Space Engineers

Space Engineers

Nanobot Build and Repair System
LordKael9 Mar 25, 2017 @ 3:10pm
mod not working
so.. As you suggested, I'v created the discussion.

I'v tried to create another world and nothing has changed. same problem, options are only toggle block, show block in terminal, show block in inventory screen, show block in toolbar config, name, show on HUD, custom data, use conveyor system and help others.

the log is really long, also because i use about 30 mod. tell me a way to send u the log or the log part you need.
Last edited by LordKael9; Mar 25, 2017 @ 3:11pm
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Showing 1-7 of 7 comments
Dummy08  [developer] Mar 25, 2017 @ 6:36pm 
You can place up to 500kByte in paste bin, maybe you could split you logfile into pices so that it fits?
An other option would be, that you publish your world (or that new emtpy world) as workshop item, so that I could do some testing with it.
NullMagic Mar 25, 2017 @ 8:03pm 
I too have been experiencing this same problem, however I did a quick test with a world involving only this single mod, and found that, to my surprise, it worked exactly as intended. Given this, I suspect it's a cross mod interaction problem. Obviously something is modifying the nanobot block, but I'm not sure what yet. The fix may be as simple as moving the mod to the top of the load order, which is going to be my next test. If that fails I'll break it down and start loading up worlds with it and a small handful of mods, and see if I can't figure out which particular mod it is.

Edit: A quick thought I had right after, you've got about 30 mods you use, if you post a list of them I can cross check them with mods I use, which will allow me to whittle down the possibilities a lot faster (given that I play with about 150)
Last edited by NullMagic; Mar 25, 2017 @ 8:06pm
NullMagic Mar 25, 2017 @ 8:34pm 
alright, due to some pretty good luck the problem was in the first 30 mods I tried. From there it was easy to narrow down. It appears Tiered Ship Tools clashes with this mod, for some reason. When both are installed, no matter where in the load order, all the functions of the Build and Repair system are suspended.
LordKael9 Mar 26, 2017 @ 3:28am 
oh my f**king god.. it was exactly that mod the problem!! Removed that mod and everythiung worked!!!!!!
really, thank you verry much!!!!

ps now i need a faster drill.. ;)
Last edited by LordKael9; Mar 26, 2017 @ 3:28am
Dummy08  [developer] Mar 26, 2017 @ 8:37am 
Hi, thanks for the help at point the right mod.
I took a while to find a solution, but I found one, so with the actual patch you could use both mods at the same time.

Following the technical details, for those interrested in :-)

First of all the mod is not up to date:
It used an Attribute "MyEntityComponentDescriptor" with obsolete parameters. This 'old' style will prevent this mod in future from working cooperatively with other mods on the same entity (in this case my BaR-System (welder))
And an other problem is an unused file with the extension .vs inside the script folder of the mod. The newer version of space engineers tries to load this file as "Visual Scripting"-File which results in an XML-Loading exception, that you will see as error in the gaming log file.
I will give the author a hint.

Second thing, even if the mod would be using the correct "MyEntityComponentDescriptor", there seems to be a bug in the api, preventing two mods to be called by the 'UpdateBeforeSimulationXXX' events.

So for now, as very rough workaround, I remove any other scripting mod from 'My' block. This will leave the other scripting mod intact (on any other block) and let my script be the only that is working with the BaR-System blocks.




Last edited by Dummy08; Mar 26, 2017 @ 9:13am
LordKael9 Mar 26, 2017 @ 9:03am 
thx @Dummy08!!!
Rantalunta Mar 29, 2017 @ 2:39am 
had the same problem thx for researching and fixing :)
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