Space Engineers

Space Engineers

Improvised Engineering (Grid Pickup/Holding/Manipulation Mod) Nicknamed: Grabby Hands
318 条留言
Kaedys 11 月 20 日 上午 5:56 
Ya, I'd always assumed the "experimental" one was essentially the beta channel for the mod or similar.
mz  [作者] 11 月 19 日 下午 9:09 
fair enough. though that is my fault with the naming xD
And at this point I don't really want to change the names anymore.
CaveDweller 11 月 19 日 下午 8:34 
I went with this version mz because my understanding is that anything experimental is usually LESS stable, despite possibly having more features. My personal preference is reliability over shiny
mz  [作者] 11 月 19 日 下午 8:01 
This mod also got an update, and now has better rotation and a few other things. but I would advice you guys to switch to the experimental version, as it has more stuff, and is more stable.

If you for some reason still want to use this mod, then please tell me why. Have I missed some feature that is here, but not in the experimental?
mz  [作者] 11 月 13 日 上午 8:35 
oh right, there was something xD I think I forgot about it again because I was not at my ModdingPc. and now I am away from it again. xD :sefacepalm: I might take a look tonight if I remember
Kaedys 11 月 11 日 下午 6:51 
Oh, but there is that pinned thread about fixing the rotation. Did that ever go anywhere?
Kaedys 11 月 11 日 下午 6:50 
Ya, I took a look at the script logic for it a while back, and decided it'd been far too long since college math for me to have a hope in hell of figuring out the transformation algorithm for that. Definitely not an easy problem >.<
mz  [作者] 11 月 11 日 下午 3:28 
"They just don't always (or even usually)"
I tried my best ;-;

... no but seriously i have no clue what patter or system Keen uses and can't replicate it xD
Abisius Xarvenius Carbensius 11 月 9 日 上午 8:03 
@Lichmaster
hold it with lmb in place and use the blockrotation keys you use to rotate the blocks you want to place down to build (default should be insert, home, delete, end, pgup, pgdown).

if the blcok jsut starts to spin with no end in sight upon pressing lmb then a full system restart should help (so not just se but you whole pc)
Kaedys 11 月 9 日 上午 8:02 
Also, to be clear, once you're holding the block and have LMB held down, the rotation controls are the same keys you use to rotate blocks (home, insert, page up, etc). They just don't always (or even usually) control rotation around the same axis as they do when placing blocks.
Kaedys 11 月 9 日 上午 8:01 
@Lichmaster When you first grab the block, you're grabbing it at the point you looked at. Click and release RMB to shift to center of mass, then click and hold LMB to arrest the block's rotation and allow more predictable rotation. It generally works well for most blocks, but some still seem to creep around in a rotation a bit (gyroscopes are a big one for that). Note that the rotation controls are not the same as they are for blocks, however.

For mousewheel rotation, how would you tell the mod which axis the mousewheel is supposed to be rotating around? Also, rotating via mousewheel while also holding left mouse to stabilize would be a bit awkward. Also also, mousewheel is already bound to moving the block towards and away from you.
Lichmaster 11 月 9 日 上午 6:47 
how do you get blocks to remain in place but rotate on the x-axis/y-axis. I've been trying to do just that a number of times and holing/tapping the RMB or LMB doesn't seem to accomplish what I wish.

is there a way to alter this programming so that while LMB is held you can use the scroll wheel to roll the block to the desired radious?
mz  [作者] 10 月 2 日 上午 7:55 
thanks, I will copy that first aid into the description xD
Abisius Xarvenius Carbensius 10 月 1 日 下午 5:50 
@wellington6012
did you by any chance move from one se world to another without restarting se?
in my experience that causes a bunch of hickups at minimum if not downright bugs that cant be reliably reproduced another way.
startet years ago with restarting se itself if i want to switch worlds after leaving one world and before entering another one or if i use a save that is more than one savepoint that isnt the last one made if i just want to go back a bit in the same world.
Abisius Xarvenius Carbensius 10 月 1 日 下午 5:48 
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
Abisius Xarvenius Carbensius 10 月 1 日 下午 5:48 
@mz
that path for the workhsop folder would only apply on default install with the default steam library, anyone using a custom isntallpath for steam or an additional library on a different drive for se would need to use a different path.
already had cases of people not beeing able to think that far so might be a good idea to add a little note about it to it.

