Space Engineers

Space Engineers

No Unsupported Stations
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.
Gwindalmir  [author] 24 Apr, 2021 @ 7:46pm 
@LykosNychi, it should. The Unsupported Stations option only applies to grids of certain sizes, this increases that limit.
LykosNychi 24 Apr, 2021 @ 4:03pm 
Hey there. Having an issue on my dedicated server wherin most of the time disconnected grids/blocks are not becoming dynamic. Would installing this mod potentially fix that? Setting is 'true' in the dedicated config, sandbox config, and actual sandbox sbc file. Some chunks like conveyors and so on still fall off, but armour blocks seem to just remain hovering.
Kill3rCat [1st FORECON] 11 Jul, 2019 @ 9:38am 
So, this is fixed and in vanilla now?
mookie1590 21 Mar, 2019 @ 5:23am 
Yeah, that was it. I misunderstood the description of that check box. I thought it meant a station grid could not go inside a voxel unchecked.
It did have to be unchecked, I had it checked.
Thanks.
Gwindalmir  [author] 20 Mar, 2019 @ 8:45pm 
@MOOKIE1590, The setting on the DS is named something else, and iirc is the inverse of the client value. It's called "Voxel Stations" I think, and should be enabled I believe.
mookie1590 17 Mar, 2019 @ 3:05pm 
This may seem like a dumb question. But I can't find the "unsupported station" in the dedicated manager settings. I can find it in single player in advanced. I even dug through the sbc file looking for it in there. But I can't find it on the manager for some reason. Or I'm just blind as a bat.
Sneakyrat 13 Feb, 2019 @ 11:10pm 
nice i i hated how the stations i destroyed just floated
Vorpal Vulpes 11 Feb, 2019 @ 8:45am 
ok cool cant wait to retry :3
Serža 10 Feb, 2019 @ 12:44pm 
Needed exactly this, great job
Gwindalmir  [author] 10 Feb, 2019 @ 10:55am 
Yeah, I was able to reproduce the problem with the Easy Start Earth pirate station. Thanks for that tip @syfe. It should work properly now.
Ryukki 10 Feb, 2019 @ 10:35am 
My buildings were connected to directly to voxels if that helps. Kinda like how you would find those pirate stations.
Gwindalmir  [author] 10 Feb, 2019 @ 10:02am 
Interesting. I'll have to look into this more. It always works for me. I used the Martian City world to test with. I'll check with pirate station.
Vorpal Vulpes 10 Feb, 2019 @ 2:15am 
sadly doesnt work for me. i nuked the supports of the pirate station on Easy Start Earth and it stayed up. had to manually convert it to make it fall.
Ryukki 9 Feb, 2019 @ 9:34pm 
Dang. Not sure why this isn't working for certain size buildings. Using a 2000 block building and Xocliw Martian Tower. One building I blew up at the base floated and made keen proud and the same building I deleted blocks and it fell. :(
Ryukki 8 Feb, 2019 @ 2:00pm 
This isn't working on my end. I blew up one of the huge towers in Xocliw Martian city and it floated.
superhappyalien 7 Feb, 2019 @ 11:14am 
Good work and you got my vote
Gwindalmir  [author] 7 Feb, 2019 @ 10:26am 
@nukguard Keen says it's for performance, but honestly, we should be able to decide for ourselves if we want that performance choice.
nukeguard 7 Feb, 2019 @ 10:22am 
why doesn't keen do this, isn't that what that option is for? Anyway subbed because I like physics.