Space Engineers

Space Engineers

Build Info (bleeding edge build)
32 Comments
Digi  [author] 18 Oct, 2024 @ 6:34pm 
@a_person
It sounds like the quirks of how the game's entity updates work for anything but per-tick (update1).

Timers use update10 but it's not guaranteed to be exactly 10 ticks apart because the game tries to split the entities that want that update over all 10 ticks.
For example, if you have 100 blocks it would run 10 of them every tick, spreading the load to reduce chances of hitching.
Now if that list gets changed, it will have to shift things around, some entities will get put into an earlier bucket or in a latter one, resulting in them getting another update earlier or later than expected.
It's possible that shoot on/off would schedule for the gun to start firing on its next update hence the delay, although I've not checked the code to be sure.

I'm not entirely sure I understand what you're doing there, I'd suggest asking around in #help-se in keen's discord or even posting a bugreport about this so they can make it more reliable.
a_person 19 Aug, 2024 @ 1:22pm 
I've been having issues recently with making a rotor rail miner and found out the main issue is that timer blocks starting themselves have around a 10-11 tick delay and that was throwing the rotor attach time off. Also have noticed previously that shoot on/off has more spread on rotor gatlings than shoot once, indicating that shoot on/off starts firing at different times. Is it possible for you to add a tick delay/tick spread stat? It would help out a lot.
Digi  [author] 28 Jun, 2024 @ 7:43pm 
That's because it doesn't matter for this and also for vast majority of mods which use scripts or add new things.

The only time load order matters is when 2+ mods override the same things, like override a block, a block-variants-group, an item, etc.
And there's ways around that by modifying things partially with scripts (or mod frameworks like mod adjuster v2) which reduce the chances of two mods changing the exact same thing, and when they do then their load order decides which is kept (mods at the top are loaded last therefore their changes are kept).
Malpherian 28 Jun, 2024 @ 6:48pm 
I love these tools you all create, but I notice that none of you actually post where in the Load order these things go. Since they are requirements for other mods, it would be super helpful to know this information.
a_person 15 May, 2024 @ 9:17pm 
Theres none that I could see. Though I recently noticed that space balls are able to be used as a short range antenna and there seems to be no mention of it in your info yet.
Digi  [author] 15 May, 2024 @ 8:48pm 
Ah I thought it printed gigantic numbers with grams unit =)
I think I understand, you want more precision in the numbers. Any other numbers that shouldn't be rounded?
Digi  [author] 15 May, 2024 @ 6:20pm 
If you mean under 1kg, it's been printing grams for years now.
Otherwise I'm not sure, I've done some testing and not seeing grams above 1kg inputs: https://pastebin.com/bp111yEG

Can you make a screenshot of the issue, I'm not sure what I'm missing.
a_person 15 May, 2024 @ 2:03pm 
the update causes grid weight to be measured in grams rather then kilograms when past 1kg, which makes it slightly harder to calculate the amount of newtons a ship needs.
a_person 23 Apr, 2024 @ 9:34pm 
Found a couple minor bugs. Spherical overlays appear to be missing one line at the bottom and if you use the command /bi mods in spectator mode it still moves the camera when you move your mouse.
АsteroidBuggs ☂ 19 Apr, 2024 @ 6:37pm 
Why'd I get a notification for this.
Digi  [author] 19 Apr, 2024 @ 6:27pm 
That is an intentional decision to not show individual rays because it would be a bit cheaty.
The intended design seems to be an exclusion radius so that's what I'm showing.
And they can't really improve on it much without having more rays, or more rays+more time or lots of shape intersection tests.
a_person 19 Apr, 2024 @ 2:26pm 
Nvm about wind turbines producing slightly less power when placed outside the max ray length. I was testing if there was a loss of power by using 2 antennas that would turn off if there was less then 2 max power wind turbines so they may have not been updated to turn on when I placed the wind turbine far enough away from the main wind turbine.
a_person 19 Apr, 2024 @ 2:17pm 
are you able to draw the grid detection rays of wind turbines? they appear to draw at least 8 horizontal rays rather then just have a horizontal circle to detect grids which means you can place another wind turbine with full power 3 blocks away on the same line and 1 to the side. Also for some reason when i was testing the wind turbines full power output range wind turbines appeared to have slightly lower power output when placed outside the max ray length then inside the max ray length but not touching a ray.
АsteroidBuggs ☂ 24 May, 2023 @ 10:53am 
:clang:
SHADOW RELAX 13 May, 2023 @ 2:05am 
i got this plugin error ( Build Info Error: Exception during TooltipHandler.UpdateAfterSim[]: Object reference not set to an instance of an object).
Digi  [author] 12 Mar, 2023 @ 10:47pm 
I really don't get why you're avoiding that "new discusion" button like the plague =) https://i.imgur.com/U59SJA7.png