i did write together a "standard first aid list" that so far was reliable in helping out with the modconflcit and file corruption stuff, gonna post it for reference and anyone that wants can use it however they like.
wellington6012 10 月 1 日 下午 1:35 
Thanks for the reply MZ, just jumped back on to say it's working again this morning. Must have just been a phantom, if it happens again, I'll check the logs.
mz  [作者] 10 月 1 日 下午 1:22 
do you have any other mods? can you please also try to remove the mod files.
so unsubscribe and delete the mod files/folders:
C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2890866161
And the config files:
Configuration files contain mod settings and are found within the global %APPDATA%\Roaming\SpaceEngineers\Storage\ folder or the Storage folder within savegames.
wellington6012 10 月 1 日 上午 4:27 
I think I have the same issue, can't control the blocks, seems as though RMB functions aren't working, pressing RMB drops the block.
Ty 9 月 30 日 上午 10:52 
Any one else having a issue with small blocks constantly rotating even when holding left mouse button? I've tried both grip modes (Grap Point / Center of Mass), and but block continues rotating.

Tested with simple small grid light armor block and small grid projector.
NUH UH 9 月 26 日 下午 4:38 
my issu is its precision locked
Tim 9 月 16 日 下午 8:12 
Stop working randomly, loading a game with mod enabled and it works fine for a minute then stop functioning. Im playing the scrapyard scenario. and I tested it on differnt blocks to check.
Abisius Xarvenius Carbensius 9 月 13 日 上午 8:40 
so it would need to be a keybind not related to other se functions outside of the blockrotation and without a modifierkey
mz  [作者] 9 月 13 日 上午 8:33 
the problem with ctrl+wasdqe is not that I can't add it (i do think i have added it, but maybe only in the experimental version)
the problem is that i can't block SE from registering the wasdeq input too. Because of that you also move round while rotating it with these keys
Abisius Xarvenius Carbensius 9 月 13 日 上午 7:31 
@Shinobu
the keys where just an example you could also use any other combination of keys as long as you dont need to press an alternating key with them, so for example w/a/s/d/q/e instead of ctrl+w/a/s/d/q/e
Shinobu 9 月 13 日 上午 7:25 
well, thanks for answering, I feared it might be the case. Unfortunately for me, I don't have these buttons on my KB
Abisius Xarvenius Carbensius 9 月 13 日 上午 7:15 
@Shinobu
so a multikey keybind for block rotation? dont think this works with it and you will need to switch to a singlekey keybinding like insert/delete/home/end/pgup/pgdown for the rotation keys.
Shinobu 9 月 13 日 上午 7:12 
I use ctrl + asdw but it doesn't seem to work for me
Abisius Xarvenius Carbensius 9 月 13 日 上午 7:11 
@Shinobu
as the moddescription says first pick up a block, then center it, then fixate its movement and move the block rotation keys you usually use to rotate blocks you want to place
Shinobu 9 月 13 日 上午 7:08 
How to rotate blocks?
mz  [作者] 9 月 11 日 下午 4:05 
that is bad... but not something my mod should be able to cause. does the game crash? if so then please give me the crash log. Though I think the corruption is from another mod, my mod has no percistency, so after unload there is nothing left from my mod other than a config file which can't mess with world loading. (or at least it shouldn't be possible as far as i know)
Roboman5e15YT 9 月 11 日 下午 3:52 
i have to load a version from before i died in order to load the world
mz  [作者] 9 月 11 日 下午 3:11 
what do you mean by corrupts?
Roboman5e15YT 9 月 11 日 下午 12:55 
when i die i lose the ability to grab and when i reload save it corrupts
mz  [作者] 9 月 8 日 上午 5:51 
I plan to, but as of now I don't think its possible to make mods for SE2 with custom Code
Manic_Mechanist 9 月 8 日 上午 12:07 
I literally cannot live without this mod. I love it sm. Would you consider eventually making the same mod for SE2?
Menos 9 月 4 日 上午 10:14 
I added the fix to the rotate behavior from CzBuCHi and the mod worked perfectly immediately.
mz  [作者] 9 月 2 日 下午 5:09 
oh i didn't see it xD looks good but I can probably only add it in 2 or 3 days.
CzBuCHi 9 月 2 日 上午 7:56 
hey ... did you have time to look at my proposal (in discussions) that mimic how vanilla game block rotations works?
mz  [作者] 9 月 1 日 上午 10:18 
when you grab stuff you can think of it as attaching a rope at the point you are looking at, so it will freely rotate.
if you then press (as Kaedys said) RMB you will instead grab the CoM, like a gravity gun from half-life I guess.
and then you can by holding LMB add dampening which will try to stop the rotation or create on if you press the rotation keys.

