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in past cases this was either due to file corruption or a mod conflict (for example using a weaponrangeextendermod made for the vanilla weaponframework together with weaponcore), please go over the "standard first aid list" postet directly before your comment and see if it helps.
if it doesnt help please report in with logs and an exampelworld on the discord linked inside the moddescription so that it can be looked at.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
if you experience it with weapons from a wc based weaponmod i would like to point you towards that specific mod as its quite possible they need to change some stuff on hot they made the weapons.
if its happening regardless of the wc based mod used you will need to provide logs and an exampleworld (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction) via the discord linked inside the moddescription so that a investigation on it can be done.
but to sort out if it is possibly a mod conflict or file corruption please go over the "standard first aid list" first.
totally forgot about the possibility of differing faction relations, though the default relations should be the same.
happens if the grids in question cant handle the gravity.
most mes mods updated after the arrival or pertam are capable of handling all vanilla planets (so up to 1.2g), but anything more than 0.1g above that is pure luck if it can fly in my experience.
for parallax, incon, imber and reavers i can definitly say they can handle all vanilla planets as i used them in every world i had mes in so far and like to start out on pertam.
for deeper stuff i would point you towards the mes discord.
Anyway I've noticed another issue and I know it's propably not the place to ask since it's about other mod - MES but maybe you'll know something
I've noticed with help of admin tools that npc ecounters are spawned but laying around destroyed/crashed. Every small gird NPC I check is not functional beacuse it crashed into the ground. is it normal?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
that shouldnt happen and is something i didnt experience myself when playing together with others in coop.
i would point towards a mod conflict, file corruption or if you use plugins a conflict with a plugin.
please go over the "standard first aid list" and if that one doesnt help report in on the discord linked inside the moddescription with logs, an example world (world with no more mods than absolutly neccessary to reproduce the problem and a premade situation for problem reproduction) and an as good as possible description of the problem at hand.