Space Engineers

Space Engineers

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AQM - Mod items
By Cruel Sun
How to manage your mod items
   
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An example
For example I choose the MoreSolarPower[x4][x8]v2 mod. (In the mod we have two new items)

It's can seems difficult, but it's not
(only at first time)


So, at first, when you have a mod, two messages may appear:
Queue has unknown items
Cargo has unknown items

> > > To add the mode items < < <
you need to add AddMod line in a section named void InitModObjects() (in the beginning of the script)

AddMod comand usage
AddMod(Item name,Queued Blueprint ID, Type , Cargo Item ID)

The example mod two lines:
AddMod("Gold Solar Cell", "SolarCellGold", eDefinitionType.MyObjectBuilder_Component, "SolarCellGold"); AddMod("Black Solar Cell", "SolarCellBlack", eDefinitionType.MyObjectBuilder_Component, "SolarCellBlack");

Item name
As is showed in the terminal (Gold Solar Cell)

Queued Blueprint ID
Remove the mod items from the cargo and queue it.
Open the Terminal and select •• AQM block.
In the detail info you will see the items ID - like MyObjectBuilder_Component/SolarCellGold
You need only ID Name - SolarCellGold

Type
  • MyObjectBuilder_AmmoMagazine
  • MyObjectBuilder_PhysicalGunObject
  • MyObjectBuilder_Component

Cargo Item ID
Remove the mod item from the queue (on all of the assemblers)
Place the mod item to the cargo to get Cargo has unknown items message only.
The same way as Queued Blueprint ID you got it.


4 Comments
Flyingsnag 18 Mar, 2023 @ 8:55pm 
To fix this error you need to find variables section just above "void Boot" method and add a new object type to the existing ones in "enum" line and "string" line.
Example:
enum eDefinitionType { MyObjectBuilder_Component, MyObjectBuilder_AmmoMagazine, MyObjectBuilder_PhysicalGunObject, MyObjectBuilder_Datapad, ConsumableItem };
string[] DefinitionTypeName = new string[] { "MyObjectBuilder_Component/", "MyObjectBuilder_AmmoMagazine/", "MyObjectBuilder_PhysicalGunObject/", "MyObjectBuilder_Datapad/", "MyObjectBuilder_ConsumableItem/" };
Now you can add any consumables in AddMod section. This also works for Ores and Ingots and other types of modded things.
Flyingsnag 18 Mar, 2023 @ 8:54pm 
You can also add Ingots, Ores, Consumables, etc..
You can see all missing objects and its types in Control Panel=>AQM (Programm Block)=>Right-bottom side of the screen (just under "Share block" section.
Here you can see something like this:
MyObjectBuilder_ConsumableItem/ClangCola
In order to add this object you need to add a line in Mod Objects section according to this guide.
Example:
AddMod("Clang Cola", "ClangCola", eDefinitionType.MyObjectBuilder_ConsumableItem, "ClangCola");
Then you will get an error.
Sasquatch 5 Mar, 2022 @ 1:51pm 
how to add Ingots/ ores/ physical objects?
Foogs(▰˘◡˘▰) 30 May, 2020 @ 5:30am 
good example lol =)