(mapping is messed up, but I honestly have no clue how it even should work in the first place, I always just press random keys until it works.)

If you have problems with it rotating to slow or not at all, or it can't dampen the existing rotation then you just need to open the config file and increase the strength of the mod. But be careful, you could end up rotating a small ship so fast into a wall that it will be destroyed.
Kaedys 8 月 31 日 下午 9:58 
After grabbing the block, hit right click to shift your grip to the center of mass, rather than wherever your cursor was pointed when you grabbed it, then hold left click to stop it from freely rotating, as well as allow you to rotate it yourself using the normal movement keys (though with a rather different mapping to rotation).

Though some objects will still slowly rotate a bit while doing that. Small-grid gyros can be pretty frustrating, if you're trying to weld-pad them or something. Still, most objects behave pretty well.

Also, much appreciated on the mouse binds @mz!
Menos 8 月 30 日 下午 6:47 
Why does the block constantly rotate? It's close to impossible to detach anything with this.
mz  [作者] 8 月 30 日 下午 3:44 
Added, pls let me know if it causes issues, only did a quick test
Kaedys 8 月 20 日 下午 3:42 
This appears to only trigger off of the two keyboard binds and not mouse binds. Any chance this could also trigger off of mouse binds? I have reload bound to Mouse4 atm >.<
mz  [作者] 5 月 4 日 下午 3:24 
Yes... this is a bit confusing on my end. Technically the "experimental version" is more advanced and should be used. It also has multiplayer support.
My original plan was to just test some stuff on the experimental version, and then implement it in this main version.
But now I am at a point where the bahaviour between the 2 is slightly different, both have a lot of downloads and I don't really wanna replace one with the other so as to not bother someone that might prefer this old version. Though by now I also forgot what exactly was different, except that THIS version has NO MULTIPLAYER!! (so for that please use experimental)

@davidcoley the "buffed" version is technically not mine, and is also just a copy with the default settings in the config changed.
I think I could access and fix it too, but I won't since I am currently adding a few things to this and the experimental version (commands, better config?, API for other mods, creative mode behaviour)
Abisius Xarvenius Carbensius 5 月 3 日 下午 1:21 
@Azcelon
as for the stuff moving that can be due to it beeing too heavy but still small enough to be grabbed.
Abisius Xarvenius Carbensius 5 月 3 日 下午 1:19 
@Azcelon
i think you mix some stuff up.
there are 2 possible mp methods which one of them having 2 options.
the 2 possible mp methods are coop with one player beeing the host and the others ar ebeeing clients and the other one would be a dedicated server which can either be done via the keen server manager or the torch server manager.

and as far as i understand what you have written you say you have a problem that only the host on a server can use it, which by itself wouldnt be possible due to the host in this case beeing the server which is no player that even could use it.

as for my experience so far around half a year ago in a coop world i as the host and the client where able to use it while we had the experimental version https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2891367014 of it running.
Azcelon 5 月 3 日 下午 12:53 
Mz - If you see this, is there anyway that anyone besides the Host, on a SE server, can be able to use the Grabby hands in Multiplayer? Right now it seems only the host is able to perform the Tricks? thanks! ( Is this solved in Dedicated Servers?)
Azcelon 5 月 2 日 下午 2:56 
If I can grab a block see it highlight goldish and a green line extends but no movement what am I missing?
davidcoley 5 月 1 日 下午 10:07 
MZ - The "buffed" version needs the same patch.