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I just made a new empty world with only this mod, and it loads up fine. I can even paste other ships; just not the one on which I changed the emissives. As soon as I hit paste on the ship that has altered emissives, it crashes to desktop.
I've also been experiencing crashes recently that I don't think have anything to do with this mega mod pack. I had been using Whiplash's Revived Large Railgun for weeks without any issue, but now I can't load a fresh world with it.
Are you running plugins by chance?
Try this mod in a new fresh world with just this mod in it and let me know what happens.
The emissive script works flawlessly in my test world. I tried it with all the blocks.
I'm really not smart enough to know what all that means. I appreciate your help
at Sandbox.Game.Entities.MyEntities.InitEntity(MyObjectBuilder_EntityBase objectBuilder, MyEntity& entity, Boolean tolerateBlacklistedPlanets)
2025-03-10 22:59:22.808 - Thread: 1 -> Entities loaded & initialized
2025-03-10 22:59:22.808 - Thread: 1 -> Error: Error during loading session:Sandbox.Game.Screens.MyLoadingException: An error occurred while loading the world.
The world may be corrupted and can't be loaded.
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockAdded(MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
at Sandbox.Game.Entities.MyCubeGrid.InitInternal(MyObjectBuilder_EntityBase objectBuilder, Boolean rebuildGrid)
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at DarkVault.EmissiveControl.EmissiveControlLogic.ParseCustomData(Dictionary`2& settings)
at DarkVault.EmissiveControl.EmissiveControlLogic.OnCustomDataChanged(IMyTerminalBlock block)
at DarkVault.EmissiveControl.EmissiveControlLogic.OnAddedToContainer()
at VRage.Game.Components.MyComponentBase.SetContainer(IMyComponentContainer container)
at DarkVault.EmissiveControl.EmissiveControlComponent.OnAddedToContainer()
at VRage.Game.Components.MyComponentBase.SetContainer(IMyComponentContainer container)
at VRage.Game.Components.MyComponentContainer.Add(Type type, MyComponentBase component)
Can you check your game log and post the crash here. It should be near the bottom of the log
Thanks!
I really don't know why, though. I've had this mod for ages, literally years. It was in my load from when I played the game a decade ago and I never took it out when I started playing again. I use parts from it occasionally, but the ship that seems to be the issue doesn't even have parts from this mod.
However, the space only detectors has a very high range, so it's not really meant for planets due to their high range. As it results in a memory leak of sorts.
Or is a update on its way?
I haven't played in a while either, I've been waiting for the next update to release. October 14th is the day.
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=>Re-applied the script that allows emissive control changes to the textures.
--------------------------------------------------------------------------------------------
It worked with this modpack only.
And I had no problem when I added extended mods.
Which mod is it?
I'm digging for gold for thrusters right now.
But I'm told that the weaponcoreMOD doesn't recognize this weapon, even though the turret doesn't use weaponcore.
I still have yet to push the update with the script. Life has been very busy, I'll have time tomorrow all day to push an update to re-add the script for colorable emissive stuff again.
Thanks. Appreciate it.
Azimuth Remastered has all new models, textures and code.
Awesome, thank you very much!
https://steamcommunity.com/sharedfiles/filedetails/?id=3274693492
-----------------------------------------------------------------------------------------------
=>Fixed large components not moving through small conveyor tubes.
-----------------------------------------------------------------------------------------------
I had a problem that just showed up recently. Is there anyway you could help me with this? I really want to still use this mod but it kinda corrupted my save.
https://pastebin.com/7XiJsBs2
SE is full of surprises and annoyances, like auto rotate
Maybe it crashes itself or confuses other mods ...
Modlist:
Build Hints [Updated, TextHUD API v2 Menu]
Build Vision 3.0
HUD Compass
Rich HUD Master
SE MiniMap (RADAR)
Text HUD API
[VSI] Ore Deposit Scanner
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt64(String value, NumberStyles options, NumberFormatInfo numfmt)
at DarkVault.EmissiveControl.EmissiveControlGridLogic.OnPlayerEnteredCockpit(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.DoubleKeyPlayerEvent.Invoke(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.Entities.MyCockpit.AttachPilot(MyCharacter pilot, Int32 seed, Boolean storeOriginalPilotWorld, Boolean calledFromInit, Boolean merged)