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if anyone still has probs with massive simspeedkill or a parallel thread warning please report in on the discord.
errors can be caused by a bunch of stuff and without having the full pictures its impossible to tell what the cause it, so please take the complete log and provide it on the wc discord.
the one about parallel threads you postet comes up every now and then even though wc doesnt use parallel thread stuff, so it isnt something new just something that doesnt hit always and usually not everyone.
the logs are capable to show if everything works as it should and what could maybee cause probs du to conflicts and thus can help sort it out.
its always possible that a modupdate introduces new probs due to the changes or due to other stuff involved in that update.
the logs are the absolut minimum that is needed to sort through that.
going to repeat what was said in the past multiple times in the steam comments and on the wc discord from multiple modders:
wc itsealf does not touch parallel threads physics and it is a false detection of keens system to detect it.
if you dont believe me you can go on the search for the original comments that stated that either in the steam comments (though its wuite possible that they where on the old wc workshoppage under darkstar and thus are no longer easily findable) or on the wc discord.
-----------
@all that have simspeed probs with wc in use
for your simspeed problem more informations in form of atleast the logs would be needed for analysation, prefered providing point would be the wc discord.
```
Error: Mod WeaponCore - 2.5 is accessing physics from parallel threads. This is not safe and might cause the game to crash or behave unexpectedly.
```
@BDCarrillo
I hope Keen adds a slider to change sync distance. But with them working on SE2 I don't see that happening anytime soon. Hopefully that add it as a base feature is SE2 when multiplayer drops some time next year
if you want someone with deeper knowledge of the codestuff behind it that can explain it in more detail you wil lbe able to find them on the wc discord.
i am just a player myself even though i got some knowledge to work with that a collectet over the years the modders on the wc discord have a far deeper understanding of the background mechanics.
- - - - - - - -
cursed letter limit in the comments :(
the unloading at just above 3km would mean that you viewrange/syncrange is set at 3km, if you have no wc based mod in and just wc there shouldnt be any weapon that would be able to shoot further than roughly halve that dustance and thus you should be able to shoot at them as they would need to be far inside viewrange/syncrange to shoot at you.
just took a look and the longest range would be 2km with no ai block and 2.5km with the defense or offense ai block (giventhe shpts dont depsawn before reaching the distance) which are both distances where the grid should be inside the syncrange to shoot at stuff.
and the shortest syncrang readily avaible inside the ingame worldsetting is 5km with 15km beeing the default.
once again: wc has no influence on stuff beeing rendered or not, the viewrange/syncrange and it can only work with whatr se provides it in that regard.
the rendering of the stuff is relevant to viewrange/syncrange and in some cases even your graphic settings.
viewrange/syncrange can be changed in worldsettings with a dropdown menu or via the sandbox_config.sbc with the world settings in it.
wc has no influence on the viewrange/syncrange and can only work with what se gives it to work with.
from my own experience even in a full vanilla world once stuff is outside syncrange/viewrange it isnt beeing shot at or beeing hitable by weapons.
though that throws up the question how the npc grid could fight each other if they werent even activly loaded, maybee some very barebone fighting calculations?
The main issue we're having is that the antenna's are getting shot off during AI vs AI combat and they then strafe past our base unloading their guns into our base.
The video was just showing that the grids are being unloaded at 3.01km
oh and please also make sure you dont use wc as a local mod and use the workshop uploaded version and have steam in online mode, you video shows you did put the world into friends mode but from my own experience this can be done regardless of if steam is in online or offline mode.
- 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).
the vfx thing is something that would require a modside reqork to my understanding at point of writing.
in your video its not clear to see which weapons are used and you are multiple km (outgoing fro mantenna signal) out at which you wont have any turret shooting with just wc in the world as wc itself doesnt change anything on the vanilla weapons besides making them wc compatible, so you wills still have vanilla ranges.
besides that outgoing from the color of the antenna its a allied grid and thus would neither way shoot on you.
if you cant get them to shoot on armed enemy grids that are in range and inside the weapons aming area than please try if the "standard first aid list" helps and if that doesnt help please report in on the wc discord with and example world (a world with a premade situation for problem analysis and with no more mods than absolutly neccessarty including mod requirements) and logs from a test in that world.
https://youtu.be/s6VBxG3YR3c
I forced my server to update and solved this problem
My server re-downloaded this mod and it updated.
