Space Engineers

Space Engineers

ModAdjusterV2
63 条留言
Warlocc 7 月 18 日 上午 6:51 
Looks like

2025-07-18 09:46:20.856 - Thread: 1 -> Showing message
2025-07-18 09:46:20.859 - Thread: 1 -> MyInitializer.OnCrash
2025-07-18 09:46:20.859 - Thread: 1 -> var exception = System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
Warlocc 7 月 18 日 上午 6:39 
Can confirm, this is crashing the game when modding weapons. Entirely different weapon mod and I'm experiencing crashing as well.
SeñorTequila 6 月 24 日 下午 3:02 
When I try to edit KGS_Weaponry_CubeBlocks from KGS by Aryx CoreSystem crashes. Even when I just rename the .sbc file to .xml it still crashes. Every other mod or definition is fine. Whut?
TK_Over50 6 月 24 日 上午 10:23 
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Weapons.MyWeaponPropertiesWrapper.get_RecoilResetTimeMilliseconds()

Line 124 of Weapons.cs in the Modadjuster folder
if (RecoilResetTimeMilliseconds.HasValue) def.RecoilResetTimeMilliseconds = RecoilResetTimeMilliseconds.Value;

I text searched my entire computer and this is the only file that references RecoilResetTimeMilliseconds.
Is it safe to say that ModAdjuster is causing this error and subsequently my game to crash?
PeterRabbit 5 月 24 日 下午 4:15 
The directory structure of the sbc files you are modifying doesn't matter as modadjuster is modifying the values of the objects inside the game API, rather than messing with sbc files directly. Just put your xml files in the modadjuster folder and it should work still.
REV4666 5 月 24 日 下午 12:17 
can you change files that are not in the data folder? if you have a file that is like this: data\other\file.sbc how do you configure modadjuster? do i still put the xml file still in the modadjuster folder?
PeterRabbit 5 月 23 日 下午 8:20 
ModAdjuster is ONLY for patching sbc files. If you want to tweak the cs scripting for a mod, you'll either have to reach out to the mod developer to get them to change their mod, or you'll have to create your own modified version (with the appropriate permission of course).
Eris 5 月 23 日 上午 2:53 
So can I get a definite answer on whether or not I can modify a cs file for weapon core weapons because I've been trying man and I ain't having no luck :steamfacepalm:
BigMonki 3 月 2 日 上午 3:05 
ive encountered a problem, every time i add ModAdjusterV2 into my world i cant load in anymore, it tells there is an error and i need to check the log? are you able to provide any assistance?
Daniel(Clang) 2024 年 12 月 2 日 下午 7:16 
When I try to edit the recipe of components used in a block, the game does not load the textures and icons of the mod blocks from the edited file in the xml
boz 2024 年 11 月 26 日 下午 6:00 
@PeterRabbit, there is a bug with any block that uses fuel. You must always include the "FuelInfos" section whenever you modify a block that uses fuel or it no longer accepts any fuel.
Space Ace 2024 年 11 月 8 日 上午 9:28 
Is this mod capable of altering a mod config's default state?
PeterRabbit 2024 年 10 月 21 日 上午 1:36 
If I use this mod to tweak an unrelated property of reactors, for example their MaxPowerOutput, it makes me unable to put uranium ingots into their input slots.
PeterRabbit 2024 年 10 月 18 日 下午 11:42 
Notably, the exact same changes, but done using a standard .sbc file, does not cause the issue. If needed I can send over a minimal repro example.
PeterRabbit 2024 年 10 月 18 日 下午 11:28 
If I adjust the integrity of components using ModAdjuster it causes the integrity of blocks to act extremely buggy, such as blocks placed in creative mode not having full integrity, or existing blocks losing integrity for no reason.
Arstan 2024 年 9 月 7 日 上午 1:57 
After spending some time working with this mod, and lots of experimentation, this mod is absolutely amazing. Thank you for your work good sir!
Arstan 2024 年 9 月 5 日 上午 10:57 
Do you have to make a seperate mod adjuster adjustment mod for each mod you adjust or can you bundle a bunch of mods adjustments into one mod adjuster mod?

