Space Engineers

Space Engineers

Space Engineers 2125
101 Comments
TK_Over50 11 Apr @ 9:26pm 
I've seen it but I'm not ready to go to SE2 yet. Any new advancements in SE1 will be a plus though. I just wish the game was more forgiving of the mods.
captainbladej52  [author] 24 Mar @ 5:36am 
@TK_Over50: Definitely going to be interesting to see what kind of tools we get in slice 1.5. Once I know more about what I'm working with I'll have an idea of when this can make the jump.
TK_Over50 23 Mar @ 6:38pm 
Keep up the GREAT work!! You are about to have your hands full converting this to SE2.
captainbladej52  [author] 21 Mar @ 9:04pm 
@TK_Over50: just a little bit yeah XD
TK_Over50 21 Mar @ 8:44pm 
That could count as an oopsy!!!
captainbladej52  [author] 21 Mar @ 8:03pm 
-block variant issue preventing the Era Refinery, Advanced Era Refinery, and Xabrium Converter from being grouped has been corrected. This should also make the small grid vanilla ore refinery visible as well.
Essentially I fat fingered the block group.

-New DuraMax Encased Button Panels have been introduced in the Center, Left, and Right variants for those who want button panels in more hostile areas.

-New Icons given to the Xabrium Converter and standard Era Refinery to make them easier to distinguish from the basic assembler and survival kit blocks they're based on.
captainbladej52  [author] 20 Mar @ 11:56am 
hey folks, i've posted a discussion for the 3-20-2025 patch notes to make everything easier to keep in one place. today's patch corrects some issues of icons not matching with the duramax armors, along with removing a phantom entry in the files for a duplicate non-functional oparose drill. it also reduces the weight of the original duramax heavy armors. full explanations in discussion above due to significance of the change.
captainbladej52  [author] 25 Feb @ 10:58am 
The exclusivity code I mentioned is baked into base weaponcore itself so it's unlikely you'll find a weaponcore based mod that gets around that. If you do then that's fantastic. Either way if it throws errors related to my mod and can screengrab or video them, I would appreciate it. Doesn't have to be perfect, just have to be able to see what it's saying.
captainbladej52  [author] 25 Feb @ 10:58am 
@TK_Over50: If it's throwing errors related but not showing up in the logs and you don't care to do so, get me some screenshots of the errors and what it's saying. Because if it's doing what this is starting to sound like, it wouldn't be the first time it's happened. Previously it claimed errors but never give a log of the supposed errors. Essentially false flagging other mods. I'm not saying for sure that's what is happening here, but given the "turbulant" history of said mod, I want to eliminate that as a possibility. You can send me any screenshots you get here, or DM them to me on discord @darkbladejk#8429. If you see the mars pyramid, it's me.
TK_Over50 25 Feb @ 8:42am 
I found nothing. I'll see if i can find a mod that will let me use them, and let you know. I had one at one time. This will take some testing.
TK_Over50 25 Feb @ 7:35am 
I understand completely. I will check the log but I an sure that you nailed it. I would really love to use 2125 weapons. everything else is working fine... For now. I'll be right back, if there is an exception or error in the log.
captainbladej52  [author] 25 Feb @ 4:11am 
Far as workarounds the only things really that I know will work right off due to how weaponcore is coded is to leave unsupported mode on, or yank weaponcore outright. May not be what you were hoping to hear but unfortunately the issues are on the weaponcore side with their exclusivity code, which I have no control over.
captainbladej52  [author] 25 Feb @ 4:11am 
@TK_Over50: Unfortunately that's one of the reasons I don't touch weaponcore and had issues with the previous author. There's an exclusivity type of code in weaponcore itself that disables all non-weaponcore weapons by blocking the base weapon type IDs of the game itself. Meaning any weapon mod that uses vanilla type IDs is effected. This is its way of trying to force people to use only weaponcore and was put in place by the previous author. It used to throw up false errors trying to flag other mods as being at fault when they weren't. So I have to ask, is it trying to say there are errors with the 2125 mod itself or what are you seeing? I don't care to ask some other modders how they deal with it, but need to know exactly what you're seeing first.
TK_Over50 25 Feb @ 1:39am 
I know it's weaponcore, because when I run in unsupportedmode it clearly says that they are not supported. So, is there a workaround (that you know of) for this?
TK_Over50 24 Feb @ 8:57pm 
Weaponcore is blocking my weapons from shooting and I only get 4m range on them. Is there a workaround for that?
captainbladej52  [author] 23 Feb @ 10:00am 
-iissue causing the full model of the duramax airlock doors to vanish has been corrected.
Apparently I fat fingered something when redoing the model for the atmo hangar doors and screwed up the airlock doors. My apologies for that one folks.

