Space Engineers

Space Engineers

Build Info
1,861 条留言
Digi  [作者] 15 小时以前 
@MagboneD
No, but that does sound like an useful idea for creative tools/mode only.
Problem is, I haven't found a way to change the block's preview model in realtime so that's mainly why the construction models are all shown like that, but also that mode makes it harder to place things and I'd need some new key bind probably to cycle the selected construction stage...
I could make it a multitool instrument to set the construction stage for an existing block, but that's similar to using the welder after placing :/ it'd be way faster but still probably not what you had in mind?
Can you think of something more streamlined for player to do to tell the mod to place a specific build stage? Also if you want to chat about this more in realtime, I'd say ping me in KSH's discord in #modding-programming - DM would be fine too but in the public channel others can pitch in too, maybe someone has a better idea on the UX part... there's even a professional UX programmer lurking around there.
Digi  [作者] 15 小时以前 
@Alexis The Calico Yokai
Not sure what you mean, this mod doesn't add any numbers to the inventory bar and vanilla doesn't have that either.
Sounds like you're using a specific HUD mod and then added another mod that also modifies the HUD definition and since they're not additive only one of them can work. You can tell which mod it is by the changes it made to the HUD (compare screenshots between that and vanilla).
@MagboneD
dont think you can place down the build stage preview and need to place them down the normal way and then build them up far enough, building them fully and then grinding them back down has no use besides wasting time as the grinded down block cant take more hits before getting destroyed than the same block just welded up as far as you want it.
MagboneD 22 小时以前 
@Abisuus No, I'm referring to the Alt+R function of Build Info that lets you see the block model for each stage of welding progress the block with go through during construction (mentioned on the Build Info Readme (link below):

It's cool and all, but I'd like to include some of those models in my creative build without placing and grinding down a bunch of individual blocks.

https://gist.github.com/THDigi/4c59566005d0e1255ead543fdb90f16d#:~:text=Can%20preview%20all%20construction%20models%20too%20using%20Alt%2BCubeSizeMode%20(default%20Alt%2BR)%2C%20useful%20for%20builders%20that%20want%20to%20use%20those%20models%20for%20decorative%20purposes .
@MagboneD
you mean the shadowblock you have when selecting for example a light armor block to place?
if thats the case thats part of vanilla and you should find the key you hava avaible to place that block inside your games keybinds.
MagboneD 22 小时以前 
Is there a way to actually place the construction models from the Construction Preview? All I seem to be able to do is view and rotate them.
King_Bee01 9 月 25 日 下午 4:45 
is there new build info stuff for the food update?
Alexis The Calico Yokai 9 月 19 日 下午 8:45 
So, I'm having an issue. I have the mod on every time I make a world, but for some reason the numbers above the inventory fill bar aren't showing up. Is it a weird load order thing or am I just doing something that's making the mod not show some things?
Digi  [作者] 9 月 19 日 上午 9:44 
Yeah makes sense, it'll be in the next bleeding edge build, and a while until it reaches this build xD
Daniel(Clang) 9 月 19 日 上午 9:36 
Yes, it would be great, because I am an administrator of a server in Brazil, and from time to time a new player joins and I need to help and I can't see it through the command, so I have to ask him to broadcast the screen via discord
Digi  [作者] 9 月 19 日 上午 9:25 
Hmm you want admins to be able to see conveyor networks even for grids they don't own?
If so, I could put make it only work if you enable "access all terminals", might make it a bit more opt-in by the admins instead of having it inherently.
Daniel(Clang) 9 月 19 日 上午 9:12 
Would it be possible to put a check in (/bi cn) or (multi tool) that verifies if you are an administrator, can you see it even if you are the owner?
using something like:
(player.PromoteLevel != MyPromoteLevel.Admin)
Digi  [作者] 9 月 17 日 上午 4:37 
First off, does turning off terminal info fix the issue?

If the terminal info is colored that's likely the cause: https://support.keenswh.com/spaceengineers/pc/topic/44890-scroll-issue-with-mod-apipb-detailed-info-color-tags combined with this mod's refreshing of terminal info.

