Space Engineers

Space Engineers

Q-Tech Utilities 3.7
457 Comments
Weeping Angel 3 Jul @ 2:09am 
Thanks for the answer.
It would be too much work to adjuste anything only to be more balanced.
I only want to play. I will still use the mod as it is.
Qarannia  [author] 3 Jul @ 1:47am 
@Weeping Angel It was my intention from the outset. I'm aware that different player groups have different "balance" goals. There is a mod on the Workshop called Mod Adjuster that actually allows you to change the values of the various XML tags in another mod, so you could change the materials required or the inventory space or power requirements if you so wished. Unfortunately, the way the mods are designed there isn't a an easier way for me to open things like that up to change by the player base.
Weeping Angel 2 Jul @ 5:46am 
it is a good mod, but one thing still bother me. It is far to cheap to build. Is there any plans to change it or was this your intention?
OscarGaming 14 Jun @ 9:28am 
All good, no worries.
Qarannia  [author] 8 Jun @ 8:52am 
@OscarGaming Thanks very much for the video. I usually use the inventory screen or a script to show how much is in the inventory so I've never noticed the numbers in the Terminal.

The suggestions you made would certainly be useful but they would need to be made at the ToolCore level rather than in this mod. I'm not certain if / when the TC dev plans on adding more functionality to the framework though.
OscarGaming 7 Jun @ 11:42pm 
As promised, here is the video.

Space Engineers Q Tech Beam Drill
https://youtu.be/G-eVJw65UFc
OscarGaming 7 Jun @ 9:52pm 
@Qarannia Thank you for your response. I came back and tested again the LG version and it worked, the only difference between my first try and today's is that I have updated the SE version to the current one.

So, I apologise for giving the wrong information based on my set up. Your drill beam should be a fundamental part of the begging stage of the game, it is a sucker for power but worth it. At the end I switch to the mod DrillSystem because it is far flexible.

Two things I would do to improve this wonderful drill, an auto cut of when no more ore can be dig out (saving power) also a visual queue such as a progression strip/bar or numeric 0 (current dig)/25m (max range), if the visual would be a pain to implement, then the cut off will do.

I will make a video showcasing how it works.

Thanks.
Qarannia  [author] 5 Jun @ 4:19am 
@VariableVixen Sounds like a plan. Being mobile shouldn't affect it; there's nothing in the config to differentiate between static and mobile grids, but I'll be interested to see what happens. Could be there's a problem with the small grid block only.
VariableVixen 4 Jun @ 1:12pm 
I'm going to try setting up a large grid mobile constructor at some point - basically just thrusters, power, cargo, and a repair unit to move into significant construction projects - so I'll see if being mobile causes any issues. If not, I'll probably slap a repair unit onto my small grid cargo hauler too and see how that works. I broke down my old ship (accidentally slammed it into my base and it blew up lol) but if there are any more issues, I can give you some actual information besides "it stopped working". I'm a developer too, so I know how awful that kind of report is for actually debugging anything.
Qarannia  [author] 4 Jun @ 5:51am 
@VariableVixen Glad to hear you at least have a workaround. This game has more workarounds than stuff that actually works when it comes to the mods.
VariableVixen 3 Jun @ 12:17pm 
I don't think it was a corrupted mod or world, because it was working and then stopped within a single play session, on a singleplayer world. I didn't reload the world at any point. I've since moved to just using stationary emplacements directly on my bases as a self-repair system since the range is so high, and there haven't been any issues with that, at least.

The single bit of indeterminate weirdness aside, this mod is fantastic!
Qarannia  [author] 3 Jun @ 1:57am 
@VariableVixen Since nothing has changed with this mod in months now, I would surmise that the issue is possibly:

1. A change in TC that has broken something (I'm not aware of any changes though).
2. A mod conflict.
3. A corrupted mod download.
4. A corrupted world save.
5. Some random Keen change that no one has figured on yet.

