Space Engineers

Space Engineers

AQD - Quality of Life
296 Comments
Digital_Samurai 10 Nov, 2024 @ 9:32am 
Is this collection still working? Seems like several things are broken.
Sleapheap 8 Nov, 2024 @ 11:33pm 
This modpack/one of the mods in the pack? breaks all ore detector range mods for some reason
Luduaver 8 Jul, 2024 @ 3:04am 
@ScoXander you can change autorun key with /autorun rebind
ScoXander 23 Feb, 2024 @ 7:01am 
Can this be updated in order to remove the stupid AUTORUN mod? It creates problems for AZERTY users.
enenra  [author] 29 Oct, 2023 @ 1:43am 
Yes, it's now only available as a plugin.
chronos 28 Oct, 2023 @ 8:58am 
tool switcher is no more present on the worshop
Scalapher The Artificer 5 Sep, 2023 @ 10:25am 
Got it already, thanks.
enenra  [author] 5 Sep, 2023 @ 8:14am 
yes, look at the smart suit mod page. it has commands to disable it listed
Scalapher The Artificer 4 Sep, 2023 @ 4:03pm 
Is there any way to stop this mod from constantly opening your helmet over and over for no reason?
Eternal Serenity 20 Aug, 2023 @ 9:27am 
thanks, was confused on that for a bit.
enenra  [author] 20 Aug, 2023 @ 9:15am 
Often people will use certain color sets for building grids for a specific faction. This mod lets you save those sets and load them across saves.
Eternal Serenity 20 Aug, 2023 @ 7:34am 
Whats the point of build colors mod here exactly?
enenra  [author] 19 Aug, 2023 @ 1:06am 
Nothing in this modpack is affecting rover spawn options. Does it still happen in a savegame without this modpack installed?
Raxus 88 17 Aug, 2023 @ 10:11pm 
Having an issue where there are no rover spawn options. Am I missing something?
enenra  [author] 21 Apr, 2023 @ 5:54am 
That was an issue with the camera panning mod which has since been resolved.
Identity Crisis VII 20 Apr, 2023 @ 8:53pm 
something in here breaks the new top mounted camera, the camera is behind the block and you cant see forwards
enenra  [author] 14 Apr, 2023 @ 11:41am 
Thanks for the heads up!
🅂🄸🅂🄺 14 Apr, 2023 @ 2:06am 
Just a heads up, BuildColors has received an update. Open the Color Picker screen next time :)
Additionally, SmarterSuit has undergone a minor bug fix that resolves a crash when used in conjunction with the water mod.
enenra  [author] 27 Feb, 2023 @ 10:48am 
It's fairly straightforward. You upload a mod and then add the mods you want to add to the pack through the dependency options in the steam workshop interface.
Booker DeWitt 27 Feb, 2023 @ 7:41am 
Absolutely love this mod! Although some of the items aren't for me. How did you make this? Would like to make my own version for myself with the mods i always use!
360Starkiller 23 Feb, 2023 @ 3:55am 
Hi @enenra, I'm getting critical errors with load that contains this mod and I believe it is the GPS distance helper and faction ownership helper dependencies that are causing it as if I remove all then I don't get the errors. I have even tried adding them as standalone's without this mod. I have posted on both mods but thought you should know
enenra  [author] 20 Feb, 2023 @ 3:02am 
Unfortunately not. The only way to get it is by installing the plugin for it via plugin loader.
Phallassy 20 Feb, 2023 @ 1:19am 
is the tool switcher still working? if so how do I get it to work?
OnyxGuardian1337 7 Feb, 2023 @ 6:25am 
It possibly could that, it's a smaller mod, just some dnsk equipped landers.
enenra  [author] 6 Feb, 2023 @ 10:56am 
Hmm only thing I can think of is if your respawnship mod just replaces the blueprint instead of replacing the blueprint reference, which is a bit strange. Since I include the BP of the default respawnships to increase the height at which their parachutes deploy.
OnyxGuardian1337 6 Feb, 2023 @ 10:42am 
This mod is somehow disabling the respawn ship mod I'm using, despite not having any mods that look like they might. Any ideas why?
-Data- 29 Jan, 2023 @ 11:12am 
Is there an offline version of this? If not, how would i make one?
yankeevader 24 Jan, 2023 @ 1:24pm 
Thanks for the quick reply I will try out load orders and Draygo’s stuff. :)
enenra  [author] 24 Jan, 2023 @ 11:36am 
It's unfortunately caused by how SE loads dependencies - they are always loaded last and hence overwrite all other mods. Since I adjust the ore detector range myself in the core mod, it will always overwrite any other mod increasing the ore detector range.

The only way around that is if you install the contents of this modpack manually, not with this pack. Then you can overwrite the core mod as usual.