If not colored, what block is it from what mod or what PB script?
Simboulis-PC 9 月 17 日 上午 2:01 
Idk if others have this issue, but for a long time I've been having a issue with info sidebars in the terminal where if i scroll down it snaps back to the top, as far as I can tell the culprit is the little animation that plays of the sliding dot to show that Build info is interacting with it, is there a way to remove the animation or toggle it without turning off the terminal build info settings altogether?
MAsk926 9 月 16 日 下午 12:41 
@Digi
thank you for the help, that fixed it!
Digi  [作者] 9 月 16 日 上午 12:39 
@MAsk926
That was fixed, are you sure you're using the ones I've uploaded?
It could also be that Steam didn't update it properly, force a redownload: https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption
MAsk926 9 月 15 日 上午 11:30 
whenever i have this mod in my game it is making my health show as 0%, do you have any idea why it would do this?
[TLD]Bob77 9 月 6 日 上午 11:05 
Is there any way to "lock" the terminal overlays, that appear on selected components, when I close the terminal?
Delta99 8 月 22 日 下午 7:16 
Thanks Digi. Yeah, I did update the DS before trying this so something is weird. Perhaps that update didn't happen properly although everything appeared as if it did. I'll look for this "Server Build Number: 1" next time I'm able to take another look.

I had a feeling it didn't have anything to do with this mod specifically but everything else looked OK. I'll take it up with Keen if needed.

Been running for ages without any issues like this.
Digi  [作者] 8 月 21 日 上午 5:04 
Just for clarity, that has nothing to do with the mod content so nothing I can do about it from my end.

A few weeks ago I know of some steam changes that broke DS mod downloading, followed by a DS-only update that fixed them. So force an update on the server and then check in SE DS log for "Server Build Number: 1" at line 7 to confirm you have the hotfix.

If that doesn't help, ask in keen's discord at #help-for-community-servers - they stumble into problems similar to this frequently and would know how to fix it.
Delta99 8 月 20 日 下午 7:35 
I tried removing the mod and starting the dedicated server and it started. Then tried re-adding the mod and no go. Same sort of failure. I'll keep looking for a solution as this mod is fantastic and don't think I can play without it :)
Delta99 8 月 20 日 下午 7:17 
Any idea how to fix this? Stopped working a few weeks back after an update and only now able to check it out. This is on a dedicated server and don't know how to fix it or what to try:

2025-08-20 22:15:19.165 - Thread: 12 -> Error during downloading: Fail
2025-08-20 22:15:19.171 - Thread: 5 -> Mod failed: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.176 - Thread: 5 -> Failed to download mod: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.182 - Thread: 5 -> Downloading mods failed
Digi  [作者] 6 月 25 日 上午 5:05 
@SpaceLooker thanks, I posted in the mod's page explaining the cause which happens without my mod too in the right contexts, it's just something they need to check and it won't crash anymore.
SpaceLooker 6 月 24 日 下午 12:09 
Hi Digi,
First off — thanks for the amazing BuildInfo mod, it’s incredibly useful!
I’ve run into a serious conflict between BuildInfo and another mod:
Space Anchor by 寂语不言丶 (Workshop ID: 3059041579).
When selecting the Space Anchor block in the toolbar or placing it, the game crashes with a NullReferenceException triggered from the Anchor's ClearGravity() method. BuildInfo likely triggers the block logic prematurely during preview or info generation.
Here’s the relevant log excerpt:

Exception: System.NullReferenceException
at 不言.空间锚.逻辑.空间锚逻辑.清除重力() // "ClearGravity()"

Would it be possible to add a way to exclude specific block SubtypeIds from BuildInfo’s processing via a config or internal filter? Something like:
[IgnoredBlocks]
SpaceAnchor = true
This would let players use both mods without crash issues and would be useful for similar edge-case mods.
Oleg 6 月 11 日 上午 9:35 
Mellie 5 月 23 日 上午 9:54 
Sorry.
Digi  [作者] 5 月 23 日 上午 9:45 
@Mellie - but why? :winter2019saddog:
Jack Schitt 5 月 23 日 上午 12:32 
@Mellie: The author (Digi) probably added Leak Finder as a required mod for this because people complained it was removed from Build Info. Leak Finder used to be included in Build Info, but due to requests Digi was kind enough to make Leak Finder a stand alone mod.

This mod has over 236 THOUSAND subscribers. That's a lot for a mod author to provide support for. I haven't seen anyone else complain about Leak Finder being a requirement / dependency. More than a few people complained it was removed.

