Space Engineers

Space Engineers

Advanced Welding - detaching and reattaching blocks!
376 Comments
Digi  [author] 26 May @ 12:14am 
Oh that is very strange one indeed, I can't say I've seen that happen before.

You still have the log though so post that unless this was more than 3 days ago (game deletes logs older than 3 days on launch); if you can't find it, could zip up all the .log files there xD

To send you can use any text or file sharing service, like google drive, dropbox, pastebin, etc. If you don't want it here you can add me on steam or DM it on discord ( @m_digi ).
Pøläär §nøw 25 May @ 3:33pm 
Not reloading back. The crash doesn't close SE, just drops you out to desktop. With the error page on the screen. I just click the ignore part, and re-enter the game. It acts like it's still running. I'll see if I can get it to happen again. Then see how to send it. or atleast post it here.
Digi  [author] 25 May @ 2:16pm 
So you're loading back and trying the *exact* same setup and it doesn't crash a second try? Great, random bugs xD Can you send the SE log [spaceengineers.wiki.gg] from when it did crash.
Pøläär §nøw 25 May @ 1:34am 
Hey Digi, Love this mod. Use it all the time. But the Fieldwork update seems to have freaked this mod out some how. The problem happens when the 2 pads attempt to weld. It tries to crash SE. Does drop you out to desktop with an error page. The only way I can side step it, it on the error page, I click ignore, than click the SE icon on the start bar to reenter SE. It's a tad annoying. But the pads still work, just something keeps thinking an error has happened.
Digi  [author] 28 Apr @ 10:40am 
Evaded how exactly? Might be better to tell me on discord btw.
Sardaukai 28 Apr @ 9:30am 
Another thing is,
new Factorum self-destruction could be evaded by using the detach mode...
Do you think it is possible to make an option to turn detach mode off?
Sardaukai 20 Apr @ 1:22am 
Heya!
Could it be that if someone tries to cut out (Detach Mode) a block there is no reputation drop?
One of my players reported that he could cut out NPC blocks....

Great mod! Thanks for everything you do with modding and helping the community!
Digi  [author] 13 Apr @ 10:49pm 
It's best to find the cause of those errors because it could have hidden side effects.
Can you can include some details, like the SE log or the mod's log (which is what the folder on screen is about), what block exactly you were detaching and with what mode, etc.
WarScar96 13 Apr @ 7:39pm 
when detaching a block, it shows an error and says to report the folder...? It still detaches, but shows the error in place of the progress.
Weylin 7 Apr @ 6:14am 
Is it possible to make a "loop cut" mode that detaches a whole chunk of a grid?
For example, targeting the connecting plane of a modular engine pod, and cleaving the whole thing off cleanly.
It should probably throw an error if the cut point intersects a block (like the middle of a 1x2), and scale grinding time to the number of blocks it would cut through.
RougeSable 21 Mar @ 3:49am 
This awesome mod is part of our collection "Sirius - An arcade vision of a survival game" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154892496

Thank you to offer this to the community ❤️ And thanks a lot for keeping this mod up to date ❤️
Ebonhand 21 Feb @ 9:05pm 
I get the detached drill head problem a lot without using this mod. Seems to be more prevalent where there are a lot of drills present on a large grid. It is a client desync issue.

a f5 reload will always fix it.
Renegrade 4 Feb @ 6:28pm 
@Digi - Drill heads can get all wonky with vanilla merge blocks. I had that happen in a vanilla game. Vanilla merge blocks, merged to a station, boom, drill head was massively offset. So it's definitely some sort of Keen issue.
Digi  [author] 28 Jan @ 10:19am 
Ignoring the drill heads, are the blocks in the right positions and orientations? If so then it's just a visual bug with the drill subparts, for now turning them on for a short time should realign them.