Meant to post this update to steam last night but apparently I forgot to post a comment. If folks have further issues with this or have issues with other stuff, please let me know.
TK_Over50 23 Feb @ 5:24am 
Thank you SO MUCH for your diligence!
captainbladej52  [author] 22 Feb @ 11:58am 
getting some reports of the DuraMax Airlock Doors having an issue with the model. I'm looking to see what's up and should have a fix in the next little bit.
captainbladej52  [author] 22 Feb @ 7:21am 
-issue causing the Duramax Atmo Hangar Doors to open in opposite direction fixed.
Some bits that govern the hangar doors were changed in a recent update and it messed with certain modded hangar doors such as this one since it has a custom model, namely the forcefield part. this necessitated a change and re-render of the model on my side of things. This should correct any issues you folks had without you having to replace your doors. If you still have issues, let me know.
TK_Over50 19 Dec, 2024 @ 3:45am 
Thank you so much for your speedy response. I absolutely LOVE the mod and since I just made landfall on Titan, I need the wheels now, more than ever. The last thing you want is to be running a planetary mods and can't install wheels. LOL. .If there are any more problems I will let you know. Thanks again.
captainbladej52  [author] 18 Dec, 2024 @ 10:04pm 
@TK_Over50: the issue should be corrected. I gave an explanation of the issue below. Let me know if there are further issues. Issue you observed was merely a warning and overall function shouldn't have been effected. All the same I appreciated the report.
captainbladej52  [author] 18 Dec, 2024 @ 10:02pm 
-Error message about Obsolete Default Definition of Mountpoints for several Duramax Wheel variants should now be corrected.

Note: The wheels functioned and could be placed but since I originally copy/pasted the vanilla file to recycle the vanilla models for the wheels (cause why reinvent the wheel literally) meaning for the keen file no mountpoint for the physical wheels was specified and that part of the file was left blank. For some odd reason for modders it will throw up the error people observed if I attempt to do the same but function will remain unchanged. So folks aren't having to see the errors I was able to specify a single disabled mountpoint as a workaround to clear the error. No functional differences should be observed. If folks have issues let me know.
TK_Over50 18 Dec, 2024 @ 1:15pm 
Hello. I have been using 2125 without any problems but I am getting 16 errors on the CubeBlocks_DuraMaxWheels.sbc file. Stating: Obsolete default definition of mount points in MyObjectBuilder_Wheel/{wheel name} . Is there any way that you can fix that? When I looked into the file, it just looks like it opens, then closes. <MountPoints> </MountPoints>
captainbladej52  [author] 17 Nov, 2024 @ 10:03pm 
-Oparose Large grid drills and Oparose Small grid drills should be drilling in the correct direction now.
-Oparose Welders have had their sensor field pulled forward slightly.
Note: This does not effect the GigusWeldus.

I had been using the SBC file itself to tell the game where the sensor was for the drills, however I fat fingered it some time ago and the drill's field was backwards. I have updated the models to include some extra behind the scenes bits to keep the sensor field in the correct location now that it's fixed. The Oparose drills should now collect material from the correct direction again.