There are issues with the TC drills as well so I'm busy looking at them (in slow time as I don't have a lot of time to dedicate to this right now) to see if I can figure out what's wrong.
VariableVixen 2 Jun @ 4:24pm 
I'm having a problem with the Repair Unit on my tiny little small grid ship. It was working, but it stopped for reasons unknown. There's enough power in the ship, it has components it can use to weld, there are definitely unwelded blocks within its range, the block is turned on and activated, but nothing is happening.
Chikkachu 27 May @ 6:03am 
it's only an issue for the small block, large version works fine
Qarannia  [author] 27 May @ 1:59am 
@Chikkachu Hmmmm, I'm not aware of that; I'll have to look into it when I get a chance.
Chikkachu 26 May @ 4:26pm 
I have an issue with a beam drill. After building it shows in a deployed state but in control panel shows as disabled, when you click to activate it works for a split second not enough to mine anything and then folds itself in. It's like the animations are reversed
Qarannia  [author] 25 May @ 8:06am 
@g_BonE Thank you so much; I'm always glad when someone enjoys using one of my mods. :steamhappy:
g_BonE 25 May @ 2:48am 
Just wanted to say: This is a underrated and under appreciated really great gem of a mod. So many details in the models. A little on the op side, yes but really a joy to play.
Qarannia  [author] 21 May @ 3:55am 
@Axe Nope, if you put Q-Tech thrusters on a ship and then disable the mod it will simply delete those thrusters from your ship. I make a habit of not overwriting Keen's default blocks for precisely this reason.

As for BnR not working, I can't speak to why that might be. My best guess would be a mod conflict between the script running BnR and the script running ToolCore. If they are incompatible then you'd need to reach out to the mod authors to find out why.
Axexs 21 May @ 3:28am 
When running this with BuildAndRepair, BnR stops working. When I disabled Q-tech, now my ships(hydro) have no lift? A freshly build ship is unable to move(w full hydro tank). Does this modify vanilla engines?
Qarannia  [author] 9 May @ 4:52am 
@Diamyo The tools all have a "refresh" interval that determines how often they check and update their state. Mine are set to the same interval as Keen's vanilla tools so that they don't clog up the system. However, when you combine them with the conveyor system which has it's own quirks and issues and then throw in peaks and dips in material availability you're going to run into issues.

I wish there was something I could do to fix this but I suspect not even Keen could do that. Tools like these are entirely at the mercy of the framework that controls them (which is itself a 3rd party script so caveat emptor and all that) and then Keen's API and game on top of that.
Diamyo 9 May @ 3:28am 
Hi I really like your mods. The only issue I have come across is the repair system makes my client stutter sometimes on a dedicated server. The salvager doesn't have the same problem. What should I do to reduce this lag. It usually occurs when I dont have the materials available for the repair. Thank you.
Qarannia  [author] 5 May @ 5:02am 
@OscarGaming Not sure why the large beam drill isn't working; sounds like a possible mod corruption if the small one is working. They both use the same config and setup.

For the drive units, the red is the back where the thrust "would normally" come out; hence the red colour. I should probably include that in the guide. I think there's also a red "light" on top near the front indicating it's the front but I accept it's probably not the most intuitive way of doing it.
OscarGaming 5 May @ 12:55am 
Hi, I don't know what I am doing wrong but your LG bean does not work for me. The small one works just fine.
The small thruster (red/blue) should have a way to know what directioin is the thrust.
Qarannia  [author] 3 May @ 8:34am 
@Sardaukar No problem. Glad Keen decided to "fix" it; I wasn't looking forward to fixing hundreds of blocks.
Sardaukar 2 May @ 1:27pm 
/nodnod. A modder released a script that gave a quick fix, and Keen released a HotFix today that fixed it, if I'm reading everything correctly. Sorry for bothering you with it... had I been more patient, But I thought you should want to know, and had the ability to fix it. Thank you soo very much...
Qarannia  [author] 1 May @ 4:58am 
@Sardaukar Managed to get it sorted. Fortunately it was a quick fix for this mod as it doesn't have so many blocks.
Qarannia  [author] 1 May @ 2:33am 
@Sardaukar It's all my mods. Apparently Keen has changed something with the last update and I now need to go and figure what.
Sardaukar 30 Apr @ 4:19pm 
Just a quick question, and I'm sorry to bother you with this. I have spent hours trying to figure it out for myself, but: Since the 'Fieldwork' update, the blocks from this mod are missing from their G-Menu category. They are still available when searched. The log doesn't show any errors, and I cannot, for the life of me, figure out what the difference is that prevents them from showing...