If so, are we able to organize the files into mod specific folders and then reference file with path in the ModAdjusterFiles.txt? I am hoping to bundle a few edits together but I am running into a bunch of similar named files. I am also hoping not to bloat the mod list with multiple mod adjuster mods or having to merge several definitions into same named files.
DarkFight 2024 年 8 月 1 日 上午 10:11 
How can I use this with a Torch server?
Do I have to upload the customized files as a separate mod + this mod here + the mod in which I want to customize the files?
The_Swack 2024 年 5 月 20 日 下午 9:01 
@Valkria Freyja yes you can use Mod Adjuster modify Weaponcore weapons.
Mr_Mosey 2024 年 4 月 1 日 下午 9:19 
Does this work with other mod file types? I'm looking to make a few adjustments to the resource convoys in the Escape From Mars mod. The file containing the data for the convoys is a .cs file. Does ModAdjuster let me modify data in those types of files as well as .sbcs?
Valkyria Freyja 2024 年 1 月 31 日 上午 12:36 
Can you not use mod adjuster to modify Weaponcore weapons?
martin.andreev92 2024 年 1 月 13 日 上午 9:28 
Also another quick question.

Error: Error during loading session:System.InvalidOperationException: Nullable object must have a value.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at ModAdjusterV2.Definitions.AmmoDefinition.AmmoBasicProperties.Load(MyAmmoDefinition def)
at ModAdjusterV2.Definitions.AmmoDefinition.Load(MyDefinitionBase definitionBase, String path)

when I try to change the ammo def. Tried even with the whole file without any changes and it did not work.
martin.andreev92 2024 年 1 月 13 日 上午 9:13 
Ok, i think I figured it out. The breaks the log inside the \Roaming\SpaceEngineers\Storage\3017795356.sbm_Adjuster. Maybe when my change throws an error, it does not release the lock on the file? As when I delete the logs manually it works.
martin.andreev92 2024 年 1 月 13 日 上午 8:58 
Getting the same error again :(
Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()

Any idea, what i am doing wrong? if i get an error in my mod even 1 time, then everytime i try to use it I get this error. I saw its related to logs.
martin.andreev92 2024 年 1 月 12 日 下午 5:41 
Ok, after Windows reboot it is working as expected, Strange.
martin.andreev92 2024 年 1 月 12 日 下午 3:42 
Hi, I am getting a strange error, when I try to use it. Tried even inside an empty word with only the mod adjuster and i am getting.

2024-01-13 01:38:43.282 - Thread: 1 -> Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
Sardaukai 2023 年 12 月 25 日 上午 8:41 
That's normal,
you have to add the vanilla components in addition
Sometimes it replaces the whole parent, sometimes one one entry.
I also have to test a lot
SinOfDeath 2023 年 12 月 17 日 上午 11:42 
Thank you! figured out, my files were not converting from .sbc to .xml! so it loads everything now! though now i've run into an issue, were it only shows the modded components in the assembler tab and none of the vanilla :/
Sardaukai 2023 年 12 月 17 日 上午 6:56 
I just tested it and it works as intended.
Investigate the log file at Storage\ModAdjuster or the local error logs at ALT-F11 if you run it locally. At server/ds see the logs there.