Or use one of Draygo's (IMO much better) solutions to ore detection. :-)
yankeevader 23 Jan, 2023 @ 5:44pm 
@enenra Just wanted to let you know that using this mod with any Ore Detector increase mod makes the Ore Detector mod not work.

In order to find the offending mod I attempted the following:
I subbed to every mod on the list for AQD - Quality of Life
Minus Tool Switcher as it no longer exists
and put them in my modlist with just the Ore Detector ++ mod
Ore Detector mod works fine.
Also Tried with 3 other Ore Detector mods with the same results - combining QOL with any of the ore detector mods I tried causes them not to work but loading the list of mods from QOL seperatly with the same ore detector mods works just fine

I suspect something specific to AQD - Quality of Life is causing the problem, which is disappointing as I love all your mods, I hope it is an easy fix
Sorry I cant be more helpful with what exactly is causing the issue
A_Hurricane 5 Jan, 2023 @ 12:39pm 
This is fantastic, thank you for all the effort you put into this!
enenra  [author] 8 Dec, 2022 @ 12:01pm 
Yep, it's been done. I'll probably add a recommendation for its plugin version when I do the next update.
Nightchade 7 Dec, 2022 @ 7:57am 
Tool Switcher is broken in multiplayer because it was completely removed from the workshop, no idea why. Unless the mod is reposted, it will remain broken in currently established worlds, and should be removed from this pack.
Critter 7 Dec, 2022 @ 2:55am 
To clarify, it worked fine for single player and for the host in multiplayer ... shame to see it go, I really liked it
TiDaN 6 Dec, 2022 @ 6:23am 
Could Tool Switcher be removed from this pack until it's fixed? It's broken in multiplayer :(

Thank you.
enenra  [author] 3 Dec, 2022 @ 2:22am 
@PFCAtomic
You cannot pick and choose when using the modpack, but the advantage of me putting everything into submods and nothing into this main one is that you can just pick and choose from the individual submods, including the Core version of QoL. Less convenient, but more control.
PFCAtomic 2 Dec, 2022 @ 11:58pm 
ok so on further ispection it seams there is no way to just pick and chose the QOL Feachures you want so im going to manualy pick thogght and take what i want
PFCAtomic 2 Dec, 2022 @ 11:54pm 
hey just wondering is ther a way to disabel one part of the mod i realy love this but i dislike GPS Distance Helper becasue of how i use GPS points And i would Realy love My Description back
EsotericaFerret 6 Nov, 2022 @ 9:52pm 
Has anyone tried removing this mod after installing it? I think it screwed up my save file and now my save file won't load, even after removing it.

@Vas, you know that the blocks in the Warfare 2 DLC are functionally identical to the vanilla blocks, right? They're just retextured and remodeled. They look cool, essentially. So it's not pay to win. Nobody with the DLC's has any major advantage over someone without them.
enenra  [author] 25 Jul, 2022 @ 12:33am 
@Kahned
Yes, my combat rebalance modpack includes the Relative Speeds mod, which lets you configure speed per grid size and per additional characteristics.
Kahned 24 Jul, 2022 @ 3:44pm 
Hey, is it possible that any of you mods or mods inside packages can impact on speed limit?
Vas 24 Jul, 2022 @ 12:25pm 
Ah. I took a long break from SE after KeenSWH disabled all future input and ideas forever with an auto archive function on their support portal. I didn't even know they added pay to win blocks recently with Warfare 2. So I've been out of the loop for a while.
enenra  [author] 24 Jul, 2022 @ 3:58am 
Yes. But that has been the case for a while.
Vas 23 Jul, 2022 @ 2:08pm 
Interesting, so the game now checks a workshop page for anything listed as a dependency, your mod doesn't even need any code in it to make them all get loaded?
teleamachus 28 Jun, 2022 @ 7:51am 
just in case anyone wanted to increase ore detector range like i did, what i've done is:

navigate to steamapps/workshop/content/244850/2465585201/data/cube blocks/miscadjustments.sbc (this is from QoL - Core)
open with your script editing program of choice, mine is notepad++ (probably won't work with regular notepad)
lines 171 and 220 contain variables for ore detector ranges on large and small grids, respectively, feel free to set them as you please
enenra  [author] 27 Jun, 2022 @ 11:17pm 
Yes, QoL Core. Due to the weird way SE loads dependencies, you cannot use the modpack with another separate mod changing ore detector ranges. You'll have to instead install the mods in the modpack individually and then place your ore detector range mod above the mods in this modpack in the list.
teleamachus 27 Jun, 2022 @ 7:22pm 
anything changing the ore detector radius? tried 2 different mods to increase it with qol pack installed and i can't modify its radius