Space Engineers

Space Engineers

Improvised Experimentation
170 Comments
mz  [author] 10 Jul @ 7:36am 
probably yes, sadly.
test if you can reload a gun with "R"
open the f10 menu, (alt+f10 i think) and then in the bottom right there should be a text area where SE writes a not if a mod failed to compile
also look in your appdata at the latest log file and look if you find some error in there.

you could also try to load the mod alone in another world and check if it works there
Having trouble getting this to work with scrapyard survival, I press R and I can't grab anything? IS there something wrong on my end?
mz  [author] 9 Jul @ 5:55am 
use as in "f" no that shouldn't do anything
Noble117 8 Jul @ 7:00pm 
Thanks, should the use button be a second grab? or has my modding homunculus gone rogue?
mz  [author] 8 Jul @ 1:48am 
you can rebind the key used for reloading a weapon, that will then also change the mod
Noble117 7 Jul @ 7:09pm 
Is there a way to rebind the keys to this mod? It's interfering with the tank treads builder tool mod.
mz  [author] 5 Jun @ 9:09am 
LMB (hold) to stop rotation.
PageUp/PageDown/Insert/Delete/Home/End to rotate
Confuoco 5 Jun @ 3:44am 
Stop free rotation and
enable block placement rotation
What buttones rotate ?
@mz
as moving when rotating blocks is happening even with no mods in the world and while placing down blocks in survival or creative or blocks getting accidentially rotated when moving around atleast i for my part think its a vanilla prob and nothing any modder should be suspectet to need to fix, more something on keen side.

my workaround atm is deleting the ctr+qewasd binds for block rotation.
mz  [author] 16 May @ 5:24am 
yes it works with both. I added that. I just can't prevent the player from moving if you just want to rotate what you are holding and use the new bindings
systat 14 May @ 6:05pm 
I've reset my block movement keys to the default settings and have made my alternative keybindings as the secondary set as others have suggested. Grabby hands seems to work now with both sets of keybindings. I don't know if it's because I changed the order of the keybindings, or if the mod has been altered to allow this, but things seem to be working in the interim.
Abisius Xarvenius Carbensius 11 May @ 10:53pm 
if they intended them to be only used for block rotation why did they put them on the default moving and rotation keys qewasd?
Abisius Xarvenius Carbensius 11 May @ 10:51pm 
@mz
from testing around a bit with the new rotation settings without any mod present you wont be able to avoid the character moving when using them due to it already happening in a pure vanilla setup with just basegame stuff loaded (jep did turn of all the dlc's i have for that).

dont know why they did implement them without at the same time implementing a safeguard against accidentially moving the character when using them or accidentially using them when you want to move your character.
it annoyed me so much that i did remove they new blockrotationkeybinds from my list of keybinds.

the old rotation keys where still there as primary keybinds and the new ones where added in as secondary keybinds on my end with the 206 update.
mz  [author] 11 May @ 10:50pm 
well they probably intended them to be only used for block rotation, and have probably their internal check to block movement while holding a block.
mz  [author] 11 May @ 10:43pm 
yeah, I also noticed the issue. for now the best you can do is have the old rotation keys as secondary and use them for my mod.

I am not sure if I can "block" the character from moving if you try to rotate it with the new bindings.
systat 11 May @ 7:08am 
I changed my game's keybindings for block placement to Ctrl+[WASDQE] but now the rotations for using the Grabby Hands feature of both Engineering and Experimentation don't work as expected for the WASD the rotation only works when my character is also moving in those directions. As you can imagine, this makes aligning the block with weld pads, though not impossible, very difficult and challenging.

Is there a better keybinding I could use or is this something that would have to be addressed in the mods?
mz  [author] 6 May @ 11:53pm 
also try writting "/mz Mods" in the chat. My mod should the react to that
mz  [author] 6 May @ 11:52pm 
not that I know of. try opening the alt+f11 screen (i think that was the shortcut. or maybe shift+f11) and see if the game complains about some mod
Matiamo 6 May @ 5:45pm 
Having issues getting the mod to work are there any mods that are known to cause conflicts or plugins?
==>KT<== JudgeKane 29 Apr @ 10:44pm 
@mz thanks!
Zenton8787 29 Apr @ 7:35pm 
can confirm that the update to the mod works so far. but only just did basic function with it so far
mz  [author] 29 Apr @ 6:53pm 
@Astroparticle secondary Keybind should now also work again.
SeemannTheAssamite 29 Apr @ 4:33pm 
Yay! Thanks, mon. I was saved from salvaging withdrawal. xD
Much grateful, mz. :)
goliathpro 29 Apr @ 2:21pm 
Thank you for your work. With out this mod the scrapyard mod is a bust.
Astroparticle 29 Apr @ 2:21pm 
@mz I have a fix for those like me who are using a second set of keybinds for block rotation.
[code]
private bool GetKey(MyStringId keyType) {
var gameControl = MyAPIGateway.Input.GetGameControl(keyType).GetKeyboardControl();
var gameControl2 = MyAPIGateway.Input.GetGameControl(keyType).GetSecondKeyboardControl();
return MyAPIGateway.Input.IsKeyPress(gameControl) || MyAPIGateway.Input.IsKeyPress(gameControl2);
}
[/code]
Astroparticle 29 Apr @ 1:49pm 
Actually, it looks like the mod is fine and that Keen broke my laptop numpad key rebinds when using them for rotation with this mod. sigh.
Astroparticle 29 Apr @ 1:45pm 
@mz thanks for the fix and for the great mod! It looks like the rotation controls are still broken. As @qm noted, Keen messed with those controls as well.
benthelaserman 29 Apr @ 1:43pm 
You sir are Awesome thankyou for an awesome much needed mod and quick response to fixing it
you deserve an award
mz  [author] 29 Apr @ 1:07pm 
sorry, didn't notice that the mod broke.
Thank you @qm for the suggestion.

