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Ein Übersetzungsproblem melden
You can turn off automatic dependencies in DS to prevent any mod from automatically adding dependencies, but be very careful with that too as it can also cause problems if you forget about it =)
Is it possible to implement a kind of failover movement for grids that have Physics.Enabled set to false? My new implementation for the Frame Shift Drive works with this, so all camera panning does not work.
To remove mods you must remove them from the world, sub/unsub is only for mods to appear in the list in world settings, it doesn't dictate if the mod is used or not, worlds do that.
Also not sure how this has anything to do with turrets, but if you want me to look into the issue I'd like the world (you can publish it on steam as hidden and DM me the link for example).
@Caazego
This works by rotating the block itself which affects its visual model too, this is not noticeable on the camera as it's out of view but for turrets it would look strange =) and might have weird behaviors when host-player is doing it. This one would need to be done by Keen I'm afraid, and they've been asked to add a roll slider for cameras for a while now :/
I'll write to the creator of the mod if I'm not too lazy to sort out the logs ahahah
From what you said on that mod's page I suspect you're talking about getting errors during loading so you can't load/join worlds anymore with this (or any of my other mods) yes?
That sounds like a mod has errors during *unload* of the previous world, preventing other mods from releasing events and file hooks... so when it tries to hook the file again in a different world, it fails.
You can exit game to temporarily remove this problem, but once you leave a world it'll happen again.
The file fail is a good early warning though. Look in the log for which mod has errors in unload and report that to them to fix (or at least to catch the errors).