Space Engineers

Space Engineers

Tethers - Power and Fuel [Testing Phase] (OBSOLETE - LINK OF NEW VERSION IN DESC)
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
TwitchingPsycho  [udvikler] 22. aug. 2020 kl. 16:29
Bugs
Please make sure to also include what you did before the bug occurred and if it's repeatable.
Make sure to supply any log data you can.
Sidst redigeret af TwitchingPsycho; 26. aug. 2020 kl. 5:33
< >
Viser 1-15 af 64 kommentarer
AenesidemusOZ 23. aug. 2020 kl. 3:28 
Creative mode.

Connected active grid (building) to test grid - charging station to transformer pylon via two power pylons.

Connected second transformer pylon on test grid to solar panel setup - transformer pylon to transformer pylon.

Any block deleted from any of the grids deletes all of the connections.

Looks bloody fantastic though :steamhappy:
TwitchingPsycho  [udvikler] 23. aug. 2020 kl. 4:59 
Ok, I did some changes, could you test if this still happens? I didn't notice any connection break issues adding/removing blocks from either of the grids. Thanks for the bug report. :)
23. aug. 2020 kl. 5:06 
Хм хз что тут делать!?
TwitchingPsycho  [udvikler] 23. aug. 2020 kl. 5:08 
English please. Thank you.
AenesidemusOZ 23. aug. 2020 kl. 20:30 
Fixed. Wonderful! Thank you.
Tommygunn 23. aug. 2020 kl. 20:47 
I am having a difficulty connecting to functional blocks. even tried calling it a dirty name and nothing worked :steamsad:
AenesidemusOZ 23. aug. 2020 kl. 20:56 
Continue, or a new bug report?

When deleting cables, the connection remains.

That is, the visible cable is deleted but the connection between grids remains. Power continues to flow and the grids are still considered to be one unit.

The only way to correct this is to reload the world.
AenesidemusOZ 23. aug. 2020 kl. 20:58 
Oh, a sub-problem (possibly what Sandman is finding) is that functional blocks that have had the connecting cables deleted cannot be reconnected to anything - as they are still (invisibly) connected to something.

Again, a reload corrects this.

Cheers.
TwitchingPsycho  [udvikler] 23. aug. 2020 kl. 22:18 
Hm... 🤔I tried to correct this. I'll test some more. Could you tell me the setup for this?
TwitchingPsycho  [udvikler] 23. aug. 2020 kl. 23:35 
There's some real BS the way 'grid group links' are handled and I'm trying to get to the bottom of this. Sorry for the inconvenience. Keen really didn't make anything easy on us. :(
Connecting grids up is the easy part, disconnecting however is the real f*cky part. -.-
Sidst redigeret af TwitchingPsycho; 23. aug. 2020 kl. 23:35
AenesidemusOZ 24. aug. 2020 kl. 4:57 
I've played with it a bit and honestly it may be an issue on my end. I'm running on a less-than-ideal laptop and I suspect that the issue may actually be a timing problem. I haven't been able to repeat it in the last 4 hours.

These power lines are brilliant. They make the setup of remote power sources so much easier - and realistic. Please don't give up on them! I'm emotionally invested now ... ;-)
TwitchingPsycho  [udvikler] 24. aug. 2020 kl. 5:05 
Thank you for the kind words. Keep in mind I updated it a few hours ago so that's perhaps why you can't reproduce, which is awesome then. It probably was my mod having those bugs.
Whitefox 24. aug. 2020 kl. 23:58 
Hi Psycho, thanks for posting the discussion.

Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at KlimeAndPsycho.PowerCable.PowerCable.UpdateBeforeSimulation()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateBeforeSimulation(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.<>c.<UpdateBeforeSimulation>b__8_0(MyGameLogicComponent c)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2020-08-23 01:21:50.533 - Thread: 1 -> Showing message
2020-08-23 01:21:50.571 - Thread: 1 ->

This is the log. He simply reconnected to our server, that was still up and running. He reconnected in about 2 minutes, and couldn't join until we removed the mod. I know the cables aren't persistent, but I don't think it should affect if the server was never shutdown?
TwitchingPsycho  [udvikler] 25. aug. 2020 kl. 0:15 
They are actually persistent, perhaps that's why he couldn't join?
But anyway, would help greatly if i knew what he did to trigger it.
ARK7 26. aug. 2020 kl. 5:29 
i added it to my world and it crashed when loading.
< >
Viser 1-15 af 64 kommentarer
Per side: 1530 50