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报告翻译问题
IOFailure might mean the drive is full, it failed to write or something else entirely if it's a bug of sorts (which is not that unlikely, I'm getting a different failure to download mods on my testing DS).
"2025-09-26 16:12:41.490 - Thread: 1 -> Error during downloading: IOFailure
2025-09-26 16:12:41.490 - Thread: 9 -> Mod failed: Id = 806331071, title = 'Camera Panning - rotate camera view (+reset 1st person character view)'
2025-09-26 16:12:41.490 - Thread: 9 -> Failed to download mod: Id = 806331071, title = 'Camera Panning - rotate camera view (+reset 1st person character view)'
2025-09-26 16:12:41.490 - Thread: 9 -> Downloading mods failed
2025-09-26 16:12:41.490 - Thread: 9 -> Downloading world mods - END"
Start with what the issue is...
Although might still be nice to be able to look around with camera even with CTC but would need a different bind, the question is which control to use...
It's brought in by another mod as a dependency, likely WeaponCore/CoreSystems (which itself is brought by any mod that relies on it).
I doubt that error is the crash cause because where it errors is a error catcher specifically to prevent crashes but prints that an error occured to HUD and SE log.
Can you post the full SE log, either here with any file sharing service or you can add me on steam or on discord (@m_digi).
Also any way to reliably reproduce said error?
@Souls
There isn't a way. Why would any player do that though?
ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.CameraPanning.CameraClientside.ExitView()
at Digi.CameraPanning.CameraPanningMod.HandleInput()
https://spaceengineers.wiki.gg/wiki/Modding is the general starting point, there you'll find how to make a local mod, and "Modifying Mods by Other Creators" with mod adjuster would be ideal in this case.
past that you need the other mod's files (or block IDs) to copy to your mod and start trimming, and the actual thing to change is: https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/CameraBlock_Definition#MinFov
So detailed instructions would be VERY much appreciated.
is it possible to add the 100 FOV to a diff camera mod.
This is the mod I want to edit:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2970717145
If it is possible just let me know what to do so I can edit it.
You can turn off automatic dependencies in DS to prevent any mod from automatically adding dependencies, but be very careful with that too as it can also cause problems if you forget about it =)
Is it possible to implement a kind of failover movement for grids that have Physics.Enabled set to false? My new implementation for the Frame Shift Drive works with this, so all camera panning does not work.
To remove mods you must remove them from the world, sub/unsub is only for mods to appear in the list in world settings, it doesn't dictate if the mod is used or not, worlds do that.
Also not sure how this has anything to do with turrets, but if you want me to look into the issue I'd like the world (you can publish it on steam as hidden and DM me the link for example).
@Caazego
This works by rotating the block itself which affects its visual model too, this is not noticeable on the camera as it's out of view but for turrets it would look strange =) and might have weird behaviors when host-player is doing it. This one would need to be done by Keen I'm afraid, and they've been asked to add a roll slider for cameras for a while now :/
I'll write to the creator of the mod if I'm not too lazy to sort out the logs ahahah
From what you said on that mod's page I suspect you're talking about getting errors during loading so you can't load/join worlds anymore with this (or any of my other mods) yes?
That sounds like a mod has errors during *unload* of the previous world, preventing other mods from releasing events and file hooks... so when it tries to hook the file again in a different world, it fails.
You can exit game to temporarily remove this problem, but once you leave a world it'll happen again.
The file fail is a good early warning though. Look in the log for which mod has errors in unload and report that to them to fix (or at least to catch the errors).
There's two things I'd absolutely love:
1. Being able to reset pan without resetting rotation
2. Presetting rotation (and maybe panning) for blueprints, maybe via custom data or similar.
"Why don't you just mod the damn camera then???" Well, mainly because servers.
Or in the plugin manager, if you happen to be using that to have this as a client-side mod?
Thanks, used it since long time now.
Question: is there a way to add a option button/drop down selection menu in the K menu of cameras to select/rotate the initial view reference ?
For side mounting cameras: put on right side, select view reference 90° left to align the view upside.
Hard dependencies are defined in the workshop page on the right (you can see buildinfo or paintgun mods as an example) which the game looks at and automatically adds those the world no matter of being sub'd to them or not :}
When trying to narrow down just mind that this mod is brought in by WeaponCore, and WC itself by any WC weapon, so it can get indirectly added back in.
If you need help tracking the issue down, ask in keen's discord, at #help-se or even #modding-programming - there's likely people there that experienced this same issue.
Question/Request though: Any way for you to add the option to be able to add configs (such as rotation degrees and zoom level) as values in custom data for cameras? Say I have a top-mounted camera at the bottom of the ship and I want the view to not be upside down (as an upside down top mounted camera would be). With this mod as-is, you can rotate the camera and fix it, but the fix is not persistent. Having the option to either save the settings into the custom data of the camera block (or typing them in manually) to then be loaded automatically whenever you view the camera would be nice. :)