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Bir çeviri sorunu bildirin
@VALT13L : There shouldn't be any requirement to update. The mod continues to function.
I will be ceasing support of this mod.
Please see the following for details.
If anyone is interested in officially taking it over, also see the following.
https://forum.keenswh.com/threads/7402115/
If anyone is interested in the source, it is located here:
https://github.com/midspace/Space-Engineers-Exploration-Ship-Scan-mod
2019-03-07 12:51:32.619 - Thread: 1 -> mod_notice: Midspace's exploration ship scan
2019-03-07 12:51:32.620 - Thread: 1 -> in file:
2019-03-07 12:51:32.620 - Thread: 1 -> Possible entity type script logic collision
Hope this helps
*drop to knees and prostrates self before glorious sensei*
The Programmable Block script implementation is more of a technical limitation. Running a PB on a timer, it cannot tell who implemented it or pressed a button. So it cannot just send messages out to any player, especially if said player is the one who built it and owns it, but is over 5000 km away. So it was necessarily restricted to only sending messages to players seated in the same grid.
The PB cannot tell who to send a message to, if there is no player in a cockpit on the same grid.
Thanks for the reply!
You must be in a seat however. Scan doesn't work unless you are seated.
It would otherwise be unbalanced in the fullest though if it worked like an antenna cause you could then expand the range to near infinite.
I learned this by happening upon a "Penguin mk1" while I was doing some cleanup in Space Master, and so I teleported to it and examined its components... All parts were owned by SPRT, and my ship (which was 5km away with a 50k active antenna) was not picking it up on scans.
* Fixed issue with client side continually pinging the server every 10 seconds. This would result in large log files on both Client and Server.
* Granular logging implemented to reduce log file information to only key information and errors.
* Fixed issue with /Ignore not working on servers.
Thank you for this!
Single player should see no difference at all.
I've added the ability to run scans via the Programmable Block.
These details are descibed above in the Description.
More details to follow.
Keen also just published SE update 1.186.31, so I expect everyone to be restarting their servers.
I am working on some change currently to fix this.
If the provider doesn't have a special method for adding mods, the typical method is to edit the sandbox.sbc file (downloading may be required if they don't have an interface to edit files, and uploading again).
1. stop your server
2. (download if required and) edit the sandbox.sbc file.
3. Make a copy for backup.
4. Find the "<Mods>"
5. Add the following after "<Mods>":
<ModItem>
<Name>316190120.sbm</Name>
<PublishedFileId>316190120</PublishedFileId>
</ModItem>
6. Save the changes (and Upload if required).
7. Restart the server.