Space Engineers

Space Engineers

Survival Subgrid Projection
67 Comments
Funtime Gabe 8 Jul @ 12:02pm 
when i bring up a blueprint that has many rotors and hinges, will this work with the subgrids when they dont have conveyors? (this blueprint for example: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2164878591)
Gohla  [author] 26 May @ 11:41pm 
@TAIKO In creative mode you can make a copy of your original vehicle, strip it down to the subgrid, copy paste that subgrid onto your other subgrid of the original vehicle, and then store that second subgrid. Then you blueprint the original vehicle and you can project and weld it up in survival mode.

@Gonb Unfortunately not, I never got around to implementing that.
TAIKO 23 May @ 6:25pm 
Is there a way to copy subgrids? I'm making a VTOL ship with thruster pods on each side, and trying to copy from one side to the other. Thanks!
Gonb 22 Apr @ 8:45am 
is there a way to choose where the projector goes so it doesnt interfere with turret design? placing my railguns sideways might still work but looks ugly af
Catanchovy 2 Nov, 2024 @ 5:23am 
so i just need to place projector on rotor and than on hinge to have custom turrets stored ?
Lia 12 Aug, 2024 @ 12:21pm 
@Gohla Thank you for your answer. Thanks for the great mod.
Gohla  [author] 12 Aug, 2024 @ 5:55am 
@Lia Unfortunately not, I never got around to implementing that.
Lia 10 Aug, 2024 @ 2:18am 
The projector is generated next to the hinge, is it possible to change this position?
Church 31 Mar, 2024 @ 3:59pm 
Anyone confirmed this is still working?
Prreta Charme 2 Jan, 2024 @ 8:37am 
Hrm... I could have sworn I'd stored them in the correct order but I guess not. I tried again and confirmed it's working as designed. Thanks !
Gohla  [author] 31 Dec, 2023 @ 5:59am 
@Prreta Charme Thanks! Auto-project on sub-sub-grids should work. You have to manually store the subgrids in the correct order though: from outermost to innermost. So first enable "Automatically project subgrid" on all rotors, then go to the sub-sub rotor and press "Store subgrid", then to the sub-rotor and press "Store subgrid", and then save your blueprint.

If that doesn't work, it could be that new versions of SE have broken the mod. I haven't played SE in a while so I did not test the mod against the grid AI update and later ones.
Prreta Charme 30 Dec, 2023 @ 11:47am 
Thanks for this great mod !

I am running into a very minor issue and have questions : Should the auto-project setting work for sub-sub-grids ? I have a rotor on a rotor an a rotor to get 3 a full 3-degrees of freedom. I have verified that I set all of them to auto-project on before saving my blueprint. When I weld up the first rotor it does auto-project the attachment and projector just as it should, but for the other two I have to go manually click the project button. what am I missing here ? Or is it that this is not quite working as intended ?
Kilin 11 Oct, 2023 @ 6:29am 
You can get around this by using the aforementioned place conveyor option but it ends up causing really wonky designs, specially with large grid, due to you not actually needing the conveyor. You can just have a rotor and a hinge connected usually you don't need a conveyor between them. It also automatically places the projector on the side now which for small grid might not be an issue but this might force the creation of a massive turret well for large grid. This might sound like a nit pick but it really hurts this mods usability with a lot of ship designs. Bringing the starting point for the rotors down a block to make space for the extra conveyor just makes the new projector block dip into the armour of whatever you placed it on forcing massive redesigns or just straight up incompatibility.
Kilin 11 Oct, 2023 @ 6:29am 
I can't wrap my head around how this is supposed to work. Even after watching the tutorial I have multiple issues with it. First the tutorial just seems to be borked. Like when the guy hits project subgrid you can clearly see every time he does it he has place conveyor on subgrid enabled, except it doesn't do that for some reason while it does for me. Secondly and most importantly this mod creates a projector attached to the mechanical block after projecting before it can make it's actual projection.

