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Glad you like it though.
Game breaking yet only accures when confronted with clang via irregular subgrid merging afaik.
@Stollie I am not currently working on new screens and the projector one, though quite interesting, sounds like more work to do, then I have free time. Besides my own work, I can hardly invest time to continue bug fixing.
I was considering writing a LCD Mod to solve the infamous Components required problem which is blocked due to an non whitelisted methods in in game scripts.
Was basically going to make something that looked at the projected image, breaks the required blocks down into components and show a split between which ones you can satisfy component wise in green and which ones you're missing in red.
These kind of error messages are inside my log as well, sometimes, they should not break anything.
What LCDs are active?`
What values are set?
What 'Update' you're talking about?
Did anything else change during that 'Update':
-Have other mods been installed/removed that change existing blocks or add/remove items?
Can the problem be fixed (are players able to rejoin again) if an admin resets the LCDs to not show the mod LCDs?
Is the problem persistent if an admin changes the LCD contents?
Can the problem be fixed by removing the mod from the servers mod list?
Can the problem be reproduced, if another players explicitly logs out in render distance to a MahInfo LCD and is then not able to rejoin?
2024-11-25 08:12:42.720 - Thread: 74 -> MahrianeIndustries.LCDInfo.MahUtillities: Caught Exception while GetBlocks: System.ArgumentNullException: Value cannot be null.
Parameter name: collection
at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at MahrianeIndustries.LCDInfo.MahUtillities.GetBlocks(MyCubeGrid cubeGrid, String searchId, List`1 excludeIds, MyShipMass& gridMass, Boolean includeSubGrids, Boolean includeDocked)
Does the screen display not show the blocks at all?
Is the block Id is written correctly?
Is there an error message on the display? If so, what kind?
Single player game or server?
Oxygen and pressurization settings turned on correctly?
Are you the owner of all blocks, or do all blocks at least have the same owner?
-sorry, my timing was off but I agree.
Dunno if that is that much of an edge case, I use the mod on our server and all docked vessels show up as they should. I have designated screens to exclusively check docked builder vessels for their contents before leaving towards a construction side or show the cargo left inside the mining vessel f.e. to check from the bases control room, working just fine…
Re: My Cargo Manifest Trouble
I crashed the vehicle and lost it, but here’s what happened. I ran the LCD script on a multi-screen Programmable Block (programmable text panels), and all LCDs worked perfectly except for those reading cargo on the docked vehicle.
I filled the containers with various items (components, ores, ice, tools), but the scripts meant to detail the contents couldn't read anything. I confirmed "docked" was set to true, tried deconstructing/reconstructing the panel, and even used a base game LCD.
I adjusted the custom data to look for specific prefixes, but the header read (0), it found no containers. I renamed the containers (CGO-1, 2, etc.) and searched for "CGO," but only the general summary detected them, and none of the detailed manifest scripts worked.
This seems to be an edge case, but even if this functionality is impossible, it remains one of the most essential mods on the workshop. Incredible work—thank you!
@Pissradish
-What screens do show that 'Empty Cargo hold’ message?
-Are all LCDs set to ‘show docked=true’?
-Do the docked containers contain ores and ingots?
-What search Id is provided for the ores and ingots LCDs?
I'm not sure if I've missed something. "Show docked" is set to true so I'm basically just scratching my head wondering where I went wrong. Any help would be appreciated.
You can hide items below a specific amount by adding <5 to the same excludeIds list.
I use it on my own builder with a font size of .35 and it seemed enough, yet.
Case: Using this in a cockpit to see what inventory you have with a builder requires a microscope to read the entire page at 0.1 fontsize. :P