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There's the option 'Enable friendly missile damage' which is off by default, but perhaps it's ONLY a thing for missiles, and regular turrets are left out?
It's not a solution to the targeting, it just makes weapons to no damage to their own grid. Assuming it's enabled in the world settings, of course.
I need to completely rewrite this mod, because it was made before the Physics patch (and inspired it in some way).
I've seen the bug with no conveyor connection in advanced rotors, and I'll try to fix ASAP.
I stopped using this mod a while ago, since it appeared to introduce the ghost-damage bug.
Blocks will look unharmed, but will spew smoke and not actually function, which makes repairs rather annoying.
Looking for further confirmation/requests for logs
More often than not, after a slow impact, some parts of my ship will be sparking, smoking, or whatever, but there will be no visual component loss.
If I reload the game, the missing components are shown, and if I manage to guess the missing ones beforehand, the block willl be repaired.
There's already a mod for that, 'Gravity Generator Physics'. I personally use the 'Replacer' version in the description, so I don't have both vanilla and alternate physics version.
Thanks a lot for your contribution to SE!
This is not mentioned in your mod description. Can you explain?
Sent you a message :)
Thanks for the kind words. May we have a little talk, please?
I have to admit, though, it was entertaining to have my lights smashed if I hit something too hard.
It seems impact damage is softened or otherwise changed now, because my small spotlights were able to survive the impact, even if they had to be repaired.
Actually, I really like that for some reason!
Too early did I deprecate PhysFix! There's still lotta stuff to fix!
Changelog:
— Removed subgrid damage nullification (now vanilla)
— Removed turret anti-selfdamage (vanillized)
— Removed smart-locking (no longer exists)
— Impact Tolerance is back online!
— Gravity Drive Fix is back online!
— Weapon Damage Multipliers are now also functional!
With the arrival of the Update 1.185, this mod has been made mostly obsolete by Keens save for the "Gravity Drive" exploit fixer. Thus, PhysFix has done it's work and it is now deprecated and no longer updated. I plan to release the anti-gravdrive part separately.
https://www.reddit.com/r/spaceengineers/comments/74117x/speed_limit_fix_plugin/
I'll look for it.
Nah, just download the mod which fixes it off of reddit; it's a deeper problem than workshop mods can touch.
New question, does this effect sub-sub-grids and so on?
Or do we need to set it to a higher number like 10 to have it work?
You need to tweak the SubgridCollisionToleranceMultiplier in the config. Increase it, or you can just set it to zero so the subgrid damage is not possible at all (unless it clangs really hard).
I was under the impression that subgrids couldn't damage other connected grids (like with my rotor-turret). It seem there may be an issue with that feature, or I must've missunderstood how exactly it's supposed to work.