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As block descriptions keep getting overridden of late by that mod, so that's my assumption on that.
If the server has a different version of the mod, such as changing the subtypeIDs (Which would match that behavior), the blocks with a different ID will despawn.
This is the same with if the server has modified the availability of select block functions.
A server can do this via Script as well' without requiring an reupload, so that is suspected.
It's not so much the mount points but in MP for instance the Supercharger, efficiency and the big square one all will not work on small grid. They say large grid only.
Thanks for the prompt response, I would like to keep this mod if I can figure out why this is happening.
The script attaches via ID, which should also make it pretty safe.
For the behavior issue: Not aware of how that happens.
In the slightest, since mount points shouldn't change between DS & SP.
Should be perfectly safe to install near Flares' due to the ID differences.
I then tried to uninstall the mod as depending on where I am I work on ships in both MP and SP and as it stands I can't really use this mod effectively....and while it's not in the modlist it's still in the server. Does this mod conflict with other repulsor mods? Like Flare's Star Wars Repulsors?
You place Repulsor, you place upgrade on that repulsor; That repulsor is upgraded.
It's a thruster, without flames, that has upgrades that you slot onto it, to dramatically increase the thrust output of that repulsor.
or is each repulsor an engine that works independent of the standard thrusters?
and then once you connect the upgrades to the sides of each one or to just the mother block, they also boost the engines?
are the repulsors multi directional (since they are flameless) or are they also directional, but just heavily upgradable?
- Heavy Force Upgrade, 5x, 10x
- Efficiency Upgrade, 2x,4x, 6x
Added Tiers to Existing;
- Force Upgrade, 2x, 4x, 6x
- Supercharger, 6x, 9x, 12x
Allowing from 2x, to 6x on Basic upgrade type 1, with the introduction of 2 additional upgrade types.
Each progressive upgrade, for most types, has an inherent improvement over the latter, usually better Efficiency, reducing the intake cost of the improvement.
4x, for example, reduces energy drain by 50%, making the 4x increase in force less expensive, than having a 2nd 2x module or thruster.