Space Engineers

Space Engineers

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Azimuth Complete Mega Mod Pack~(DX-11 Ready)
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Type: Mod
Mod category: Block, Script, Modpack, Production, Other
File Size
Posted
Updated
396.230 MB
Jun 30, 2015 @ 7:46pm
Oct 9, 2024 @ 1:43pm
155 Change Notes ( view )

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Azimuth Complete Mega Mod Pack~(DX-11 Ready)

In 1 collection by SEModder4
Ships and Mod Creations
20 items
Description
The Ultimate Complete Azimuth Mega Mod Pack

Azimuth Complete Mega Mod Pack~(DX-11 Ready)

This Ultimate Azimuth mod pack consists of TumbleTV/Vergil's Epic mod creations they have created.

The perfect must-have mod for anyone wanting to build a downright Epic and Awesome ship!
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Enjoy!
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***Created By TumbleTV,Vergil, Converted to DX-11 by SEModder4.

=>You may not reupload this mod onto the workshop without permission from SEModder4 or TumbleTV or Vergil.
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Popular Discussions View All (1)
0
Mar 5, 2017 @ 8:14am
PINNED: Dedicated Server Users Read Here Please!
SEModder4
2,949 Comments
PallyDanaRama Mar 11 @ 1:18pm 
Yeah, I use 2 plugins currently: Block Picker and Toolbar Manager. I used to use multigrid projector, but it apparently causes issues with blueprints not saving toolbars, so things like printed missiles stop working. Could this issue be because I used to use that plugin and stopped?

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.
SEModder4  [author] Mar 11 @ 8:03am 
I just tried it on my PC and I got no crashes. Something might be up with your game install.

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.
SEModder4  [author] Mar 11 @ 7:28am 
That's definitely the error for sure. Let me see if I can get it to load on my PC and I can go from there.
PallyDanaRama Mar 10 @ 8:13pm 
This crash was when only this mod was loaded, but it says "An item with the same key has already been added" so I wonder if another mod I was using also had emissive editing.

I'm really not smart enough to know what all that means. I appreciate your help
PallyDanaRama Mar 10 @ 8:09pm 
at Sandbox.Game.Entities.MyCubeGrid.Init(MyObjectBuilder_EntityBase objectBuilder)
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.
PallyDanaRama Mar 10 @ 8:09pm 
at DarkVault.EmissiveControl.EmissiveControlGridLogic.OnBlockAdded(IMySlimBlock block)
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)
PallyDanaRama Mar 10 @ 8:09pm 
2025-03-10 22:59:22.807 - Thread: 18 -> ERROR Entity init!: System.ArgumentException: An item with the same key has already been added.
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)
SEModder4  [author] Mar 10 @ 7:37pm 
Yeah this mod should have the script to change emissive colors. If not I'll trade it tomorrow morning for sure.

Can you check your game log and post the crash here. It should be near the bottom of the log
Thanks!
PallyDanaRama Mar 10 @ 6:45pm 
Does this mod add the ability to edit emissive colors by chance? I noticed after getting my game to work again that I no longer had that ability (that I never realized wasn't vanilla tbh), so I downloaded a different mod to do the same thing... and the game crashes with that mod. That's literally all it does. I did change emissive colors on all my doors last night shortly before quitting, so that's probably it. I just really loathe the bright green that comes standard.. Guess I'm not allowed to do that.
PallyDanaRama Mar 10 @ 6:12pm 
For the life of me, I can't figure out why, but this mod seems to be causing a crash in my game whenever trying to paste a particular ship or when loading into a world with that ship. The ship in question doesn't even have any parts from this mod as far as I can tell, but it crashes 100% of the time when I have this mod enabled, and never when I don't. I even tried loading the world with just this mod and no others, and it crashed every time.

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.