Space Engineers

Space Engineers

Block Restrictions
311 Comments
Warton 30 May @ 5:05pm 
Is there a way when we set "AllowedForPlayer" to "False" to keep the blocks in the game (from wrecks, ships, etc.) so when the blocks are "hacked" they will not be deleted from the game ?
So far, when I use AllowedForPlayer to False, my character is not able to find the block in the G menu and not able to place it, but also not able to take over the same block - if I don't grind it down to hack it - it is ok, but when I do the game delete it.
Any ideas?
SHADOWTHX 26 May @ 12:22am 
every time i add this to a dedi server and try to join the server i get an error and cant join ideas?
Kill3rCat [1st FORECON] 23 Mar @ 6:36pm 
As @Stratigus said, would be great to have the option to delist a block from the G menu but disable the deletion of blocks. I presume this mod is not going to be updated again, however?
Psi 25 Jan @ 6:01pm 
@Stratigus
this mod prohibits you from having a block on your grid completely, it won't work for the scrapyard scenario.
for the scrapyard you can create a new component via definitions(but don't create craft recepie for it!) and then add this component to the base of all blocks you wish to ban from building and set it "grind to scrap"(like prototech is done)
i think you can hide mod from build menu via defenitions too, you don't need scripts for that
Alexis(Mssun21) 19 Jan @ 10:29am 
What is VerboseMode?
Stratigus 25 Dec, 2024 @ 4:50pm 
Is there a way to remove the block from the build menu and still find them and have the abliity to use the ones u find?I setup a world and put everthing to false spawned in a rover and the batterys have diapered..Go into admin mode replace and as soon as i turn admin mode off the batterys disappear..trying to setup a scrap yard senerio but want to add more mods..have to not be able to build but able to find..
VelvetDiamond 15 Dec, 2024 @ 2:23am 
Unless im an idiot, i dont see how to do this in the description?

I want a limit on a specific block, but i want the AI to be able to break over the limit of this block. So for example, i want players not to be able to build more than 4 of a specific weapon per grid but i want the AI ships to have 6 per grid. Is this doable?
jTurp  [author] 13 Dec, 2024 @ 5:16am 
@VelvetDiamond

There is a whole config file with options for player / npc / grid / faction -> details in the description...
VelvetDiamond 13 Dec, 2024 @ 12:51am 
is there away to limit blocks for players but not the AI?
MrFox 8 Dec, 2024 @ 10:11pm 
correct
jTurp  [author] 16 Nov, 2024 @ 5:34pm 
The mod log will print everything that is enabled and blocked during the world init, too, you can check that to see if it says it's blocked or not.
jTurp  [author] 16 Nov, 2024 @ 5:33pm 
@MrFox

You are changing / saving that while the world is unloaded, then starting the server, correct?
jTurp  [author] 16 Nov, 2024 @ 5:32pm 
@mangamer21

You have to run the world once with the mod attached, then save and exit to make the changes in the config.
MrFox 8 Nov, 2024 @ 9:41am 
<SerializableBlockSetting>
<Type>MyObjectBuilder_Projector/LargeProjector</Type>
<PlayerMaxCount>0</PlayerMaxCount>
<GridMaxCount>0</GridMaxCount>
<FactionMaxCount>0</FactionMaxCount>
<AllowedForNPC>true</AllowedForNPC>
<AllowedForPlayer>false</AllowedForPlayer>
<AllowedForUnowned>true</AllowedForUnowned>
<AllowedForNPCStaticOnly>false</AllowedForNPCStaticOnly>
<AllowedForPlayerStaticOnly>false</AllowedForPlayerStaticOnly>
<AllowedForUnownedStaticOnly>false</AllowedForUnownedStaticOnly>
</SerializableBlockSetting>
MrFox 8 Nov, 2024 @ 9:40am 
i have set all thrusters player is allowed to false
but everyone can still build them. whats going on?
mangamer21 16 Sep, 2024 @ 6:30pm 
for som reason i cant find the blocks in config for a mod called :Mod Cube Blocks - Mod pack
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1575653552
RVB 27 Aug, 2024 @ 4:03pm 
I can confirm that this does work with modded blocks. Just load the world first, to generate the list, then ctrl+f and modify values to your heart's content.
Forest_Ninja 27 Aug, 2024 @ 3:39pm 
This will work with modded blocks too right?
Gnat The Gnome 19 Aug, 2024 @ 2:04pm 
Is there a way to easily block ALL large grid blocks without manually adding every single one to a group?
Vas 28 Jun, 2024 @ 12:47pm 
So I'm curious, what would this do if I set ion thrusters to false for players, and someone hijacks a pirate ship? Does it delete the ion thrusters or disable them? In this case I'd like the NPC grid to remain functional enough to make it to a salvage zone.
jTurp  [author] 8 Jun, 2024 @ 5:04pm 
@GJD7

The config file is generated automatically the first time the server runs with the mod. It will be located wherever the World Storage folder is for the server.
GJD7 30 May, 2024 @ 2:36pm 
Ive added the mod to the server but I can't find the config file anywhere. is there something I have to do to generate it?
jTurp  [author] 20 May, 2024 @ 5:58pm 
@Jazepi

That looks right to me. I'll run a test tomorrow and see if I get the same issue.
Jazepi 19 May, 2024 @ 9:49pm 
I'm having an issue with the group setting.

