Space Engineers

Space Engineers

HUD Compass
Potential issue with vanilla scenarios?
I observed this issue for the "learning to survive" and "never surrender" scenarios several times with plugins and finally managed to narrow it down to this mod. Frotsbite did seem to work though.

What happens:
When loading a saved game from the "learning to survive" scenario when a task is already accepted, the accepted task simply vanishes and you cannot accept others.
For "never surrender", no drones spawn and the "next wave" button does not do anything.

It has to be noted that the game has to be saved at least once for this bug to happen. Freshly created saves work fine.
This mod seems to break affected saves even after removing for me.

Can anyone confirm this?

EDIT: I found this to happen both with or without the plugin loader
Last edited by ι3ξτ^н4ЖΣ0я; May 19, 2023 @ 7:08am
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Showing 1-6 of 6 comments
m0dbot Jun 3, 2023 @ 9:11pm 
same here. playing 'never surrender' with my usual modset which includes this one. I narrowed it down to this mod. It's not the Text HUD API, Build Vision which uses it too works. I believe it somehow breaks the missions scripts.

Also as soon as this mod was added to a save and then removed the save is broken.
Normally when you come close(100m) to the Space Station, GoodBot says 'next wave in 4min' but if HUD Compass was enabled once in the save, this won't happen.
Originally posted by m0dbot:
same here. playing 'never surrender' with my usual modset which includes this one. I narrowed it down to this mod. It's not the Text HUD API, Build Vision which uses it too works. I believe it somehow breaks the missions scripts.

Also as soon as this mod was added to a save and then removed the save is broken.
Normally when you come close(100m) to the Space Station, GoodBot says 'next wave in 4min' but if HUD Compass was enabled once in the save, this won't happen.

Unfortunately, This is the case. I have also narrowed it down to this mod breaking the scenario mission scripts, for now i would just play without it, i wish it would work though because it is quite useful for trying to remember which way something is.
aleks01s Aug 1, 2023 @ 1:45pm 
Originally posted by ι3ξτ^н4ЖΣ0я:
Frotsbite did seem to work though.
Originally posted by ι3ξτ^н4ЖΣ0я:
Can anyone confirm this?

I can also confirm that this mod seems to break some scenarios, in particular also Frostbite (at least I have narrowed down this mod to be the culprit of the entire HUD relating to objectives vanishing).
Rayanth Sep 30, 2024 @ 1:22pm 
we just stumbled on this in a Never Surrender run. the waves of enemies never spawn. The sad thing is, removing the mod doesn't fix it, so we have to start all over.
Originally posted by Rayanth:
we just stumbled on this in a Never Surrender run. the waves of enemies never spawn. The sad thing is, removing the mod doesn't fix it, so we have to start all over.
Yeah, you have to start over or get through it in one session
Rayanth Oct 16, 2024 @ 10:02am 
we actually found a fix for a corrupted save. in the save's sandbox.sbc, look for:
<ScriptStateMachineManager> <ActiveStateMachines /> </ScriptStateMachineManager>
and replace it with:
<ScriptStateMachineManager> <ActiveStateMachines> <CursorStruct> <StateMachineName>Mission01_SM</StateMachineName> <Cursors> <MyObjectBuilder_ScriptSMCursor> <NodeName>BaseOne_Start</NodeName> </MyObjectBuilder_ScriptSMCursor> </Cursors> </CursorStruct> </ActiveStateMachines> </ScriptStateMachineManager>

This is the only difference between a corrupted and non-corrupted save, and putting the second block back into the save made the scenario work again for us without having to restart
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