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报告翻译问题






Down the road, there are going to be more such satellites. I just published the diagram that shows this mod plans.
Another thought would be a script-like behaviour for batteries to emulate a powermanagement system - if you can't provide cooling you could try to use less of your capacity and slower to prevent explosions.
Hopefully, we're going to have it fixed in a few days. I'll keep you posted. For a little faster response, you can join my Discord.
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at TSUT.HeatManagement.HeatSession.ClientSideUpdates()
at TSUT.HeatManagement.HeatSession.UpdateBeforeSimulation()
var exception = System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationExc9.903 - Thread: 1 -> eption(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at TSUT.HeatManagement.HeatSession.ClientSideUpdates()
at TSUT.HeatManagement.HeatSession.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
You can find it in %appdata%/SpaceEgnineers folder.
Could you please verify and confirm that? If the issue persists, please contact me over Discord.
In this case the batteries that are exhibiting the trait are connected to more complex cooling solutions, when I did just a bare battery it seemed to not do that. Very narrow test cases but what I know for sure is I've been waiting for my scrolling on the battery to finish so the GUI will respond again the whole time I've been typing this message and it's still going. Whatever it is, it's a problem.
The log you provided has also been analyzed and caused a small fix.
After a save-reload the network was updated and correct, but when placing down more blocks, it did the same thing.
I'm using Industrial Overhaul at the moment, which does appear to be altering those pipes, but it should only be changing the costs... certainly it's possible that's breaking things though.
Here's a screenshot. [cloud.maeyanie.com]
For bases, it's typically a pretty simple approach, just pipe the heat out and build a dissipation array. The best block I can recommend for it is flat thrusters; they look slick and dissipate a huge amount of heat when making thrust (use override).
If this isn't working, join my Discord and I'll be happy to learn your situation and provide more advice 🙂
H2Real: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559400224
1. What blueprint did you try to use? If it is available on the workshop, please share a link.
2. Have you tried to paste it using admin tools or build from projection?
3. If you projected it first, please describe at which moment the game crashed.
Thanks a lot for reporting that! I could've fixed this based on the logs only, but I'd love to test my fix before shipping it. And for that, I need to reproduce the issue first.
https://pastebin.com/HR22qqTG
You mention in your comment below that H2 engines will require thermal consideration and O2 management - will this impact any mods that change Hydrodgen Engines? (such as NoMoreFreeEnergy)
For the longest time I've wanted to see hydrogen stuff require BOTH oxygen and hydrogen, so Ice/Water is morel like an source of storing energy.
I mean, how else is the hydrogen engine making energy from just hydrogen? If it had platinum in there I think there is a reaction that takes place to produce heat but yeah. Science me that Keen.
Some sort of your idea is implemented in the mod-satellite that will be on air next week. The only difference is that O2/H2 gen cools down during its regular operation.
As for temperature control in the pressurized rooms, this idea has in air for a while already. The only thing is that it requires thermal control for pressurized rooms. I'll look into this topic when APEX is out.
H2 engines are also covered in next week's mod. For both thermal management and O2 requirement.
Monitoring system for mod, including LCD programs, is in my plans. For now, you can implement some simple version of it using event controllers. There are two heat-related events.
a way to control temp output of an airvent like a themometer (not saying it gets to that temp based on setup but that way you dont have an ice cold space compared to a 1000 degree one) have airvents either set up for exhaust when blowing out air and taking in cooling air when on depresurize.
and lastly I a way to display tempature either via sensor or display so you can monitor it if possible.
I love this mod and want to see it grow! I hope this satisfies the masacist in all of us! And im sorry its allot of ideas lol
Hydrogen engines require cooling, and air, but not as much cooling as reactors who dont need air but allot of cooling. Hydrogen engines can damage themselves until they stop so you have to repair them to get them working that way they dont explode, and reactors do the same that way when Apex comes out the reactor "melts down" and leaks radiation when not cooled
Air conditioner/Chiller: the idea is you can use the 02 gen as the model or the new irrigation machine and you take in Ice as a coolant and the machine cools down the air further allowing you to build on mars or hot areas at the cost of ice. I would also recomend it as a booster or kinda a more efficency thing if you use your current network for pipes and vents as the output of the machine as it can output cooling water or air to other machines or airvents to further cool a space, or batteries (maybe reactors and engines in the future) I think this will also make you water mod compatable
Hopefully, it should be solved with the update I've just posted. It contains the fix for "weird" battery behaviour in vanilla. Y'see, by default, batteries in SE use maximum available output and input that've been producing an enormous amount of heat. Not anymore, from now on, only energy really used to charge/discharge will cause heat.