My server is up and running :)
I'll give it a go, thank you.
2 possibilitys to try that are know atm if time alone doenst help:
1- a forced server update which is usually done through the steam cmd and third party server providers (for example: nitrado, gportal) can have a button for it or do it via the support
2- either you need to contact the support to do it or give you the neccesary access or if you already have the neccessary access try what was posted just before your post
It helped
From previous comments I can see it's a steam issue and not a mod issue, so commenting just to see if anyone announces it's fixed or comes up with a workaround for Nitrado.
"Copy the following files from your Steam client location (Program Files (x86)\Steam\) Into your Dedicated Server (SpaceEngineersDedicatedServer\DedicatedServer64\:
steamclient.dll
steamclient64.dll
tier0_s.dll
tier0_s64.dll
vstdlib_s.dll
vstdlib_s64.dll
Make sure you COPY (and overwrite) them and NOT MOVE them. If you are using DS on your local machine, the files may move if they're on the same root drive. All the files may not be necessary, but I just copied all of them for good measure."
Found on this link... https://support.keenswh.com/spaceengineers/pc/topic/dedicated-server-exception-while-loading-world
one way that helps sometimes has already been written by me:
"try if forcing the server to update helps"
you can do this via the steam cmd and telling it to check the files.
if you have the server via a third party provider the support might be needed to do it depending on how they have set it up.
there is also a pinned comment on the wc discord that has some more advanced steps listet.
Athane, please let us know if you find a solution to the problem.
k_eresultfail
look if you have somewhere a "k_eresultfail" in that log, if that is the case you will need to either wait and hope if it solves itself or try if forcing the server to update helps.
either way downloadprobs are usually down to probs in the connection to the steamworkshop servers, the steamworkshopservers themself or another system connectet to the download of stuff from the steamworkshopservers.
2025-07-23 17:19:39.499 - Thread: 11 -> Mod failed: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 17:19:39.500 - Thread: 11 -> Failed to download mod: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 17:19:39.500 - Thread: 11 -> Downloading mods failed
2025-07-23 17:19:39.500 - Thread: 11 -> Downloading world mods - END
2025-07-23 17:19:39.508 - Thread: 1 -> Unable to download mods. Result = 0
2025-07-23 17:19:39.509 - Thread: 1 -> MySandboxGame.Initialize() - END
2025-07-23 17:19:39.512 - Thread: 1 -> Session can not start. Save is corrupted or not valid.
Okey thx, I'll wait a few hours and try again
the "Result: k_EResultFail" points towards a problem with either the connection to the workshop or the workshop itself which only steam can do anything about it, usually it is gone a few hours later.
2025-07-23 09:35:10 - Thread: 5 -> Downloading: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 11 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail
2025-07-23 09:35:14 - Thread: 11 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail
2025-07-23 09:35:14 - Thread: 11 -> Error during downloading: Fail
2025-07-23 09:35:14 - Thread: 5 -> Mod failed: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 5 -> Failed to download mod: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-07-23 09:35:14 - Thread: 5 -> Downloading mods failed
2025-07-23 09:35:14 - Thread: 5 -> Downloading world mods - END
2025-07-23 09:35:14 - Thread: 1 -> Unable to download mods. Result = 0
2025-07-23 09:35:14 - Thread: 1 -> MySandboxGame.Initialize() - END
2025-07-23 09:35:14 - Thread: 1 -> Session can not start.
- 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 please go over the "standard first aid list" if not already done and if that doesnt help report in on the discord with logs and an example world.
ich würd die frage an deiner stelle in englisch stellen da des die sprache is die in der modbeschreibung als einuiges verwendet wurde.
auch einmal als info:
du wirst da mit guter chance über den discord der in de rmodbeschreibung verlinkt ist ne schnellere rückmeldung kriegen als über die kommentare.
Looks like someone else noticed fixed weapons + AI not working for them either on discord, so will see where that goes.