Space Engineers

Space Engineers

Nanobot Build and Repair System
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Aggiornamento: 16 feb 2018, 15:47

-Fixed 'terrible' sound for pending (Inventory full, Missing Items)
(only happend if surround system/headset has been used)

Aggiornamento: 16 feb 2018, 15:17

-Fixed 'terrible' sound for pending (Inventory full, Missing Items)
(only happend if surround system/headset has been used)

Aggiornamento: 11 feb 2018, 11:57

V1.6.13 2018-02-11

-Reduced UpdateRate for Effects (should be no visual difference, but might improve performance a little bit)
-Reduced sound level for 'Productivity state' (Transport running while grinding/welding is waiting to continue)

Aggiornamento: 10 feb 2018, 16:12

V1.6.12 2018-02-11

-Reduced size of grinding effect
-Fixed sound effect for idle, stopped (missing items or inventory full)
-Fixed default grind/ignore color saturation

Aggiornamento: 5 feb 2018, 13:19

-Fixed broken color picking after Update 1.186 (Second try)
-Fixed broken light and sound effects after Update 1.186
-Fixed not respawning of character after being 'looted'

Hint:
The colorization seem currently a little bit broken by Keen.
It could happen that you define a color build a few blocks with that color and some of the blocks won't 'merge' to one surface (edges are displayed).
This is caused by a inconsistent color definition. The new color picker shows one digit for its values (Hue, Saturation, Value), in reality there are internaly much more digits stored . So for example you define something like 90.4 internally there might be stored 90.399999997.

My current workaround is to compare only a certain amount of digits to say if it is the grinding/ignore color.
But if you still have trouble with the colors please use the new Pick-Buttons, they will copy the internal values and this should work.

Aggiornamento: 3 feb 2018, 14:35

-Fixed brocken color picking after Update 1.186
-Added pick and set buttons for picking and setting the current selected build color

Aggiornamento: 8 gen 2018, 15:06

-Added an option to push components out of the BaR-System immediately.
-Added an option to changed the grind order of 'grind' colored blocks. (near or far first)
-Empty dead wolfs/spiders/characters are removed immediately now (I had situations where my turrets shoot their whole ammo into a dead wolf)

Aggiornamento: 1 gen 2018, 3:27

-Removed the obsolete switch 'Janitor grind use enabled settings' as the grind settings are not separated
-Hopefully fixed a crash while calling UpdateVisual()
-Add new utility function 'BuildAndRepair.Inventory.NeededComponents4Blueprint'.
(Retrieve the total components amount needed to build the projected blueprint.
NeededComponents4Blueprint(IMyProjector projector, Dictionary<MyDefinitionId, MyFixedPoint> componentList)

Aggiornamento: 23 dic 2017, 15:06

-Splitted Priority Setting for Welding/Grinding
-Reorder the Terminal Controls (moved range setting further down)
-Now collecting more than one floating object simultaneously (max. 50)

Aggiornamento: 3 dic 2017, 10:34

-New Feature: Collecting items out of dead Wolves/Spiders and Characters/Bags.
-New Feature: Janitor Grinding could be set to respect block classes enabled states.
-Fixed: Somtimes additional terminal controls not showing on clients.
-Fixed: Not showing right area box