Space Engineers

Space Engineers

Configurable Parameters
Blue64 Sep 10, 2022 @ 8:35am
Bug Report Thread
Standard Debug information required: Verify if it was this mod causing this conflict, Explain what activity caused your Bug, provide Crash Logs when available (preferably using off-site code repository hosting).
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Showing 16-30 of 30 comments
Dauthiatull Feb 18, 2024 @ 4:24am 
I increased ore range to 10000 it seems to work fine until I got back to base and now ores i detected before using the mod can't be seen but it sees new ores that I havent seen before. how do I fix this
The_Ich  [developer] Feb 18, 2024 @ 5:18am 
@Dauthiatull You are overloading your CPU. The game actually has to "detect" the voxel maps containing ores by using raycasting. And since we are talking about a 3 dimensional space, it makes a huge diference, if you do that in an 50 m radius sphere, 1000 m or a 10000 m one.

And it becomes even more challenging, if you move around, especially when if that is faster than 100 m/s. So when you are moving around and then returning back to base, the game is still processing the detection scanning miles away. That causes some weird "artefacts" like ores suddenly pop up miles away while you won't see the ones close by for a long time, until your CPU catches up eventually.

From my personal experience, around 1500-2000 m is the threshold, where a fast CPU can keep up moving around at 200-300 m/s. I would recommend to stick to a maximum of 1000 m.

If you would like to scan longer ranges, I would recommend something like [VSI] Ore Deposit Scanner. This mod offers a more gameplay like solution, which costs some power to run and the scanning itself also takes time - literally, because your CPU is under high load during that time.
kraevac Mar 26, 2024 @ 11:03am 
So I've set SG ore detection to 150m and LG ore detection to 1000m, however the in game sliders do not give me the option increase the ranges beyond default. I've double checked the .sbc and everything is saved to it correctly. Any idea what might be going on? Also, I am not using any mods that change the default ore detectors.
Last edited by kraevac; Mar 26, 2024 @ 11:14am
The_Ich  [developer] Mar 29, 2024 @ 3:46am 
@kraevac What exactly is written in your .sbc file? Do you get any errors in your log file? You can search for: "An error occured while applying the settings for 'ore detector range':"

I know you said you are not using any mods, which directly affect this setting, but maybe something causes a side effect. So please test it in a new game with just this mod installed.

And please keep in mind, that this mod only affects the vanilla ore detectors and not modded ones, just in case you are refering to a modded one.
kraevac Mar 30, 2024 @ 8:56am 
Originally posted by The_Ich:
@kraevac What exactly is written in your .sbc file? Do you get any errors in your log file? You can search for: "An error occurred while applying the settings for 'ore detector range':"

I know you said you are not using any mods, which directly affect this setting, but maybe something causes a side effect. So please test it in a new game with just this mod installed.

And please keep in mind, that this mod only affects the vanilla ore detectors and not modded ones, just in case you are referring to a modded one.


I deleted the save and started a new game and everything is working correctly now. Maybe it was just an SE gremlin, because I hadn't changed anything in this new game. Same mods, same load orders, so not sure what the issue was, but it's working correctly now. Thanks for replying though.
DRAKCORE Apr 7, 2024 @ 7:11am 
Not sure if you have dealt with the Nexus/Torch system and the Nexus Seemless client.
Looks like if they jump/move from one sector/instance to another, it pulls the asteroid(if not the entire config) from the instance/sector you travelled from and overwrites the config to the one you travel to.
Only way to get around this, is for them to relog after which it pulls the config from the current instance/sector they are in.
The_Ich  [developer] Apr 7, 2024 @ 7:38am 
@DARKCORE I am only supporting the official dedicated server. Please use this mod at your own risk on any other tool / application.
Spiricore May 15, 2024 @ 8:26am 
This mod conflicts with Animated Ore Detectors (https://steamcommunity.com/sharedfiles/filedetails/?id=2909178497) by not letting Configurable Parameters adjust the range slider beyond 50m. I wonder if this is what some people are reporting in the comments?
The_Ich  [developer] May 16, 2024 @ 12:02am 
Originally posted by Spiricore:
This mod conflicts with Animated Ore Detectors (https://steamcommunity.com/sharedfiles/filedetails/?id=2909178497) by not letting Configurable Parameters adjust the range slider beyond 50m. I wonder if this is what some people are reporting in the comments?
Thanks for the info! I have not looked into the details of "Animated Ore Detectors" yet, but the most likely reason is, that it introduces a new definition Id and my mod only the vanilla ore detectors (on purpose). I still want to do that, in case someone is using tiered ore detectors and want to have different ranges.
=> But maybe adding a checkbox to affect all ore detectors would solve a lot of these cases.
Invalid Oct 14, 2024 @ 2:54am 
My torch server's having a hard time with this mod,

