values does not get synced if the grid is AI controlled.... yey
Will look into possible workaround
- Fixed various cases related to effects disappearing and requiring a rejoin/rebuild of block.
- Fixed default intensity of heat visuals when constructed.
Main issues: No effect when AI control the ship and effects not being visible.