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The world runs on a Torch dedicated server. I connect either from a client running on the same computer as the server, or more often, the computer next to it. Well, or both. The black spheres occur for either client and regardless of if both or one are connected.
Many of the black spheres occurred for me when the first thing I did after connecting was pull out the multitool, switch to the collision tool, and "fire" it at a complex small grid vehicle that was parked on a huge, flat large grid platform. In gravity (EarthLike), though I don't expect that matters.
With that mod selection, there will be a ~15 minute window of time before Junk Grid Cleanup deletes any that appear.
And got any hints to help trigger the issue?
I've made a mod that cleans up junk grids that are sitting around, and that includes these black spheres, so my current world doesn't have any just floating around anymore. I probably still have a backup from before I turned the grid cleanup mod loose on the world that I can go dig up. My mod list is relatively small, but a couple are bulky in raw file size (MES Cave Systems is ~405 MB for some reason, Seams Fixed 2.0 is ~378 MB and WaterMod at ~254 MB).
I'll search through my backups later and see.
I'm wondering if this happens with vanilla blocks that use IsStandAlone too? lights, sensors, etc.
I suspect the reason you're only seeing it with this is because players are equipping and clicking empty space with it, but they're very unlikely to do that with the vanilla blocks so it's quite rare.
https://www.reddit.com/r/spaceengineers/comments/1k6whge/black_sphere/
It's rather crazy that the game is placing the "block" when it's IsStandAlone = false.
The config file (mentioned in the '/bi' chat command or in the description here) has more details on these things, the textAPI mod menu doesn't have tooltips to do these things in xD
On top of that, it's a good thing it prevents you from loading that world because that world would have who knows what other hooks still in place from the previous world, giving you NEW bugs that wouldn't happen normally.
So to properly identify the mod causing it, look in your log for "session unload failed" and see which mod errors after that, and report it to that mod.
In the meantime, you can simply force the fix by restarting the game whenever you see that error, it won't happen in the first world you load but if you still have the other problematic mod it will happen on the next load.
Keen needs to fix it so it shows up in the first place and then they can see it appearing wrong for the helm and they can offset the raycast (which is a setting per cockpit)
i have fallen over a little irritating thingy.
i have build myself a small toolship not much bigger than a modular cargo container mit a helm on top and put a grinder on the front.
whenever i select the grinder it take the helm in as target for the blockinfo display where you can see the block integrety, component volume and so forth.
looks kinda unintended to be.
The premise is buildinfo has to store all the action instances it sees, but if a mod adds new instances every single time the event is triggered then it will effectively be a memory leak because buildinfo prevents them from being garbage-collected... and there's no way to know for sure it's not just coincidence that the IDs match, which is why the warning is at 5 and not at 2. Also WeakReference isn't whitelisted.
These are relatively tiny but they add up over time depending how frequent the event triggers.
The fix is relatively straightforward for the mod adding said actions, a field per unique action that is nullchecked and assigned with the instance if null, that ensures only one instance is ever created. If they need more help, I'm reachable on the keen discord :P
If he finally decide to do it I'll update you with the results, but it seems like we won't bother further with his bugs since they are not bothering him enough to troubleshoot, thanks for the response tho! :)
First they should try to replicate it locally, if you can send them the world or if that's too much, send them only the mods list, sandbox_config.sbc, and they can blueprint their stuff to paste.
This is to first confirm it happens in singleplayer, then they can remove all other mods except buildinfo to see if it still does it.
Or if you want, you could temporarily remove only buildinfo from the server and see if the issue persists, as it's a non-critical thing that won't break anything in the world if removed.
https://www.youtube.com/watch?v=BHqjGufFWiA
On this video, you can see two things that could be related to Build Vision:
- Everytime he get off a seat, for a slight period of time, the block build info shows up, on the right. On this video, it's the Hydrogen Engine that shows up. Also, there's a sound that is way louder than the other sounds when this happen.
- Also, the "hack" and "functional" bars displayed in the block build info components list stays for a bit everytime he look at a block and stop looking at it. It disappear after a few seconds, but will show up once again the next time he look at a block with a tool or get out of a seat.
If it can help, he's playing on Linux. Dunno if it can be related.
If you have any idea of what option he could turn off to see if it change anything, tell me :)
I'm asking because it's annoying trying to design rovers intended to be able to dock without this information.