I want to restrict players to 5 assemblers (some have industry DLC). It appears to be applying this restriction per faction though, not per player. Have I done something wrong here?

<SerializableGroupSetting>
<GroupName>Assemblers</GroupName>
<PlayerMaxCount>5</PlayerMaxCount>
<GridMaxCount>0</GridMaxCount>
<FactionMaxCount>0</FactionMaxCount>
<AllowedForNPC>true</AllowedForNPC>
<AllowedForPlayer>true</AllowedForPlayer>
<AllowedForUnowned>true</AllowedForUnowned>
<AllowedForNPCStaticOnly>false</AllowedForNPCStaticOnly>
<AllowedForPlayerStaticOnly>false</AllowedForPlayerStaticOnly>
<AllowedForUnownedStaticOnly>false</AllowedForUnownedStaticOnly>
<Definitions>
<DefinitionId Type="MyObjectBuilder_Assembler" SubtypeId="LargeAssemblerIndustrial" />
<DefinitionId Type="MyObjectBuilder_Assembler" SubtypeId="LargeAssembler" />
</Definitions>
</SerializableGroupSetting>
jTurp  [author] 30 Mar, 2024 @ 8:30am 
@REV4666

NPCs are not included in the PlayerMaxCount setting, that is for actual players. If you take over a NPC grid, THEN it will be affected :)
REV4666 30 Mar, 2024 @ 8:08am 
How does the <PlayerMaxCount> variable Impact MES NPC grids? (they always have the same owner )

If I only change the <PlayerMaxCount>2</PlayerMaxCount> for the large grid reactor and nothing else and MES spawn in a reaver with 4 reactors. does it delete the extra 2 reactors, or does it just bypass all NPC?
jTurp  [author] 14 Mar, 2024 @ 8:14pm 
All terminal blocks are automatically added by the mod so you don’t need to add them. Anything not added by the mod will probably be ignored, just fyi, since the mod only tracks terminal blocks.

If it’s a creative world, set the Creative Allowed to false (or true, maybe). Also make sure he doesn’t have creative tools enabled bc admins can place whatever the want until they uncheck that box
YamiKevin 14 Mar, 2024 @ 11:53am 
Yeah the file was generated, after that i made a copy of the file and removed some blocks and added some modblocks. after that i deletet the old file and put my file in the folder (path down in the comment). so the file was generated in that folder path, i simple made a copy, edit and paste the new file in and the old got deletet
jTurp  [author] 13 Mar, 2024 @ 2:55pm 
You do not *put* the file in the folder. The file is generated after running the server with the mod installed.

You might be trying to add it to the wrong place.
YamiKevin 13 Mar, 2024 @ 1:33pm 
Does this mod also works on Torch server?
I put the Blockrestriction file in this folder path ServerFolder\Instance\Storage\2053202808.sbm_BlockRestrictions\BlockRestrictions.cfg

Is that correct? Because a friend tried to build a restrictet block (Jumpdrive 1 per grid) but was able to build more then one. In the config file the admin thing is on false, so he shouldnt be able to build more the one right? Or do i miss smth?
jTurp  [author] 12 Mar, 2024 @ 3:33pm 
The piston will be deleted if it’s converted to ship
YamiKevin 12 Mar, 2024 @ 10:47am 
How does the Mod handle the setting pistons in Static grid only and a player try to convert it to a ship? is it not possible with this mod? or does the piston get deletet?
jTurp  [author] 9 Mar, 2024 @ 7:42am 
@YamiKevin

Every *terminal* block is automatically added to the config file with default settings. Non-terminal blocks are not considered by the mod and are open for everyone to use.
YamiKevin 8 Mar, 2024 @ 1:13pm 
if a block isnt listed, the restriction dont work right? so the player npc and co can use the block?
jTurp  [author] 15 Feb, 2024 @ 4:25pm 
@won2three

There is a setting for CreativeModeAllowed which you can set to False to make it function in Creative. Being an Admin doesn't matter but having Creative Tools checked does.
won2three 15 Feb, 2024 @ 2:16pm 
Anyway to disable the function of being able to bypass block restrictions while in admin or creative?
BlacKHaraZ 9 Jan, 2024 @ 6:53am 
@jturp
Thx +1 =)
NeM 9 Jan, 2024 @ 3:53am 
Players turned it off and on, it makes the block disapear itself.
Maybe I could reach the same result by turning off and on the grid with admin tool I guess.
jTurp  [author] 7 Jan, 2024 @ 7:25am 
Only safe zone blocks will disappear. If Keen doesn't automatically disable the safezone when the block is gone, that sounds like a bug on their end
NeM 7 Jan, 2024 @ 6:09am 
Okay, so now I would like the existing Safe Zone to disapears, how does it work ?
jTurp  [author] 6 Jan, 2024 @ 2:54pm 
@NeM

