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报告翻译问题
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.
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).
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.
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 .
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.
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.
using something like:
(player.PromoteLevel != MyPromoteLevel.Admin)
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?
thank you for the help, that fixed it!
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
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.
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.
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
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.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3019243704
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.
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.
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.
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.
And got any hints to help trigger the issue?
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.
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.
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.