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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.
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)
really, thank you verry much!!!!
ps now i need a faster drill.. ;)
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.