The majority wins.
Mellie 5 月 22 日 下午 8:34 
Air leak finder gets auto installed when put into mod load list and starting the world. I don't want it
Abisius Xarvenius Carbensius 5 月 11 日 上午 9:57 
@Jack Schitt
i usually dont outright delete it but move it to a backup location in case i need it later and delete it then when its clear its no longer needed.
Jack Schitt 5 月 11 日 上午 9:51 
Ah, thanks! Delete it and the default will get generated?
Abisius Xarvenius Carbensius 5 月 11 日 上午 9:46 
@Jack Schitt
config stuff inside the main and world specific storage file is usually autogenerated if its not there, so that is one way to reset configs.
Jack Schitt 5 月 11 日 上午 9:41 
Is there a way to reset the local config file back to its default state if we'd want to? If so...how do we do that?
andersenman 5 月 4 日 上午 4:30 
Beautiful update, thank you!
Daniel(Clang) 5 月 3 日 下午 10:08 
It would be possible to add a variation that allows the admin to use a command similar to "/bi cn" to have access to see other players, to help and guide new players, something like: /admbi cn ?
Digi  [作者] 4 月 29 日 下午 2:00 
The bleeding edge version is now updated with the fixes and other stuff I had there laying around since last year, didn't have much time to test :( if anyone is fine with reporting issues please use that one (in general), I could really use the testing and feedback too, thanks :}
Rastlore30 4 月 29 日 上午 2:52 
ok good, lol, I thought it was just me having this issue. Thought I had accidentally messed with a keybind or some other operator level snafu. Thanks Rayanth, I had forgotten about the period and comma option to change toolbars.
Rayanth 4 月 28 日 下午 5:47 
Clarification: if I use period and comma to change toolbars, the build info panel DOES update. It's when I use Ctrl+# that it does not. It always used to before the .206 update.
Rayanth 4 月 28 日 下午 5:44 
same issue as tonycurran1. my toolbar page keybinds are still set to defaults, I can switch toolbars just fine, but the Build Info detail page showing what the toolbar buttons do is stuck on page 1. Also things like the battery charge % on the battery buttons is missing now.
tonycurran1 4 月 28 日 下午 4:50 
it's the toolbar info when sat in a ship, above the 1 to 0 menu.it is stuck on page 1. when using 2 to 9 it stays on page 1 information not changing.
Digi  [作者] 4 月 28 日 下午 4:29 
Which block's toolbar specifically?
tonycurran1 4 月 28 日 下午 4:17 
Had Major update "Fieldwork" installed now the toolbar is stuck on page 1, does not change when selecting menus 2 to 9
Digi  [作者] 4 月 28 日 下午 1:04 
In v206 seems some game controls are not responding to inputs, this affects some default hotkeys for this mod - I'll find some workaround and update :}
qm 4 月 26 日 下午 5:27 
Hm, hints... I've never had it reproduce consistently.

The world runs on a Torch dedicated server. I connect either from a client running on the same computer as the server, or more often, the computer next to it. Well, or both. The black spheres occur for either client and regardless of if both or one are connected.

Many of the black spheres occurred for me when the first thing I did after connecting was pull out the multitool, switch to the collision tool, and "fire" it at a complex small grid vehicle that was parked on a huge, flat large grid platform. In gravity (EarthLike), though I don't expect that matters.

With that mod selection, there will be a ~15 minute window of time before Junk Grid Cleanup deletes any that appear.
qm 4 月 26 日 下午 5:19 
Digi  [作者] 4 月 26 日 下午 3:42 
Nah the spheres aren't needed, can you send the sandbox_config.sbc of the world?
And got any hints to help trigger the issue?
qm 4 月 26 日 下午 1:13 
While I don't spend much time in singleplayer (just during mod development), I've never witnessed the black sphere occurring then.

I've made a mod that cleans up junk grids that are sitting around, and that includes these black spheres, so my current world doesn't have any just floating around anymore. I probably still have a backup from before I turned the grid cleanup mod loose on the world that I can go dig up. My mod list is relatively small, but a couple are bulky in raw file size (MES Cave Systems is ~405 MB for some reason, Seams Fixed 2.0 is ~378 MB and WaterMod at ~254 MB).

I'll search through my backups later and see.
Digi  [作者] 4 月 26 日 上午 5:02 
Thing is I can't reproduce this even in DS, so I've no idea if the fixes will work :/ might be another mod helping this issue along, if you don't have several GB of mods can you send the sandbox_config.sbc of the world... in fact, did you try it in singleplayer with that world? maybe it doesn't even require MP.
Digi  [作者] 4 月 26 日 上午 4:40 
Ah I've kinda forgotten about this =) Some fixes are done but not tested, need to get on that.

I'm wondering if this happens with vanilla blocks that use IsStandAlone too? lights, sensors, etc.
I suspect the reason you're only seeing it with this is because players are equipping and clicking empty space with it, but they're very unlikely to do that with the vanilla blocks so it's quite rare.
qm 4 月 25 日 上午 11:37 
For what it's worth, found someone posting screenshots of the MultiTool black sphere issue:
https://www.reddit.com/r/spaceengineers/comments/1k6whge/black_sphere/
It's rather crazy that the game is placing the "block" when it's IsStandAlone = false.