Event Controller Firing While Turned Off
Won't Fix
I have a case of an immortal event controller, even if i turn it off it continues to act as if it is still on, triggering the programmed actions. My first thought was maybe it is because it is on a subgrid, but all my other EC's are on subgrids and working fine. There are no other event controllers programmed with these actions, so I know it's the disabled one still firing. Tried copy/pasting and reloading, neither of which fixed it. It just had to be the very last thing I had left to do on the ship that breaks for seemingly no reason lol. Attached is a video demonstration, I can provide the blueprint and world save as well, though I'm not able to attach those here.
Hello, Shoya!
Thank you for writing to us.
Could you kindly share further information concerning this issue? Did you experience this issue in a modded world (with active MODs) or do you have scripts running on your grid/ship?
If so, please try disabling scripts or removing MODs from the world and check if the issue persists. Alternatively, you can make a blueprint of your grid/ship. Then, go to the Main menu > Options > Game and temporarily disable/uncheck Experimental Mode (this will prevent MODs/scripts from running). Save the changes and start a new world (such as Earth Planet, which can be launched without Experimental Mode) in creative mode. Paste your ship's blueprint here and check if the issue persists.
If the issue does not occur, it is likely due to the MODs/scripts that the issue occurred previously. Unfortunately, we cannot provide support for MODs/scripts, as there are thousands of them, and it is the responsibility of the MOD/script creators to keep them updated and compatible with the latest version of the game.
If the issue persists in the new world, please send us a screen recording/video showing the issue, along with the new world save file where you experienced the issue.
Kind Regards,
Keen Software House: QA Department
Hello, Shoya!
Thank you for writing to us.
Could you kindly share further information concerning this issue? Did you experience this issue in a modded world (with active MODs) or do you have scripts running on your grid/ship?
If so, please try disabling scripts or removing MODs from the world and check if the issue persists. Alternatively, you can make a blueprint of your grid/ship. Then, go to the Main menu > Options > Game and temporarily disable/uncheck Experimental Mode (this will prevent MODs/scripts from running). Save the changes and start a new world (such as Earth Planet, which can be launched without Experimental Mode) in creative mode. Paste your ship's blueprint here and check if the issue persists.
If the issue does not occur, it is likely due to the MODs/scripts that the issue occurred previously. Unfortunately, we cannot provide support for MODs/scripts, as there are thousands of them, and it is the responsibility of the MOD/script creators to keep them updated and compatible with the latest version of the game.
If the issue persists in the new world, please send us a screen recording/video showing the issue, along with the new world save file where you experienced the issue.
Kind Regards,
Keen Software House: QA Department
Hello Shoya,
as there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.
Kind regards,
Keen Software House: QA Department
Hello Shoya,
as there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.
Kind regards,
Keen Software House: QA Department
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