Space Engineers

Space Engineers

84 ratings
No Unsupported Stations
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Type: Mod
Mod category: Script
File Size
Posted
Updated
670.057 KB
7 Feb, 2019 @ 10:11am
10 Feb, 2019 @ 10:54am
3 Change Notes ( view )

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No Unsupported Stations

Description
Did you know that even if you have "Unsupported Stations" world option unchecked, it only works if the separated grids are less than 256 blocks?
That means large grids that are separated remain floating.

Well, with this mod, every grid will be converted to dynamic if separated from voxels, no matter the size.

Notes:
  • Requires "Unsupported Stations" world option to be unchecked
  • Server-side only (DS, Hosted MP, or Single Player). Won't add overhead to clients.
  • Performance friendly (by itself, actual performance of dynamic grids notwithstanding)

If you want this in vanilla, please vote for both of these issues:

https://support.keenswh.com/spaceengineers/publictest/topic/unknown-version-static-grids-not-falling-when-disconnected-from-voxel

https://support.keenswh.com/spaceengineers/general/topic/unsupported-station-works-like-enabled-when-is-disabled
28 Comments
Mailleweaver 8 Jun @ 6:52am 
This is a life-saver. I made an infinite drill to get to the water table for ice (water mod) but couldn't get it to advance because it wouldn't go dynamic again after unmerging. The entire grid, all merged, was only 50-something blocks. Even testing with only a single merge block letting go by itself, still wouldn't let the merge block fall after it turned off.
I thought I was going to have to do some weird shenanigans with nested projections to get things to work without merge blocks, but first installed this mod, and it now it all works perfectly. Thanks a bunch.
Airomis 1 May, 2023 @ 4:32pm 
I came across 4his looking for a replacement to hold my space station
Airomis 1 May, 2023 @ 4:32pm 
Yeah
Darian Stephens 29 Apr, 2023 @ 11:17pm 
Oh dang, I remember that!
It needed to spool up for a bit, and had a large upfront power cost but got less once it was fully activated, right?
Airomis 29 Apr, 2023 @ 11:17am 
almost what i need. back in the day there was a mod called space anchor it allowed players to make a grid become unsupported via power sadly the mod has been abandond since we don't have a way yet to use the AI or scripts to keep a station in place for drones it was really useful
Arc 30 Jul, 2022 @ 2:12am 
I can confirm that this mod is currently working for the application of custom airtight doors using merge blocks for stations which are anchored to voxels. Grids intentionally set to station/static without voxel anchoring will become dynamic when merge blocks are un-merged, but this appears to be intended behavior. I'll still take this over the headache of having to set my door to dynamic every time I need it to open.
Quantum 12 May, 2022 @ 6:12am 
I have this mod installed but it still does not seem to be working, have a custom airtight door that only connects with merge blocks, all other sealed areas are blocks that are connected on diagonal (not fused together etc) when I turn off the merge blocks my door still acts as a static station and will not convert back
Shuncle 7 May, 2022 @ 8:53am 
Does this still work?
Viper 15 Aug, 2021 @ 2:28pm 
nevermind about the setting specifically, i temporarily engaged the server via the Keen GUI so the Keen GUI would override the config files with the available checkboxes. Seems "unsupported stations" being unchecked in that UI is the same and "StationVoxelSupport" being set to false, so it appears that it ISN'T inverted. Still confusing.
Viper 15 Aug, 2021 @ 2:19pm 
Is this still necessary and functional? I just discovered this mod while frustratingly struggling with StationVoxelSupport / Unsupported Stations settings seemingly not working. And since I'm using a server, does " "Unsupported Stations" world option to be unchecked " mean StationVoxelSupport = false or StationVoxelSupport = true?

This shit is unnecessarily screwed up by Keen, dunno why they did this.