I have also pulled the sensor field on the Oparose Welders forward slightly. This was due to an odd report or two of the increased sensor size potentially damaging engineers and welding far too much behind the tips. Oparose welders were never intended to weld more than one block behind the body of the tool itself. This should now correct both issues.
captainbladej52  [author] 29 Oct, 2024 @ 4:43pm 
I posted the patch notes for the update to the discussion thread Post Prototech Patch Notes as they're too numerous to put here. Alot has changed with this. Please let me know if you folks have any issues.
captainbladej52  [author] 18 Oct, 2024 @ 9:58am 
I'm currently working on getting a post-Contact update out for you folks. I wasn't expecting some of the prototech blocks to be as potent as they are. I'm trying to find a balance that keeps the 2125 blocks potent enough without invalidating the new encounters, also while keeping to the spirit of the mod and what I wanted to do. Some of this will necessitate some new block sizes for certain blocks. I've not forgotten about getting an update out, it's just trying to thread that needle of balance. Fair warning, the performance of the Galdax Thrusters, Stacking Gyros, the 2125 jump drives, and a few others will be seeing improvements. For now I would advise being cautious with builds until I can push the update out.
Skyline 7 Oct, 2024 @ 4:57pm 
Nope thats the only issue i have found i just want to say increadible mod pack mate keep it up
captainbladej52  [author] 6 Oct, 2024 @ 1:36pm 
@Skyline: I appreciate the video and report as that let me see exactly what I needed. I appreciate the report as it would take me alot longer to catch certain things otherwise. Was that the only issue you ran into or were there others?
captainbladej52  [author] 6 Oct, 2024 @ 1:35pm 
-issue causing BB turret ammo to make 2125 artillery shells has been fixed. it should now craft BB turret ammo as intended.
Skyline 5 Oct, 2024 @ 1:40am 
and also yes it is your mod
Skyline 5 Oct, 2024 @ 1:39am 
Hey thanks for replying heres a medal clip of whats happening any advice would be great
https://medal.tv/games/space-eng/clips/iOFjXco9WLTPLS9Po?invite=cr-MSw3ZUUsMTY0NzgwODg2LA
captainbladej52  [author] 4 Oct, 2024 @ 5:37pm 
@Skyline: I checked over the relevant data and it shouldn't be able to pull anything other than the BB ammo at all. If it's doing that then yeah something is up. I do need to ask, is my mod the only one you're using? For the BB turrets, their ammo won't fit through the small conveyors at all. I'm sure you're using large grid but still have to say it. For them to pull ammo, you need to have ammo for them to pull, have them connected to the conveyor grid, and conveyor grid itself needs to have power. Sorters can also stop turrets from pulling stuff depending on their settings.

If you can get me a video or something showing me what's going on I can try to assist better.
Skyline 3 Oct, 2024 @ 9:21pm 
just for a note its making the wrong type of ammo its making the artillery 2125 ammo not the BB artillery ammo
Skyline 3 Oct, 2024 @ 8:54pm 
Hey im on a moon planet trying to use the 2125 BB arty guns and the ammo is not feeding do you know how to fix this i have used all types of ammo including vanilla variants and it still wont work any advice would be great
captainbladej52  [author] 22 Aug, 2024 @ 6:18pm 
-issue preventing conveyor pipes from properly mounting to certain faces of the small xabrium reactor on the large grid has been resolved.
-issues with the xabrium power sources not properly interacting with the targeting groups has been resolved.
captainbladej52  [author] 18 Aug, 2024 @ 9:01pm 
-simplified the naming convention for 2125 ammo types. this should make them easier to identify for use and production. This is display name change only.
-in inventory tooltips added to 2125 character weapons to make it easier for folks to remember what ammos they can accept.
-updated in inventory tooltips on 2125 era character tools
-keypads have been added to all large grid reinforced turrets that didn't have them previously. this should make them easier to program and access.
-issue where construction stage models for basic era refinery were rotated incorrectly has been corrected. This is purely cosmetic and effects the build stages only.

Note: I had to move the camera slightly on the reinforced large grid assault cannon turret to correct an odd issue causing it to phase into the turret. If folks notice the camera seems different this is part of why. Overall effectiveness should be the same. If folks have issues with this let me know.
captainbladej52  [author] 14 May, 2024 @ 3:54pm 
@Bluelite73: glad it worked out for you and you're enjoying the new stuff. If you ever do run into issues by all means let me know
Bluelite73 14 May, 2024 @ 11:38am 
I am so sorry for bothering you, Something was wrong on my end.Had no mod errors on my end on 3 different saves, However reloaded all mods on a new save today and all works as intended without issues. Sincerely apologies to you Thanks for the new additions also :)
captainbladej52  [author] 14 May, 2024 @ 5:13am 
New update pushed out with some optimizations and updates to models as well as a couple new blocks for you folks. As always let me know if you folks have any issues or bugs and I will do my best to correct them.
captainbladej52  [author] 13 May, 2024 @ 11:49pm 
@Bluelite73: I'm assuming you've verified you've got the correct type of refinery such as the Era Refinery for the Xabrium, made sure it's connected to the conveyors, has power and all that stuff? If you have then what exactly is it doing? If you need to send me screenshots or video then by all means. I tested the local version of the mod I've been working on as well as the current release version and I was able to refine Xabrium without any issues. If there's an issue I can fix then I don't care to do so. Need some more info first so I can figure out what's going on and what needs to be fixed. Let's eliminate the usual suspects first and we can work our way out.
captainbladej52  [author] 13 May, 2024 @ 11:39pm 
@awfrench1972: Glad you're liking it. And thanks for the support. Don't think I've ever had someone compare it to a DLC but I'll take it :steamhappy:
Bluelite73 13 May, 2024 @ 9:31pm 
First off Loving the mods you have created. After update 5-14-24 the Xabrium is no longer able to be refined. All else seems fine. Thank you for the work you have done in Space Engineers !!
Chunkyboi 13 May, 2024 @ 7:58pm 
omg this mod is like a dlc u need to get hired ive been bored of sp engineers but this makes me wana play
captainbladej52  [author] 22 Mar, 2024 @ 11:42pm 
-issue causing the small grid large galdax military thruster and large grid large galdax military thruster to be outside of the same block variant group has been corrected.