I messed with it some days before it works. It is also very picky with comments at the xml file
SinOfDeath 2023 年 12 月 16 日 下午 11:30 
hello! i was wondering if this will allow the adding of lines that are not in the original mod? i am trying to change the ingot requirements for tiered tech blocks components with that of another mod. so far i can make it work by changing and adding the new ingot ids in the og mod folders and run it locally and it works. when i go to use your process, the only lines that seem to be edited are the original lines, without adding in the new ones
Titan Nya 2023 年 11 月 29 日 上午 7:31 
That's also why so far I only made change for me locally and not reupload anything, but not having update on mods and checking manually (I have a txt with what mod I copied and what I did) is a pain so gonna test this out in this new gameplay
xXShadowNinjaXx 2023 年 11 月 25 日 上午 9:52 
@Digi Yea that makes sense, and before I modify someone's work I always ask them first, I know I'm not entitled to something someone worked so hard to create.
Jan van Pommes 2023 年 11 月 24 日 上午 7:45 
So ... i really did everything exactly like described, but this does not do anything :(
*Sad man noises* ...
Barcker0815 2023 年 11 月 3 日 上午 5:55 
Best ever
bugor610Z 2023 年 11 月 1 日 上午 2:40 
nice
Digi 2023 年 10 月 22 日 下午 10:54 
@xXShadowNinjaXx Main reason is you're not entitled to reuploading people's work, you need to ask for permission, just like for this very mod says in its own description.

With this mod you can only upload partial sbc for the things you want to change and nothing more, and have the original mod as a dependency. Another benefit is because this allows partial edits, you still benefit from updates from the author if they change something else in the same definition that you're not overriding.

This is also not exclusive to mods, you can do the same thing to game content where you change only specific things without overriding everything else about the definition, this makes it way more compatible with future game updates.
xXShadowNinjaXx 2023 年 10 月 22 日 下午 12:49 
Can someone explain to me how this is better than just going into the mod file editing it there, then uploading it?
Austris 2023 年 10 月 7 日 上午 12:29 
this is what i wanted for so long
PepperJack 2023 年 9 月 17 日 上午 8:53 
nevermind it was something in my game files. After validating my game it started working.
PepperJack 2023 年 9 月 17 日 上午 8:16 
my game crashes now with this mod. Is anyone else having this issue
TheRestartPrincess 2023 年 9 月 14 日 上午 7:03 
@Titan Nya if you change the mod in this way you will not recieve external updates. Because now it will be your personal MOD edit that only you can change. The Mod code would not be the same as the original upload, so no updates.
TheRestartPrincess 2023 年 9 月 14 日 上午 6:58 
so this would make it a lot easier to update abandoned mods, for people who are still teaching themselves to code and understand file structures?
Titan Nya 2023 年 9 月 13 日 下午 5:22 
That's a great way to not make a copy of a mod to change just 1 thing in it! not gonna use it now as I don't have inspiration to play the game really much but for next gameplay and if a mod make me interested I'll give it a go (there is at least 1 mod that make a change to a definition that another mod overwrite in my subs and so far the only way I found to make them work was to make a local copy to merge them, hopefully this would change that so if a mod is updated I don't need to make change myself :p)
[BR]SharkStrike 2023 年 9 月 11 日 上午 6:51 
An explanation to better understand:
It allows you to configure an original mod, without having to make another publication in the workshop.
If so, that's wonderful! That would be the end of these repeated mods.
bobmichael301 2023 年 9 月 11 日 上午 6:27 
Does it work for multiplayer server?
jackobrian 2023 年 9 月 10 日 上午 7:57 
If can rewrite the categories and rearrange the groups of items, you'll win my heart.
Myth 2023 年 9 月 10 日 上午 7:48 
This seems tricky to get to work for multiplayer...
Paradox Reborn 2023 年 8 月 16 日 上午 9:55 
It would appear that this allows multiple mods to modify different parts of the same definition while remaining compatible with one another. Am I understanding its capabilities correctly?
boo7716 2023 年 8 月 16 日 上午 6:52 
Whoa... Wow... Cool! ...


...What's this?!
Ash Like Snow  [作者] 2023 年 8 月 15 日 下午 8:32 
Spogie: that limitation was a bug and has been fixed; you should now be able to replace icons and models with files in your mod.
Audio definition are unfortunately not able to be edited by mods. However, from a quick browse of the game code I would recommend that you try creating your own audio definition and specify the full paths of the files in Waves, e.g.
D:\SteamLibrary\steamapps\workshop\content\244850\etc.