This causes whatever you originally created to not project properly because the projector that was placed and is being used to project it actually occupies the starting block you need to make the new projection and it makes it impossible to actually load any weapons attached to the subgrid since it blocks the only passage to load them.
BrainJax 28 Sep, 2023 @ 5:40pm 
Does this mod support the use of small rotor/hinge heads in large rotors/hinges?
darkstar48507 15 Jun, 2023 @ 12:05am 
@Gohla, thank you
Gohla  [author] 14 Jun, 2023 @ 11:36pm 
@darkstar48507 That depends. This mod can do subgrids on subgrids. So you can have a hinge on a hinge on a rotor, etc. So it works to make something like a welding arm. But it does not support connecting two hinges/rotors to the same subgrid.

@willchill @LostHorizonnetworks As far as I know the mod should still work, but I have not extensively tested it with the new update yet. Let me know if there are problems.
darkstar48507 14 Jun, 2023 @ 10:51pm 
will this connect 2 subgrids for example hinge to hinge

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H................H
ChillStep aka Vincent_G1988 B 23 May, 2023 @ 12:07pm 
i wil test it out if stil works
Willchill 29 Apr, 2023 @ 7:25pm 
does this work?







hi
Gohla  [author] 9 Sep, 2022 @ 9:00am 
@anthony.flury This may be possible for certain piston/rotor/hinges where a projector could be attached to the side of it, but I don't have time to work on new features for this mod in the forseeable future (I will keep the mod working though as I am using it myself)
Gohla  [author] 9 Sep, 2022 @ 8:59am 
There's several comments suggesting to project directly from the piston/rotor/hinge head, but unfortunately this is not possible due to how Space Engineers blocks are programmed. Every block can only be one kind of thing, so for example a rotor head cannot also be a projector because it is already a rotor head.

This means that the first block on top of the piston/rotor/hinge head must be a projector, or a conveyor with a projector attached to it if you need conveyor access.

There is no way to work around this with the Mod API. Plugins such as Victor's Multigrid Projector can work around this because plugins are unrestricted. However, not everyone is willing to install plugins, so this mod is still useful.
anthony.flury 8 Sep, 2022 @ 4:41am 
Would love the ability to add a hinge to the primary block and not just a connector - I am trying to build a compact rotor turret and my design is Rotor -> Hinge -> Connectors (& Guns and Armor).
If I go Rotor -> Connector/Projector -> Hinge : the turret end s up taller that I would like, and of course now has a connector which can't be armoured (as it is directly on a rotor)
sintri 27 Mar, 2022 @ 7:59pm 
But yea Viktor's link's probably the better way to do it, is a bit more setup but works way better.
sintri 27 Mar, 2022 @ 4:49pm 
Thought it'd mod it so rotors/hinges/pistons projected from the block, but nope it adds a conveyor and/or projector onto it, which if you try to grind would essentially always disconnect the block since that's the one connection point to your main grid. Questionable utility.
SalazarWindriver 16 Oct, 2021 @ 12:37pm 
I take it there is no way to adjust the blueprints once the thing is built? always mess up the amount of pistons I need and want to change it but my mobile platform is already build
mugsy 24 Jul, 2021 @ 3:36am 
would it not be simpler to just add the projector functions and controls to the piston/rotor/hinge head itself? some fiddling would need to be done to curb exploiting it.
Viktor 23 Mar, 2021 @ 6:49pm 
Proper Multigrid Projector: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2415983416

It needs a client plugin, currently. So not completely vanilla. Should weld most of your blueprints. Torch plugin is available for the server side. Please read the description carefully.
Azz munch 6 Mar, 2021 @ 9:42am 
no idea why but ship welders wont do anything to the projection but hand one will?
darinreynolds90 25 Feb, 2021 @ 5:05pm 
owe this is great i cant understand why this was never added to the game itself but one of the best mods by far thank you
DSD 24 Feb, 2021 @ 9:48am 
This. This was needed.
Mallchad 18 Feb, 2021 @ 4:42am 
YEEEEEEEEEEEEEEEEEEEEEEES
OscarGaming 7 Feb, 2021 @ 6:28am 
Is this for new blueprints or can you use it on existing steam blueprints??
Chad 1 Feb, 2021 @ 12:42pm 
Thanks for doing Keen's job for them. This is likely to be one of the most useful mods ever. Thank you!
Gohla  [author] 27 Jan, 2021 @ 8:42am 
@FireManDan Thanks a bunch! I will add it to the page.