Should be fixed now and working again.
〘TDT〙goldenberg 29 Apr @ 12:05pm 
its more than likely there already working on it.
:clang: darn you keen
qm 29 Apr @ 11:47am 
A quick fix is to change:
if (MyAPIGateway.Input.IsNewGameControlPressed(MyControlsSpace.RELOAD))
to:
if (MyAPIGateway.Input.IsNewKeyPressed(MyAPIGateway.Input.GetGameControl(MyControlsSpace.RELOAD).GetKeyboardControl()))
on line 71 of ClientGridHandler.cs.

Fieldwork added a new "IsEnabled" flag to controls, but so far only used it on RELOAD, the block rotation keys, and a couple others. This change avoids the IsEnabled check.

To be more thorough, changes will also need to be made to the 6 MyControlsSpace.CUBE_ROTATE_? IsGameControlPressed's.

And to fix things even more thoroughly would involve probably a helper function to handle full keyboard and controller input checking while avoiding the IsEnabled flag.
HadesReaper 29 Apr @ 11:06am 
i just reverted back before the update to fix the issue until its fixed
LUCASUS 29 Apr @ 4:43am 
And right in the middle of my biggest-ever salvage job.
Tallone55 28 Apr @ 8:56pm 
Adding my voice to the hue and cry, "Broken by Fieldwork" probably just a problem with the keybind.
DeLindsay 28 Apr @ 5:08pm 
Came here to see people already beat me to it. Yeah, "grabby hands" doesn't work as of today's Update v1.206. Here's hoping for a speedy update!
Taftser 28 Apr @ 2:45pm 
Fingers crossed for a fix.
jsdegnan 28 Apr @ 1:06pm 
I can also confirm this Mod has been borked by the latest Fieldwork Update. My guess when they changed how keybindings worked, it messed on how Mods interact with the game.
Astroparticle 28 Apr @ 12:55pm 
Can confirm that this is not working after the update both on server and locally.
benthelaserman 28 Apr @ 11:53am 
BROKEN from the update I think. still not sure why this isnt part of the normal game.
StuntPuppy 4 Mar @ 9:11am 
I love this mod. It, along with Advanced Welding, has become a standard part of all of my playthroughs, and I shill it on the subreddit all the time. Keep up the great work!
mz  [author] 24 Jan @ 5:30pm 
if you mean the maximum force that you can use to lift stuff, yes if I remember correctly there should be a config somewhere xD either in the world folder or the game folder (both are in appdata)
MUSCLE-MAN 21 Jan @ 4:28pm 
Massive lacking feature in the game, thank you! Work marvelously well. If I wanted to give me some more hard time with bigger or heavier blocks, is there a way for me to acces the files and change them by any chance??
Ignis Fox 27 Nov, 2024 @ 6:28pm 
So far it works for me in a single player game.
mz  [author] 19 Oct, 2024 @ 11:18am 
oh ok, i will test that later
Kochean 19 Oct, 2024 @ 10:43am 
I wonder if the contact update broke something cause i could not get this to work in my Single player game.
Hyomoto 17 Oct, 2024 @ 11:18am 
Me yesterday, "We really need something that lets you carry small blocks around." Me today, "Oh. Nice."
HyratelWyvern 2 Oct, 2024 @ 5:50pm 
Followup as stated: No phantom forces in the Experimental version on Alien Planet
af_ram 29 Sep, 2024 @ 2:30pm 
I have tried both this and the other version but I can't get them to work. I am currently doing splitsie's Scrapyard scenario and I really want this to work. What should I do?
Abisius Xarvenius Carbensius 27 Aug, 2024 @ 3:49am 
@Freudman
do i understand it correctly thta you did switch keybindings while in world?
from my past expereince that would be problematic as its not allways fully recognized without a restart of se, though i never did do keyrebinds outside of testing stuff out.
it might also be a conflict with another mod, some file corruption on game or modside or if you use plugins they migth also interfere.

i would suggest providing an exampelworld and logs for a deeper dive after checking for file corruption and mod conflict as well as if you use plugins to check without them in use.
Freudman 26 Aug, 2024 @ 12:14pm 
nada, also i just project red like wich i can point to things but not grabbing even im stading next to it while afloat in the air and can see that the line goes right through the object, ofcourse all tested with few SB armor blocs and one 1cubic baterry. Im having scrips and all mod related settings up and no tools in hands. Also ive been so naughty that ive refuse to look up for G every time while building and ive switched it for R and than i remaped it again back and maped it to my side panel of my mouse. Its basicaly same so i dont see the problem. Also im playing local coop, does it matter if other players connects to, bsc we've seen some changes in working of WC while my friend connects. Like angle diviation etc so is it the same case? If possible can you hook this up to WeaponCore or ToolCore? It might solve instabilities and give you more space for more features.