I wonder if the same happens for vanilla merge block... if it's even reliably reproducible to begin with though xD
Electrolyte 28 Jan @ 9:29am 
Just recently we connected a row of drills with a weld pad and the drill bits turned into a strange position, sideways onto the top conveyor port.
Mystic 25 Jan @ 6:44am 
Its curious that all the other stuff continues to load after it, but, with AW on there, it just... refuses. Strange SE! I can send over the full log for you if you want, it's honestly such a bizarre issue. I know the current version of EEM that works is the unstable version. I would hazard a guess that it's due to WHEN it loads each mod and then it just cries, but no other mod we've added since (around 5 more) and we've not had any issues so I have no idea
Digi  [author] 23 Jan @ 11:07pm 
That error being on unload tells me it causes other mods to fail to unload which then causes them to fail to load because they still have file locks on their individual log files... and trust me, this is one of the better outcomes of that problem, because the alternative is having new weird bugs that can't happen normally so you and all the mods you'd report to would be sent on wild goose chases xD

You have to report this on EEM so they fix their unload errors, or at least they catch them to not block other mods from unloading.

I've reported this to keen 2 years ago and they're ignoring it :(
Mystic 23 Jan @ 3:33pm 
Okay it won't let me post it lol, too long. Feel free to add me on discord or something and I can send it there. For now, I've uploaded it to hastebin: https://hastebin.com/share/avofamidaz.vbnet
Mystic 23 Jan @ 3:31pm 
Hi there Digi, I've also run into some issues with it on my dedicated server. Causing players to be unable to connect. It's tricky, because I'm not 100% sure that it was caused by your mod, but rather some form of conflict it was causing with EEM which I'll try and post in another comment

EEM, has been on the save since the start of the play through, roughly 100 hours ago now - we started running into issues of "There was an error while loading the world! Check the log for more information." which is where we found that error, after going through the mods that were added (around 6), AW was the culprit. I can re add it and provide a full log if needed! Love the mod, used to use it all the time :)
Ventus 16 Jan @ 9:03am 
So I can't even launch with it on, I'll shoot you the logs here in a bit but yeah, even launching it alone just by itself caused alot of issues
Digi  [author] 5 Jan @ 12:29am 
You'll have to be more specific, the mod works fine for me.
Provide the SE log from when you tried it, that should identify one of various posibilities.
Ventus 4 Jan @ 1:55pm 
Hey Digi! How's it going man, was going through my mod list and checking mods and it seems that this one is broken now, if you could fix it I would appreciate it, however no rush.
shadenquest 11 Dec, 2024 @ 6:39pm 
Hey digi! Is there a way, similar to creative mode, where you code select a 'section' to detach together, instead of just a single block at a time?
Ki Shuya 4 Dec, 2024 @ 1:25pm 
Digi, this might seem like a long shot or maybe you're not interested, but would it be possible to have the alignment text that appears on screen appear for other blocks too? Merge Blocks and/or Connectors for example? Just seems this would be really useful and if it could be forced onto a LCD that would be even more useful. Just an idea.
dRuPpI 2 Dec, 2024 @ 7:42pm 
is there a way to allow detaching of enemy blocks?
Dragaxe 11 Nov, 2024 @ 7:12pm 
Ended up getting it figured out. Ended up being a bad install of SE, it wasnt loading mods but a full reinstall fixed it. Thanks!
Wolzette 6 Nov, 2024 @ 10:10am 
Digi  [author] 3 Nov, 2024 @ 3:26am 
Sounds like the script isn't running on their side, likely a bad download/update by SE/Steam, tell them to try: https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption

If it persists after 2 tries then can you send their client SE log? on steam or DM on discord (@m_digi) if they don't want it here.
Dragaxe 3 Nov, 2024 @ 2:08am 
Been having an issue on multiplayer. I as the host, can grind and detach blocks, but people connected cannot. They have the weld pads, so the mod is loaded for them, but do not seem to get the button prompt or ability to detach grids. Any ideas?
Darkaiser 16 Oct, 2024 @ 6:20am 
Can also confirm that this works. With the way e have to steal Factorum tech, this is a must-have for me now!
Dogbi 15 Oct, 2024 @ 3:37pm 
@Master B This still fully works with the new contact update, I can still detach and combine grids using the welding pad.
Master B 15 Oct, 2024 @ 8:17am 
Did the contact update break this mod for people?
Digi  [author] 15 Sep, 2024 @ 6:30pm 
Ah yes, I remember trying for that a long time ago and modAPI input reading at least doesn't read triggers independently...
Does the lt+rt work elsewhere in the game though? so I can go digging around to see what they're reading =)
Max Shadow 15 Sep, 2024 @ 6:51am 
This mod doesn't seem to work well on controllers. When I hold Left Trigger it shows that precision grind is on, but as soon as I press Right Trigger to grind, the text disappears and the grinder works like normal. It looks like it can't process both button presses at the same time, and Right Trigger has priority.
gspuad 9 Sep, 2024 @ 5:32pm 
Yea that's what I had to do thank you. And I will check the unsupported stations option.
Digi  [author] 31 Aug, 2024 @ 1:13am 
It's probably static, do you have "Unsupported stations" enabled in that world?

Meanwhile you can fix it by going in its terminal and convert it to ship (slap a control panel on it if it doesn't have terminal access)
gspuad 30 Aug, 2024 @ 8:22pm 
Hello, was wondering what I am doing wrong I hit ctrl and grind down items until they say they are detached but then the item isn't movable it acts as if it is attached and not attached all at the same time, what setting am I missing?
Cosmoros 14 Aug, 2024 @ 12:45pm 
Yeah, its just a warning for others. xD
Digi  [author] 14 Aug, 2024 @ 9:55am 
Ah later on, so the boom was because of the special container self-destructed? That doesn't sound like it's relevant to this mod tbh.

This should have the same behavior as vanilla merge-blocks in terms of which grid is preserved, higher block count or static or rooted is the one kept.
Cosmoros 14 Aug, 2024 @ 7:29am 
It was a vanilla moon lander ship. I ground it down a bit and welded it with a container from the mod "Special Container Industrial Overhaul." It was apparently considered bigger than my ship making it go boom later on.
Digi  [author] 14 Aug, 2024 @ 4:21am 
@Order Prerogative
That sounds pretty bad, can you send blueprints of the ships you merged or the world containing them?
Cosmoros 14 Aug, 2024 @ 12:56am 
Do not weld the ship to an unknown signal container. If the container is considered bigger than your ship, your ship will go boom.
Vanguard 4 Aug, 2024 @ 3:55pm 
If you're referring to being able to move blocks around with your hands, you'll need the mod: Improvised Engineering
Cyn 3 Aug, 2024 @ 5:23pm 
how do i grab the blocks
Vanguard 2 Aug, 2024 @ 2:09am 
+1 for Alex's request, being able to grind down to single component remaining for greeble purposes would be awesome. Would make framework structures much more enjoyable and easier to build.
Darkaiser 1 Aug, 2024 @ 4:50pm 
I am in the process of using this mod (and others) to build a ship that I am using for a book that I am writing. I cannot tell you how useful this is! The ship that I'm building is complex and trying to replicate one section several times is a chore. Today, I used this mod to copy/paste sections together and it's the easiest thing ever. Many thanks for this!
bobe2004 28 Jul, 2024 @ 8:47pm 
i think he means rotating the blocks you are holding
Digi  [author] 12 Jul, 2024 @ 1:08am 
auto-scripted? It's not the mod doing that, it's the game's "Unsupported stations" which happens on all blocks, that's why I said it's strange that it only happens on one block type.
Kayzar 11 Jul, 2024 @ 5:52pm 
@Shmingus, Lighteater... That was it LOL I knew I was doing something stupid. Didn't even realized that building floating objects meant they auto-scripted as a ship...

Anyway, THANK YOU. And Digi, thank you for this mod. I like to rearrange my bases a lot... and this (now) will be a huge help.