This is issue isn't limited to just this mod, nor does it affect others. I am absolutely baffled, and cannot find the answer elsewhere... 'Help me Obi-Won Kanobi. You're my only hope.'
ItsBB 25 Apr @ 4:22pm 
That makes a lot of sense, I'd think to balance it you'd make it consume huge amounts of energy since it is a laser that can gather rocks XD
Qarannia  [author] 25 Apr @ 7:59am 
@ItsBB I had to go look at the code since I haven't touched it in months. It "should" give the same amount as a large vanilla drill I think from what I remember. Honestly, though, I wouldn't be surprised if it's not quite the same. It used to be seriously OP but I had to dial it back a lot 'cos the server folks were reporting massive lag from it (Keen's voxel stuff).
ItsBB 24 Apr @ 6:03pm 
Does the drill give less ore than the vanilla drill? I was using it to mine after a piston drill and it looked like it was giving less ore than if I used a vanilla one
Qarannia  [author] 22 Apr @ 6:31am 
@Duster71 No problem. :selike:
Duster71 22 Apr @ 6:30am 
Hey ty for the response, it helps.
Qarannia  [author] 22 Apr @ 2:26am 
@Duster71 So a quick canter through the last few weeks of TC's dev Discord revealed that a lot of servers thought they were having memory leak issues and that it was because of TC.

Turns out that it was other scripts running in Programmable Blocks that were actually the root cause, not TC. Apparently Keen puts no limit on how much memory a PB is allowed to consume and so some badly written scripts (think ChatGPT) turned out to be the cause.

Not saying that's your issue, but I would check it off as a possibility at least. The devs and other modders are pretty certain after a month's worth of back and forth that TC doesn't have a mempry leak.

If your issue persists then the best thing to do is go to the Discord for WeaponCore with the exact steps to reproduce the issue along with logs showing the leak and hand it over to the TC devs.
Qarannia  [author] 22 Apr @ 2:17am 
@Duster71 It's a dependency so it will download automatically with this mod. Unfortunately there's no way for me to make the ToolCore parts "optional"; I really wish there was.

I'll ask around and see if the TC dev is aware of the memory leak and if she has a fix in the pipeline.
Duster71 22 Apr @ 12:34am 
Is toolcore optional for this ? Apparently toolcore has a memory leak ?
Qarannia  [author] 26 Mar @ 3:00pm 
@Covfefe The Mighty hehe, no worries.
Covfefe The Mighty 26 Mar @ 12:32pm 
I am very sorry, I mixed up the mods, the mod that has the battery i mentioned was the Nextgen Mod...sorry again, I was sure it was Q-Tech, since I use these mods for similar purposes... I will make sure next time, before I go on a mod page and complain :steamfacepalm:
Qarannia  [author] 25 Mar @ 3:39pm 
@Covfefe The Mighty Hmm, I'll have to go take a look. Are you sure it's the batteries? I don't even remember them having any moving parts.
Covfefe The Mighty 25 Mar @ 2:06pm 
Hey, thanks for this awesome mod, i use it constantly - recently there has been a small issue with the batteries tho and it seems very consistent. The moving part only moves up and will glitch out of the hitbox of the battery and float away, while still being attached to the batteries movements. I hope it's an easy fix, I will keep using the mod either way :)
MrAnti 14 Feb @ 7:45am 
This text was translated into English by Google.com

@Qarannia

When I tested and started a new game, I only started it with a single mod. I only have the "Q-Tech Utilities 3.6" the copied and changed version with AppData \ Roaming

Everything is going well, no problems. You can change it as much as you want. No problems. But as soon as other mods come, it causes problems.

I don't want to take your time anymore. This is somehow embarrassed to me. You helped me so much. When a game stops being a game and becomes a work, it is no longer fun. I have enough stress in real life. I don't have to have that in the game either. Maybe I'll play again later.

Thanks for your time and help.
Qarannia  [author] 14 Feb @ 5:37am 
@MrAnti Unfortunately mod conflicts are a sad side effect of games like SE. The only reason I suspect it's a mod conflict of some sort is the nature of the message doesn't look like what I'm used to seeing when I mess up an XML config.

