Space Engineers

Space Engineers

142 ratings
Build Info (bleeding edge build)
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Type: Mod
Mod category: Script, Other
Tags: hud
File Size
Posted
Updated
7.570 MB
12 Feb, 2021 @ 8:25am
31 May @ 12:20am
75 Change Notes ( view )

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Build Info (bleeding edge build)

In 1 collection by Digi
Digi's Space Engineers mods
46 items
Description
This is the more frequently updated version of Build info mod for public testing, features are still tested but I can't test every combination and I'm not testing in servers, so please use this if you're ok with finding the occasional issue and reporting it.

This version will be newer or at least same version as main mod, you can keep using this one if you prefer to always get the latest features/fixes/bugs.


NOTES
  • Please do not post comments, use discussions instead. Comments should be reserved for people who want to get notified of this mod's state.

  • Make a topic in discussions for bugreports, and include SE log for crashes/errors.
    Alternatively you can DM me on discord: Digi#9441 (no need to add first unless discord really asks you that).

  • This uses a different config path, it's for the best as there will be loss of customized settings if you use a newer config on an older mod version.

  • You can also test this version in servers that use the main version by replacing the downloaded mods' files, if you know where they are and how that works it should be straightforward to do, just remember to delete first to avoid issues.
    If you've no idea what I'm talking about then don't worry about it, it's prone to issues so you need to know your way around the steam/se/modding stuff to fix it if that happens xD


mod io?
Please read[gist.github.com]
Popular Discussions View All (14)
3
26 Jun @ 7:10am
Disabling the function in free camera mode
FHN
7
14 Mar @ 12:31pm
"There was a problem loading the world" when both mod and plugin are enabled
Unruly
4
23 May, 2023 @ 5:38pm
Error When joining servers and saves
RoboRob
30 Comments
Digi  [author] 28 Jun @ 7:43pm 
That's because it doesn't matter for this and also for vast majority of mods which use scripts or add new things.

The only time load order matters is when 2+ mods override the same things, like override a block, a block-variants-group, an item, etc.
And there's ways around that by modifying things partially with scripts (or mod frameworks like mod adjuster v2) which reduce the chances of two mods changing the exact same thing, and when they do then their load order decides which is kept (mods at the top are loaded last therefore their changes are kept).
Malpherian 28 Jun @ 6:48pm 
I love these tools you all create, but I notice that none of you actually post where in the Load order these things go. Since they are requirements for other mods, it would be super helpful to know this information.
a_person 15 May @ 9:17pm 
Theres none that I could see. Though I recently noticed that space balls are able to be used as a short range antenna and there seems to be no mention of it in your info yet.
Digi  [author] 15 May @ 8:48pm 
Ah I thought it printed gigantic numbers with grams unit =)
I think I understand, you want more precision in the numbers. Any other numbers that shouldn't be rounded?
Digi  [author] 15 May @ 6:20pm 
If you mean under 1kg, it's been printing grams for years now.
Otherwise I'm not sure, I've done some testing and not seeing grams above 1kg inputs: https://pastebin.com/bp111yEG

Can you make a screenshot of the issue, I'm not sure what I'm missing.
a_person 15 May @ 2:03pm 
the update causes grid weight to be measured in grams rather then kilograms when past 1kg, which makes it slightly harder to calculate the amount of newtons a ship needs.
a_person 23 Apr @ 9:34pm 
Found a couple minor bugs. Spherical overlays appear to be missing one line at the bottom and if you use the command /bi mods in spectator mode it still moves the camera when you move your mouse.
AsteroidBuggs 19 Apr @ 6:37pm 
Why'd I get a notification for this.
Digi  [author] 19 Apr @ 6:27pm 
That is an intentional decision to not show individual rays because it would be a bit cheaty.
The intended design seems to be an exclusion radius so that's what I'm showing.
And they can't really improve on it much without having more rays, or more rays+more time or lots of shape intersection tests.
a_person 19 Apr @ 2:26pm 
Nvm about wind turbines producing slightly less power when placed outside the max ray length. I was testing if there was a loss of power by using 2 antennas that would turn off if there was less then 2 max power wind turbines so they may have not been updated to turn on when I placed the wind turbine far enough away from the main wind turbine.