the groups in my ship dissapear when players log on or of
Solved
i have a world I play online with my friends in and we built a ship with groups of systems on it but every time a player logs on or of all the groups just disapear
(Just for reference, it sounds like this explains what's happening here: https://support.keenswh.com/spaceengineers/general/topic/since-the-major-patch-thursday-we-have-problems-with-our-block-groups-in-our-base-or-on-ships-are-be#comment-12293)
(Just for reference, it sounds like this explains what's happening here: https://support.keenswh.com/spaceengineers/general/topic/since-the-major-patch-thursday-we-have-problems-with-our-block-groups-in-our-base-or-on-ships-are-be#comment-12293)
Hi guys,
We reproduced the issue, although with different reproduction steps, without logging on and off. Hopefully it will fix this case as well. Thank you very much for your feedback.
Hi guys,
We reproduced the issue, although with different reproduction steps, without logging on and off. Hopefully it will fix this case as well. Thank you very much for your feedback.
This happened to me in singleplayer too.
This happened to me in singleplayer too.
Guys I have come up with a work around using timer blocks in your ship builds.
Basically instead of grouping all the engines for example I now use timer blocks to to turn the engines on and off as an action (upto 8 engines per timer block) leaving the final 9th slot to "start" a second timer block to control another 8 engines and so on. Then have the lead timer bound to a number button to start. There by pressing the number button can turn on or off all engines. Or set batteries to recharge etc..
My only advice with this setup is to have a battery set to recharge mode in your build linked to a number key to ensure your build always has power available for the timer blocks, a kinda starter motor if you will. Otherwise the build could run out of power and the timers will be useless.
But this method ensures you can make a build without any grouped blocks to be deleted.
Guys I have come up with a work around using timer blocks in your ship builds.
Basically instead of grouping all the engines for example I now use timer blocks to to turn the engines on and off as an action (upto 8 engines per timer block) leaving the final 9th slot to "start" a second timer block to control another 8 engines and so on. Then have the lead timer bound to a number button to start. There by pressing the number button can turn on or off all engines. Or set batteries to recharge etc..
My only advice with this setup is to have a battery set to recharge mode in your build linked to a number key to ensure your build always has power available for the timer blocks, a kinda starter motor if you will. Otherwise the build could run out of power and the timers will be useless.
But this method ensures you can make a build without any grouped blocks to be deleted.
Fixed in version 1.190.1.
Fixed in version 1.190.1.
Replies have been locked on this page!