When you created a fresh world did you put only the locally modified mod in or did you put other mods in as well? Only reason I ask is that I don't get errors like that with my game.
MrAnti 13 Feb @ 3:56pm 
Hello (This text was translated into English by Google.com)

@Qarannia (Thanks)

After a lot of trying and testing I found out that there are mod conflicts. One of them is "AQD - Conveyor Expansion" when I removed this mod I got a different error message.

Unfortunately, this error message does not tell you which mod it is. I don't understand it. What does an "AQD - Conveyor Expansion" system have to do with Crago storage?

It adds new conveyor belts. I have over 100 mods, which means I have to test every single one. It's a lifetime of work.

A game should be fun, not work. I already have enough stress in life. This game makes you even more work. That's really sad.

It doesn't change even if you start a new game. :steamsad:


See You
MrAnti 13 Feb @ 1:20pm 
Hello (This text was translated into English by Google.com)

@Qarannia

Thank you for taking the extra time to help me. I will work through the list when I have time for it. I can tick off the first point, I only have one version of this mod in my mod list, which I copied over to the AppData\Roaming folder.

I don't understand why Space Engineers is so reluctant to accept this small change in the amount of memory. It's very deceptive of Space Engineers. Unfortunately, it spoils the fun of the game. You want to play something on your own to forget about everyday life, and then something like this happens.

See You.
Qarannia  [author] 13 Feb @ 10:17am 
@MrAnti Couple of things to check.

1. You're not running both versions of the mod in your world save.
2. Check for any errors in the XML file you edited. You may want to check on Keen's Discord if there are any limits to how large you can make those cargo hold volume numbers. I'm not aware of any limits but there may be. It's possible you're trying to make it too big. You could try starting by making the volume only a bit bigger to see if that works.
3. Check that it's not something else causing that error. Try making a fresh world save with only that local mod to see if it still gives the error.
MrAnti 13 Feb @ 6:18am 
@Qarannia

I followed the instructions exactly. Local files are located in AppData\Roaming\Space Engineers\Mods

If you copy it into this folder, it will appear in the game as a Steam ID, in this case 2638387230

I replaced it with Q-Tech Utilities 3.6. Before that I edited and changed it. Just like you said. Unfortunately, again to no avail. I get the same error message again. :-(((

Error Message: https://i.ibb.co/Rk8QsYJM/Space-En.jpg
MrAnti 13 Feb @ 5:30am 
Hello (This text was translated into English by Google.com)

@Qarannia

First of all, thank you very much for your answer and help. Unfortunately I couldn't answer straight away, real life, work, family, children and so on.

Thanks for this helpful tip, I will test it later when I find time. :-)

See You.
Qarannia  [author] 12 Feb @ 11:42pm 
@MrAnti No worries; I help where I can. You're changing the correct file but I believe the error is happening because you are editing the "live" mod which SE probably doesn't like. What you'd need to do is copy that mod folder to your local SE mod folder (you can Google it but it should be somewhere in AppData\Roaming). You can then modify that local mod to your heart's content.

Just remember in your world save to load the local mod (it'll be at the top of your mods list on the left) and not the Steam version of the mod.
MrAnti 12 Feb @ 3:00pm 
Hello (This text was translated into English by Google.com)

@Qarannia

First of all, thank you for answering me, that's not always a given. I'm not a professional mod programmer like you. I don't know as much as you do. I play alone and for myself when I find the time. :steamhappy:

I edit the file "CubeBlocks_Cargo.sbc" in the folder: Steam\steamapps\workshop\content\244850\2638387230\Data

The spot:

<InventorySize>
<X>20</X>
<Y>25</Y>
<Z>20</Z>
</InventorySize>

I change, for example, this:

<InventorySize>
<X>800</X>
<Y>50</Y>
<Z>100</Z>
</InventorySize>

From what you wrote to me, I assume that I am completely wrong. I think that I am changing the wrong file. As I said, I am not a professional, but I am trying my best.

I would appreciate a short explanation, and thanks again for your answer. :steamthumbsup:

See You.