10:49:32.2670 [DEBUG] Keen: Fatal error compiling Steam:2422592854.sbm - Configurable Parameters. This item is likely not a mod and should be removed from the mod list.
10:49:32.2670 [ERROR] Keen: System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: text
at Microsoft.CodeAnalysis.Text.SourceText.From(String text, Encoding encoding, SourceHashAlgorithm checksumAlgorithm)
at VRage.Scripting.MyScriptCompiler.<>c__DisplayClass46_0.<CreateCompilation>b__0(Script s)


- I think it's because of the extra visual studio solution files kept in the Scripts/ConfigurableParameters file that the game is trying to load
Last edited by Invalid; Oct 14, 2024 @ 2:54am
SyWave Dec 10, 2024 @ 8:18am 
Originally posted by Invalid:
My torch server's having a hard time with this mod,

10:49:32.2670 [DEBUG] Keen: Fatal error compiling Steam:2422592854.sbm - Configurable Parameters. This item is likely not a mod and should be removed from the mod list.
10:49:32.2670 [ERROR] Keen: System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: text
at Microsoft.CodeAnalysis.Text.SourceText.From(String text, Encoding encoding, SourceHashAlgorithm checksumAlgorithm)
at VRage.Scripting.MyScriptCompiler.<>c__DisplayClass46_0.<CreateCompilation>b__0(Script s)


- I think it's because of the extra visual studio solution files kept in the Scripts/ConfigurableParameters file that the game is trying to load


Hey is there any known solution to this Problem?
Invalid Dec 10, 2024 @ 3:40pm 
Originally posted by SyWave:
Originally posted by Invalid:
My torch server's having a hard time with this mod,

10:49:32.2670 [DEBUG] Keen: Fatal error compiling Steam:2422592854.sbm - Configurable Parameters. This item is likely not a mod and should be removed from the mod list.
10:49:32.2670 [ERROR] Keen: System.AggregateException: One or more errors occurred. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: text
at Microsoft.CodeAnalysis.Text.SourceText.From(String text, Encoding encoding, SourceHashAlgorithm checksumAlgorithm)
at VRage.Scripting.MyScriptCompiler.<>c__DisplayClass46_0.<CreateCompilation>b__0(Script s)


- I think it's because of the extra visual studio solution files kept in the Scripts/ConfigurableParameters file that the game is trying to load


Hey is there any known solution to this Problem?

only manually deleting the visual studio files in the torch server's directory
SyWave Dec 11, 2024 @ 12:51am 
Originally posted by Invalid:
Originally posted by SyWave:


Hey is there any known solution to this Problem?

only manually deleting the visual studio files in the torch server's directory


It turns out you need the Torch Server to be in a folder named "torch-server" else the mod wont compile
Jotaro Dec 27, 2024 @ 11:47am 
Is it normal when i open F1>Configurable Parameters>Weapons and i see bunch of different weapons gets deviation shot angle changed in chat?
The Planet Temperature (not sure if wind setting also) is broken. Enabled this mod turns planet (all) into a "Freeze" condition regardless the temperature setting of individual planet. Not sure if anything is bugged with this mod (removing this mod restores the original setting of planet settings) . Please investigate and thanks. (I only installed planet mods with this)
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