I am unable to build it in my test world with the below settings. Do you have Creative Tools enabled? If so, you are in admin mode and can build everything until you uncheck the box.
NeM 6 Jan, 2024 @ 1:35pm 
I try to disallow Safe Zones for players :

<SerializableBlockSetting>
<Type>MyObjectBuilder_SafeZoneBlock/SafeZoneBlock</Type>
<PlayerMaxCount>0</PlayerMaxCount>
<GridMaxCount>0</GridMaxCount>
<FactionMaxCount>0</FactionMaxCount>
<AllowedForNPC>false</AllowedForNPC>
<AllowedForPlayer>false</AllowedForPlayer>
<AllowedForUnowned>false</AllowedForUnowned>
<AllowedForNPCStaticOnly>false</AllowedForNPCStaticOnly>
<AllowedForPlayerStaticOnly>false</AllowedForPlayerStaticOnly>
<AllowedForUnownedStaticOnly>false</AllowedForUnownedStaticOnly>
</SerializableBlockSetting>

It seems it's not working, do you have an idea why :o ?
Tiberius 17 Dec, 2023 @ 4:43pm 
@jTurp I sent you the file via Discord.
jTurp  [author] 17 Dec, 2023 @ 4:25pm 
@BlacK|HaraZ

Your definitions are incorrect

<Definitions>
<DefinitionId Type="MyObjectBuilder_Refinery/LargeRefinery" SubtypeId="LargeRefinery" />
<DefinitionId Type="MyObjectBuilder_Refinery/LargeRefineryIndustrial" SubtypeId="LargeRefinery" />
</Definitions>

The Type is everything before the forward slash - ie just "MyObjectBuilder_Refinery"
The Subtype is what's after - "LargeRefinery" and "LargeRefineryIndustrial"

You just need to use the two pieces separately in the given fields for Type and Subtype
jTurp  [author] 17 Dec, 2023 @ 4:24pm 
Dang I have not been getting these messages...

@Tiberius / Lunarjman89

That is usually an issue with there being a typo in the XML doc and it fails to read the file, which leaves it as default. If you are certain that is not the case, please send me the file on discord and I'll check it out.
Lunarjman89 18 Oct, 2023 @ 1:35pm 
I am having an issue where the config file is resetting to default after the server is reboot and wiping all the changes. Am I doing anything wrong? I am saving after every change.
BlacKHaraZ 10 Oct, 2023 @ 12:39pm 
In the log I'll get this:
-> GroupName = Raffineries
->-> Setting has 2 definitions:
->->-> Definition = (null)/(null)
->->-> Definition was null
->->-> Definition = (null)/(null)
->->-> Definition was null

While loading it turn my groupsettings in the config to default.

Where is my misstake?
BlacKHaraZ 10 Oct, 2023 @ 12:39pm 
I feel like I'm to stupid to configurate the Groups. =(
I wanted to define the Refinery and Industrial Refinery in a group like this:
<SerializableGroupSetting>
<GroupName>Raffineries</GroupName>
<PlayerMaxCount>4</PlayerMaxCount>
<GridMaxCount>4</GridMaxCount>
<FactionMaxCount>8</FactionMaxCount>
<AllowedForNPC>true</AllowedForNPC>
<AllowedForPlayer>true</AllowedForPlayer>
<AllowedForUnowned>true</AllowedForUnowned>
<AllowedForNPCStaticOnly>false</AllowedForNPCStaticOnly>
<AllowedForPlayerStaticOnly>false</AllowedForPlayerStaticOnly>
<AllowedForUnownedStaticOnly>false</AllowedForUnownedStaticOnly>
<Definitions>
<DefinitionId Type="MyObjectBuilder_Refinery/LargeRefinery" SubtypeId="LargeRefinery" />
<DefinitionId Type="MyObjectBuilder_Refinery/LargeRefineryIndustrial" SubtypeId="LargeRefinery" />
</Definitions>
</SerializableGroupSetting>
J.Dawson 20 Sep, 2023 @ 4:49am 
@jTurp
Thanks for getting back, the variant that ive enabled that one the limit works perfectly.
I've also tried adding the limits to the other variants of the thruster in hopes that it would stop the bypass, but it doesnt. Will most likely just reorganize the limits :)
jTurp  [author] 19 Sep, 2023 @ 5:35pm 
@Uncle Mateo

They should not be able to place the thruster without it being removed. The variants is a tricky item bc the event doesn’t always fire so sometimes I don’t get notified they scrolled