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报告翻译问题






I've been wanting to do the same for Eros (because Expanse...) but with an actual asteroid and using the new zone options but I haven't confirmed that it works the way I hope it will
Yes, that's exactly the fix for now. Just copy that code block and paste it to completely overwrite the contents of that file. I wish there was a way to make it easier, but as I've said Keen is ignoring the issue.
There are no physical asteroids in the rings, no. Asteroids are all made of voxels, which are always locked to the coordinate grid. It would be next to impossible to rendezvous with any of them within the gravity well of one of the gas giants. There was a Dynamic Asteroids mod or something to that effect that turned asteroids into dynamic grids somehow, but it was broken for a long time even before I discovered it. It would likely not work well for a map such as this that already needs so many system resources anyway. Lag city, I would assume.
so basically i just copy the whole text there and replace the config file of the mod AsteroidFilterRegions in the gamesave and itll fix my issue? thank you very much for the 1 to 1 help mate, life saver
So apparently the AsteroidFilterRegions config file is being lost even with this newer safer version of the fix. I posted a new fix specific to this issue here in the discussions page until I can find an easier method or Keen fixes their mess. You won't need to start a new save with this fix.
yes i have done everything as the notice stated, left the game before spawning and rejoined,a voided "save as" aswell, when it comes to most celestial bodies it works, there are all the gas giants and normal planets, and they do rotate and theyre exactly where the gps coordinates said they would be
did you see the notice at the top of the page? There is a bug in 1.207 that they don't seem to want to fix. I submitted the issue but I attached extraneous data that had mod errors in it and they seem to have lumped it all together as a "mod issue" and therefore not their problem. It affects all custom maps that have non-default mod settings, though. the fix is above and is easy to do
Part 2/2 (hit the character limit)
As far as spawning on Phobos causing a crash, if you could drop a log in the pinned bug reporting discussion I can look into it. I've not encountered any issues with that, but the log "should" at least give a clue
Sol's "light brightness" can be adjusted in the RSS menu, but you'll have to manually edit the "%appdata%\Roaming\SpaceEngineers\Saves\{steamID}\{save_file_name)\Storage\3351055036.sbm_RealSolarSystems\ConfigSettings.xml" and change <EditorAllowed>false to true in order to access the /tse command. If you're spending all of your time out there then it makes perfect sense to make the adjustment.
Just remember that it is a global setting that will affect the lighting on every planet. Mercury, for instance, will be even more washed out by increasing the brightness. I don't remember off the top of my head what the setting is currently at, but I feel you. I hated it and tinkered around with it a lot but finally gave up as there's no setting where it seems natural in all locations simultaneously. The inverse square law would dictate that Pluto should be receiving about 2.5% of the light Earth receives, but it does seem to be substantially less than that.
(also slight bug at least for me spawning on phobos causes the game to crash)
i uninstalled and reinstalled the entire playlist same result while doing the world creation steps provided
In spectator mode you may have been seeing it from the voxel planet instead of where you would in-game. The voxel planets are placed as near as possible to the world origin (0,0,0) in order to keep floating point errors to a minimum.
The system and its proxies are centered around the sun 100000 km above them. As you approach one of the proxy planets in the system itself it will teleport you to the voxel planet and replace the background so that everything looks right.
There are also some bugs going on with 1.207 that may break the whole world, but if you follow the directions I posted at the start of the description above you'll avoid them.
The sun is set to "look right" from the Earth, as other map makers have done. It's actually a lot bigger than it should be, since the 1:10000 distance scale needed to make it look "real" would make it closer to 70 km radius, rather than 440 km. As in reality, though, if you go out to Jupiter and beyond, Sol quickly becomes little more than the brightest star in the sky.
This map was built to mimic reality as closely as practical and made for people who do not enjoy [read: HATE] the traditional Space Engineers star systems, where every planet is big and detailed in the night sky, like a child's bedroom wallpaper. If you don't like it, it's pretty easy to change within the Real Solar Systems menu, but you'll need to manually edit the <AllowEditor> setting in the ConfigSettings.xml file from the save's "Storage" folder first in order to unlock it.
Anyway, thanks for the mod. It must’ve taken a lot of time and math to do all of the ratios. I’ve been playing on a new world with it for a while and have some orbital plans at work.
Also 1X Assembler efficiency is yuck. Can't change it without editing the sandbox_config file. Can't wait to actually play the mod without having to sit there for hours waiting for my survival kit to process anything.
When making a new world from the workshop, it will save an entire copy with the original mod name. It will also create a second, empty folder with the (Workshop) prefix. Mods that use configuration files will look at that empty folder for the things it needs and, finding none, will write a new default config file. This wrecks saves like PSS. It happens because the game is saving the files to a folder that doesn't match the session name in Config.sbc and Config_settings.sbc.
The fix: Really all that is necessary is to immediately exit and save your new game save after creation, while still in the respawn screen. Then rename the save in the Load screen. It will leave you with that dead folder with the "(Workshop)" prefix to clean up, but your save will be 100% repaired as soon as you rename it.
When making a new world from the workshop, it will save an entire copy with the original mod name. It will also create a second, empty folder with the (Workshop) prefix. Mods that use configuration files will look at that empty folder for the things it needs and, finding none, will write a new default config file. This wrecks saves like PSS. It happens because the game is saving the files to a folder that doesn't match the session name in Config.sbc and Config_settings.sbc.
The fix:
1 - Copy EVERYTHING from the new, non-prefixed folder into the other, mostly empty folder. Overwrite everything that is already there.
2 - Then , rename your save from the in-game loading menu to prevent future problems.
Right now, though, there is something going on with Keen's new update when it comes to newly created worlds. The session names inside Config.sbc and Config_settings.sbc are not matching the folder that the game actually saves its files to, so it is creating an entirely new folder to store mod settings for some mods in particular.
You'll see two different folders for each newly created save, one with a "(Workshop)" prefix and one without. The actual game files are being stored in the one without the prefix, but it is causing new, default config files to be created by the mods in the empty prefix folder. It's wrecking the entire setup.
There was an issue where it wasn't saving config files for mods that weren't present, but that seems to have fixed itself.
There seems to be a new issue where it creates an empty folder with default settings for the mods that ARE present, but it doesn't affect gameplay. You can delete those empty folders without risk.
Did a rollback and now some mods are broken for no reason other than steam redownloading something badly I suspect.
Sigh.
The struggle to orbit has nothing on the struggle to maintain mods. We salute the real engineers - the modding community :D