Megathreads are identical to comments, hard to discuss things properly, things get burried fast and people that don't care about the discussion get notified.
Axel-of-Atheara 12 Mar, 2023 @ 1:53pm 
@Digi, I didn't see a discussion about bugs, so I figured I'd just put it here and hope you see it. For whatever reason, the Drill Inventory thing above the hotbar isn't working. I tried it in a few different mining ships, and also in a single-player world. The drills will fill up, but the bar on the hud never moves.
Digi  [author] 9 Mar, 2023 @ 7:44pm 
Also please reply in discussion tab instead, things in comments always get lost and forgotten, aside from the things I mentioned in description xD
Digi  [author] 9 Mar, 2023 @ 7:42pm 
That can work but what are the use cases exactly?

Because there's more ways to measure, from the block center, from the edge, etc.

Might be faster (for user) to do it like a 3-axis measuring towards grid edges from the aimed block and you can look at the 2nd block to see how far along the ruler it is... heck it could go past the grid for a while so you can more easily measure ahead.

This would all would only be seen by the player using it of course.

And finally, the biggest issue... how does it get triggered by user? =) there's not many key combinations available.
Axel-of-Atheara 9 Mar, 2023 @ 6:33pm 
I just had an idea for a potential feature: What about a measuring tool, that you could 'pin' to one block, then move either in a direction or pin to another block, and the tool just puts an overlay over all blocks in between with a number on it.
Kaito 19 Jan, 2023 @ 2:17pm 
Probably aerodynamics. There’s an option to turn them off if you hit enter then F2
Digi  [author] 19 Jan, 2023 @ 11:10am 
Same way you enabled'em, ctrl and + is the default hotkey to cycle overlays (there's 3 modes, 4th being off and it starts off)

But I suspect what you're seeing is not from my mod, can you share a screenshot?
Crohniac 23 Nov, 2022 @ 4:21pm 
how ddo i get rid of these constaint axis's
Digi  [author] 20 Jul, 2022 @ 6:49am 
Not caused by the mod contents, it's an error from failure to download mods in general, see keen discord at help-for-community-servers-se's pins for a workaround ( https://discord.gg/gEJ6bH7k ).
Karlos 20 Jul, 2022 @ 5:25am 
Hey Digi, Using this mod on an instance on G-portal. I got the following error.

Error: Error during loading session:System.ArgumentNullException: Value cannot be null.
Parameter name: path1
at System.IO.Path.Combine(String path1, String path2)
at VRage.Game.MyModContext.Init(ModItem modItem)
at VRage.Game.MyObjectBuilder_Checkpoint.ModItem.GetModContext()
at Sandbox.Game.World.MyScriptManager.LoadData()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
WardenWolf 23 Mar, 2022 @ 10:18am 
Hey Digi, can I make a small feature request? Also show a Shapes count. I am, unfortunately, working on a structure that is approaching the shape limit. Knowing which blocks to avoid to prevent hitting the limit is kind of important (beam blocks are a known no-no).
Digi  [author] 18 Apr, 2021 @ 2:03pm 
This particular mod will now be most update or equal version with the main buildinfo mod, so if you want to use this one all the time then you can do so.

Also updated with new features (see change notes tab), as usual post a discussion topic if you have any bugs/crashes/feedback :}
Digi  [author] 24 Mar, 2021 @ 11:57am 
Testing over, use the main mod!
Digi  [author] 20 Mar, 2021 @ 1:08pm 
Updated with a few more fixes and small additions, I think I'll just push this to main mod next week if noone reports any issues =)
SammyR 21 Feb, 2021 @ 3:58am 
Confirming the fix for the missing/incorrect toolbar hints, it's working well in this version.
Digi  [author] 15 Feb, 2021 @ 7:37am 
Small update for fixes, this would probably be the version to go to public, let me know in the discussion thread above if any of you tested it in servers :}
Digi  [author] 12 Feb, 2021 @ 9:07am 
First version out, as I said in description I will comment here when changes are done, sub to comments to get notified :}