Unfortunately as subtype ID change was required to fix this as I fat fingered the ID originally. All small grid large galdax military thrusters in your worlds will need to be replaced. I apologize for this oversight.

-issue causing 2125 jump drives, stacking gyros, and det packs to not appear in block variant groups has been corrected

2125 Jump Drives and Stacking Gyros can be found in group with the 2125 Ore Detector group. Det Pack grouped with static weapons
captainbladej52  [author] 17 Nov, 2023 @ 9:43am 
-hotfix to remove duplicate entries in block variant groups for DuraMax round panels in all variants.
I accidentally copied them twice when I was adding them.
captainbladej52  [author] 17 Nov, 2023 @ 8:17am 
-Dedicated Block Category introduced for DuraMax Armor blocks in the G menu.
hopefully this makes it a little easier to find the DuraMax Armor blocks you're looking for a little easier so you're not always searching through the entirety of the 2125 category itself.
-Issue that was causing the game to grab the Five Pack Rocket Launcher from the wrong end when placing them has been corrected.
This should make it ALOT easier to place them now.
-Issue causing the Oparose Gigus Weldus, Oparose Large Welder, and Small Oparose Welder to not reflect properly across certain axis has been corrected
-Slight optimizations to Oparose Welders made

The new corner panel and L shape panel are new variants that are not yet avaialbe in the vanilla game. Essentially I got annoyed with them not existing and made my own variants which means more blocks for you folks.
captainbladej52  [author] 17 Nov, 2023 @ 8:17am 
-New DuraMax Corner Panel and L Shape Panel introduced for large and small grid for all 3 armor types.
-All variants of Round Armor Panel and Round Armor Corner Panels should now appear in the same variant group.
Round Armors were there but left out of the variant groups due to an oversight.
-Issue causing duplicate entry for Small Galdax Military Thruster has been corrected. Small military variants should now pair as normal.
-obsolete block variant pairing data removed from Galdax Thruster file.
Galdax Thrusters were created in time when variants of blocks were handled slightly different to today and their variants needed to be specified differently. This is now handled with dedicated variant files and this removes the last bit of leftover obsolete data I had missed that was just taking up space and doing nothing.
captainbladej52  [author] 11 Nov, 2023 @ 7:07pm 
-Issue causing the Reinforced Large Grid Artillery Turret build stage 3 model to be flipped has been corrected
-Issue causing the Reinforced Small Grid Assault Cannon Turret build stages to be out of position has been corrected
These are purely cosmetic issues that caused their build stages to be out of place. Already existing models should now appear in the proper positions
captainbladej52  [author] 3 Nov, 2023 @ 1:07am 
-missing center armor panels added for all 3 variants of DuraMax armor
-Issue that caused DuraMax Light Armors to become clones of Medium Armors has been corrected after bug report.

This was never intended to happen and I had to recreate the light armor variant entirely and try to match the values as best I remembered. If folks see major bugs or issues or think you see a major bug or issue, by all means please let me know. I try to catch stuff before it goes out but I'm a one man team and don't always catch everything. Bug reports are highly appreciated and the worst I can tell you is that it's not a bug, or I'm working on a fix already. If there are issues I will do my best to fix them.
captainbladej52  [author] 31 Oct, 2023 @ 9:34pm 
-Issues with preventing the Duramax Large Armor Quarter Panel and Duramax Small Armor Quarter Panels from being in the correct variant groups has been corrected for all 3 variant types
-SmallArmor2x1SlopedPanelDuraMax and the LargeArmor2x1SlopedPanelDuraMax block are now in the correct block variant groups.
Fair warning this particular fix resulted in a subtype ID change to the small block variant. I fat fingered it and forgot to capitalize the M in DuraMax which resulted in a Subtype ID change. unfortunately this means small variants of that block will need to be replaced potentially.