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You can turn off automatic dependencies in DS to prevent any mod from automatically adding dependencies, but be very careful with that too as it can also cause problems if you forget about it =)
Is it possible to implement a kind of failover movement for grids that have Physics.Enabled set to false? My new implementation for the Frame Shift Drive works with this, so all camera panning does not work.
To remove mods you must remove them from the world, sub/unsub is only for mods to appear in the list in world settings, it doesn't dictate if the mod is used or not, worlds do that.
Also not sure how this has anything to do with turrets, but if you want me to look into the issue I'd like the world (you can publish it on steam as hidden and DM me the link for example).
@Caazego
This works by rotating the block itself which affects its visual model too, this is not noticeable on the camera as it's out of view but for turrets it would look strange =) and might have weird behaviors when host-player is doing it. This one would need to be done by Keen I'm afraid, and they've been asked to add a roll slider for cameras for a while now :/
I'll write to the creator of the mod if I'm not too lazy to sort out the logs ahahah
From what you said on that mod's page I suspect you're talking about getting errors during loading so you can't load/join worlds anymore with this (or any of my other mods) yes?
That sounds like a mod has errors during *unload* of the previous world, preventing other mods from releasing events and file hooks... so when it tries to hook the file again in a different world, it fails.
You can exit game to temporarily remove this problem, but once you leave a world it'll happen again.
The file fail is a good early warning though. Look in the log for which mod has errors in unload and report that to them to fix (or at least to catch the errors).
There's two things I'd absolutely love:
1. Being able to reset pan without resetting rotation
2. Presetting rotation (and maybe panning) for blueprints, maybe via custom data or similar.
"Why don't you just mod the damn camera then???" Well, mainly because servers.
Or in the plugin manager, if you happen to be using that to have this as a client-side mod?
Thanks, used it since long time now.
Question: is there a way to add a option button/drop down selection menu in the K menu of cameras to select/rotate the initial view reference ?
For side mounting cameras: put on right side, select view reference 90° left to align the view upside.
Hard dependencies are defined in the workshop page on the right (you can see buildinfo or paintgun mods as an example) which the game looks at and automatically adds those the world no matter of being sub'd to them or not :}
When trying to narrow down just mind that this mod is brought in by WeaponCore, and WC itself by any WC weapon, so it can get indirectly added back in.
If you need help tracking the issue down, ask in keen's discord, at #help-se or even #modding-programming - there's likely people there that experienced this same issue.
Question/Request though: Any way for you to add the option to be able to add configs (such as rotation degrees and zoom level) as values in custom data for cameras? Say I have a top-mounted camera at the bottom of the ship and I want the view to not be upside down (as an upside down top mounted camera would be). With this mod as-is, you can rotate the camera and fix it, but the fix is not persistent. Having the option to either save the settings into the custom data of the camera block (or typing them in manually) to then be loaded automatically whenever you view the camera would be nice. :)
Thank you for the answer!
@Mitokandria (Tricks)
You mean non-torch? It doesn't matter, I would've mentioned it in description if it did :P
Or by vanilla you mean the server itself doesn't have the mod, then not without using a client plugin like plugin loader which does allow some client-only mods to be installed ( https://steamcommunity.com/workshop/filedetails/?id=2407984968 )