@งง Two Snake That might be possible, but then you cannot easily repair the subgrid when it gets destroyed. My subgrids frequently get blown up and I want to be able to repair them :)

@Viktor Interesting! That's a very different approach that might work out better in the end, seems quite painful to get fully working though :D Mine is more of a workaround that works with the Mod API

@Deky I would like to but do not have a lot of time right now, sorry. However, FireManDan just posted a video tutorial that you can check out: https://youtu.be/zv6zxkRSlxE
Gohla  [author] 27 Jan, 2021 @ 8:42am 
@LurLemur Yes it is possible to stack multiple rotors/pistons/etc on top of each other, it is just a bit of a hassle at the moment. It's also possible to disable the conveyor blocks. Basically, you have to follow the "How To Use" instructions for each piston. For example: Place the first piston, go into the terminal and disable "Place conveyor", then press "Project subgrid", weld up the projector. Then place your second piston on top of the projector, again go into the terminal for the second piston and disable "Place conveyor", press "Project subgrid", weld up the projector, and build the rest. Once you are done building, go backwards through the subgrids and press "Store subgrid". So in this case, you'd press "Store subgrid" on piston 2, then piston 1, and then you can take a blueprint of your grid. FireManDan's video also shows you how to do this with stacked subgrids: https://youtu.be/zv6zxkRSlxE
FireManDan 26 Jan, 2021 @ 6:56pm 
@Gohia
https://youtu.be/zv6zxkRSlxE
Feel free to add it to your page
งง Two Snake 26 Jan, 2021 @ 12:52am 
Is it possible to replace the projector with the part that should have been there once the projector detects that all parts have been built? That way we'd be getting an almost complete subgrid projector experience.
Lurgot 25 Jan, 2021 @ 10:28pm 
Hello! There was a problem in sequential welding of the pistons. Or two rotors. In such situations, is it necessary to have a conveyor after each block with a head in the original drawing? For example, I wanted to save the manipulator arm according to the Marmos script, and I could not do this, because there were two pistons connected in series. Do you have to rebuild so that there is a conveyor after each head?
Viktor 19 Jan, 2021 @ 11:09am 
I'm digging into this topic right now. Thousands of lines of messy code, produced by the decompiler. Problems caused by needless inconsistent remapping. Picking the "largest subgrid" instead of doing proper topological sort (spanning tree). The projector specific code is designed for single grid. (That is the part of the code base which is not reused for the console block and the clipboard functionality in general.)
Dekroom 15 Jan, 2021 @ 8:19am 
Will you do a video tutorial soon?
Gohla  [author] 13 Jan, 2021 @ 12:55pm 
The multiplayer desync issues should be fixed now!
BeeSkee 12 Jan, 2021 @ 7:13am 
They should hire you and integrate this into the game. I thought the projector subgrid issue would be fixed before they took SE out of beta lol.
Gohla  [author] 12 Jan, 2021 @ 7:05am 
Thank you all for the kind words and awards :) I found the cause of the multiplayer desyncs and am working on fixing those!

@Zaygh
Yeah, unfortunately the subgrids have to be modified, but I don't think there is a way around that without from Keen to the base game. Once you have a blueprint set up and auto project subgrid enabled it is quite comfortable to use though!

@Madman_Andre (GNU Rick May)
At some point I would indeed like to add the ability to change the orientation of the conveyor and projector, and the position of the projector. Currently still fixing multiplayer desyncs though, not sure when I will have time for it.
+NaemniK! 12 Jan, 2021 @ 4:58am 
Very Good!
Elián 11 Jan, 2021 @ 8:34am 
I think I just found Jesus
Firestorm🗿 11 Jan, 2021 @ 4:05am 
You sir, are a god amongst men in this community for doing this.
[DKS] Killaim 10 Jan, 2021 @ 8:50pm 
finally.

Devs really need to make something like this a part of the game. a special block of something.
yoshi_SUPER DRY 10 Jan, 2021 @ 8:50pm 
Works that should be included in the base game. You are a genius!