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报告翻译问题
Entirely my fault.
did you save and restart se before loading into the world again after changing the value for grid speed?
i for my part work with 150m/s for large and 200m/s for small grid as speed limit and can move 210m/s with my char.
if you mean the speed for the rocket launcher that needs to be altered inside a specific file provided by wc itself when wc is useed as already mentioned and file alterations should always be done with se closed.
Just gotta figure out what the best way to increase speed actually is. For some reason, even after increasing small grid speed to 250ms, it can't go above 110ms. I do have the aerodynamics mod installed, but I upped the speed there too, and I tested that in space.
dont touch any of the weaponrelated settings if you use weaponcore as it has the possibility to break stuff.
the weaponsettings are made to work on vanilla weapons and when you use a mod that replaces the vanilla weapons you shouldnt touch the settings related to the weapons beeing replaced.
that said if my brain isnt totally of the wire there should be a file where you can modify some settings related to wc based weapons, info about that should be inside the github based wc wiki which is linked inside the moddescription of wc itself.
if none of the mods using the interface of rich hud are showing up in it it might be related to rich hud.
as i havent noticed it on my end i would guess it could be either a mod conflict or a case of file corruption related to rich hud.
This mod loads the default values during the first time and stores them in the config. Then the stored values will always be applied on subsequent loading. So if a vanilla parameter changes with an update or another mod, this mod will still apply the old stored default value.
If you want to make sure, you are using the new default value, you could reset your config and apply your desired changes again or modify the value directly (if you know, what has changed).
Regarding the mod breaking itself, I do handle all parameter gracefully, so if there is a breaking change, it will hopefully only affect this parameter. But of course there is a always a chance, that certain core functionalities won't work anymore. This has never happened with an update so far, but I will try to check on Monday.
Any chance this mod will break vanilla parameters that were not manually modified at first day of A.S. release, or it takes it's basic values from engine itself?
works the same as in sp or coop:
change stuff, save, stop world, load world
just amke sure you dont change stuff that is changed by other stuff that reacts badly to that stuff beeing changed, for example changing weapon related things while having weaponcore in the world.
is it a modded ore detector or is another mod influencing it?
if one or both is a yes then it might make things not work as intended.
besides that for me the change of the ore detector values is kept if i change it, save, unload the world, restart se itself and then load the world again from that save.
to my understanding -1 means the setting is turned off.
i have no probs with cursor flickering when using rich hud master and it just provides the menu to change settings for mods and you wont be able to load configurable arameters without stuff listed in its modrequirements.
i would suggest checking in a new world with just configurable parameters and its requirements if you can reproduce it and if changing some mouse settings (for example pointer acceleration) changes stuff.
are you using any mod influencing the speed of grids even if just as a secondary function?
if yes play around a bit with the loadorder between it and this mod as it might block it out.
also keep in mind that you need to save a world, go back to the menu and load the world again, on servers you will need to save the world manually or wait for a autosave to happen and restart the server.
I also could not reproduce this issue using these 3 mods in a new "Empty World". Though the existance of planets should not really matter, since this mod is just changing the definition of a planet and not the concrete instance of it.
According to the stack trace, the error ccurred within the initialization of the UI. But for me it is hard to tell, what was not correctly initialized.
Do you have a reliable way to reproduce this issue?
for me in a solar system world that doesnt happen, are you absolutly sure its no case of file corruption or modconflict?
i have cp, wc and a bunch of other mods (modlist https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2425314026 ) in a survival world startet as solar system and it works splendig.
When loading rich master hud, configurable parameters, Weaponcore 2.5 in a instance with no planets the mod dies.
Error Details:
System.NullReferenceException: Object reference not set to an instance of an object
at
ConfigurableParameters.ConfigurableParametersMain.<GetPlanetsSettings>d__27.MoveNext()
at
ConfigurableParameters.ConfigurableParametersMain.InitSettingsMenu()
at ConfigurableParameters.ConfigurableParametersMain.hudInit()
at RichHudFramework.Internal.ExceptionHandeler.run(Action Action)
how have i not found this earlier?
Do you know how I can get around this?
Sounds like you only have the "Spacemaster" role (Has access to Space Master tools) but not the "Admin" or "Owner" role. When you change a parameter, do you see a confirmation message in the chat? If so, the server should also then save the new values.
If you definitely have the admin or owner permission, I would suggest to try it on a fresh world, then on your existing world without other mods and so on to determine, if there are any mod conflicts.
And please note, that I only added support for the official dedicated server application. If you are running any third party server tool and it does not work, I cannot help you there.
If you have access to the Sandbox.sbc file, you can also directly copy and paste the configuration there from another file.
e.x.
-> Cattierite:
- SpawnsInAsteroids: True
- SpawnsFromMeteorites: False
- MinedOreRatio: 0.6
- AsteroidGeneratorSpawnProbabilityMultiplier: 10
... whereas I'd _just_ toggled the checkbox for that modded ore to change it to "SpawnsFromMeteorites: True."
did you manually save on the server or wait till the serve rhad done an autosave befors unloading the world? the server doesnt autosave upon unloading the world and for the changes to take hold the world needs to be saved.
I've spent ten minutes painstakingly adjusting the values in the stupid in-game GUI _twice_ now, to reboot the server, and have them apparently lost. In local, I can edit them in the much-more-convenient-XML, just hit the 'load from file' button, then restart, and they persist.
Also, not sure what's up with the not-persisting; I have admin permissions on the server, can use the Alt-F10 tools, etc. /=