MyBlockPlacerBase.Shoot, specifically,
if (MyCubeBuilder.Static.CanStartConstruction(this.Owner))
{
MyCubeBuilder.Static.AddConstruction(this.Owner);
return;
}
AddConstruction seems to care about MyCubeBuilder.Static.canBuild instead of MyCubeBuilder.Static.m_blockCreationActivated.
It doesn't look practical to force canBuild = false;
One option would be MyCubeBuilder.Static.CubeBuilderState.CurrentBlockDefinition = null whenever you deactivate the cube builder (to block in Shoot before CanStartConstruction), but I think CurrentBlockDefinition is how you're checking if the multitool is equipped?
You could make the fake block require an unobtainable component (to block in CanStartConstruction), but if the player has creative tools enabled, that'd bypass that safety.
And there's the chance I'm off base and this isn't where the problem is.
Looking at a save file, I'm up to 35 BuildInfo_MultiTool?G (2 LG, 33 SG) single block grids after a couple weeks of use, so it's not a particularly common issue. The bummer is that the spheres can really get in the way since I'm using the multitool in areas where I do lots of vehicle designing. I'm also confused why trash cleanup doesn't zap them. -_-
On a dedicated server (running locally), sometimes it's the client side: I'll hear the "thwunk" build sound but don't think anything is actually placed (sometimes the build disable never engages and every click makes the build sound). And sometimes it seems to be the server side: as a client I don't hear the build sound but a black sphere appears.
When playing in a local offline game, I've had it where the first click with the multitool builds the last normally selected block at whatever spot it was last aimed at. I select light armor block, aim up, equip multitool, turn and click, light armor block appears.
In all cases the multitool effect still triggers. I definitely tested with both the measuring tool and the LIDAR. Don't recall if I tried the conveyor visualizer.
The issue is a combination of that specific script's behavior (not echoing every update), the game not refreshing terminal on every run even though it internally clears the echo on every run, and then this mod that attempts to detect when the echo data is empty to print "last seen text".
So beause the PB script actually goes between text and blank, that's why you're seeing it flicker between the text and "last seen text".
Not really sure how to fix this one without outright removing the "last seen text" feature :/
Can be fixed in the PB script by changing the line #171: _scheduler.AddScheduledAction(PrintDetailedInfo, 1); - change the 1 to 6, so that it prints every update.
Are you looking at a dedicated server log? The DS install doesn't have any textures, so ignore the error in that case.
Thanks for the great mod, it's been really frustrating having to turn it off to work with scripts as it adds so much to the game I really miss it when I've had to disable it!
So I've left line 353 commented and dropped a config check lower down at line 381. It seems if that dirty flag is set I get the flashing detailed info screen I'm trying to avoid. With an early exit just before setting the flag it behaves nicely when I disable Terminal>>Detail Info Additions.
Obviously it would be ideal if the detailed info screen would behave with the extra info added, but I haven't explored that yet and have a work around that means I don't need to reload my world to switch BuildInfo on and off. I might dig a bit deeper at some point, but it is likely to be a while before I put more time into this as I've found a way round my pain point.
I've only tinkered with scripts so far, not looked into making mods. So not sure how a mod and a script could cause such a conflict. Hopefully it's just a matter of making the "Detail Info Additions" setting a bit enthusiastic about switching functionality off.
I hope that helps you replicate the issue I'm seeing. Nothing worse than a reported bug you can't replicate locally! OK, I'll correct myself, there is something worse, a rare intermittent bug, never can be sure if you've fixed those. So fingers crossed you get an easy replication, I always find it easier to fix something when I can break it at will :)
1: Make a fresh creative world
2: Slap a platform down with power, a door and a programmable block
3: Save and exit
4: Add Build Info mod and reload save
5: Door should open and stay open
6: Load "Whip's Auto Door and Airlock Script" script into the programmable block
7: Door should open and automatically close after a few seconds
8: Open the control panel for the programmable block
9: The extra info area will be bouncing up and down as both Build Info and the script are trying to write to it every second
10: In Mod Settings disable "Detail Info Additions"
11: The extra info area will now flash text without Build Info's additions, but it is blank half the time and you cannot scroll
12: Save and exit
13: Disable Build Info mod
14: Reload
15: The extra info area will now be stable, updating every second and allowing you to scroll