Space Engineers

Space Engineers

Coloured Icons (ore & ingots)
48 Comments
Austuga 22 Mar, 2022 @ 2:09am 
I just came across the same problem. I couldn't figure out what was breaking the trader shops but by adding and removing one mod at a time I figured that it was this mod.
Phoenix 8 Nov, 2021 @ 1:44pm 
I can confirm that this mod breaks the economy. Just figured it out for myself. Finally figured out what the problem was.
kullen 24 Nov, 2019 @ 2:58pm 
This mod breaks the economic store and contract system
ecogreen123 17 Mar, 2019 @ 1:42am 
i think this should be a given, guess someone has to make a mod for it instead
XandreBlues 12 Mar, 2019 @ 11:51am 
Still working for me
Revy106 2 Mar, 2019 @ 8:20pm 
Sadly this does not work anymore :(
Tiger 2 Dec, 2018 @ 8:55am 
Still working and as good as ever!
REAPER 8 Mar, 2018 @ 8:30pm 
This mod still working?
GOOBER__42 10 Apr, 2017 @ 2:45pm 
Is it as simple as replacing image files for manual installation. I wouldn't mind doing that at all. The colors help so much
Olly 7 Feb, 2017 @ 8:27am 
@Zero ok. it works. thanks
Zero 5 Feb, 2017 @ 12:51am 
@uncool Olly Place it at the top or close to the top of the modlist and it'll work
Olly 11 Jan, 2017 @ 9:47pm 
Could it that it does not work after the beta run. Icons still the same.
TheKingBEE 14 Sep, 2016 @ 10:46am 
Psybog you're doing amazing work, could I also get a link to your colored components?
Psyborg  [author] 1 Sep, 2016 @ 2:43am 
@Spartan 117, glad you like it. I've made colored components last year, but I haven't relesed it to the public. Mainly due to the fact all components icons have to be installed manually and there's no way to make it automatic, like ingots & ores. I can mail them to you if you like, but you'll have to make a manual installation.
Spartan 12 Aug, 2016 @ 10:27am 
Can you add colored components ? i love this mod, really helpfull
Psyborg  [author] 16 Apr, 2016 @ 9:49am 
@Vectivus - it's been mentioned before - some mods are not made properly or just use the same definitions and they interfere with others. In such case the only way to use icons is to copy them manually into SE folder, overwriting the original ones. Sorry, but it's not my fault and can't be fixed...
Vectivus 16 Apr, 2016 @ 9:34am 
does not work when I make a game with multiple mods without mods it works, but no, I do not know what mods so much the worse
XandreBlues 23 Mar, 2016 @ 11:04pm 
the difference is small.. but it really adds something. Awesome, love it!:steamhappy:
DIOGENES 1 Mar, 2016 @ 11:31am 
My bad
Psyborg  [author] 1 Mar, 2016 @ 12:16am 
Did you install it manually or through the workshop?
DIOGENES 29 Feb, 2016 @ 5:37pm 
why doesn't this uninstall
Psyborg  [author] 10 Jan, 2016 @ 12:44am 
@keeb62 - when you install it manually then there's no way it won't work, because manual install swaps the original files and the game has no other files to load than mine...
keeb62 9 Jan, 2016 @ 8:32pm 
Mod never worked for me
Optyk 4 Jan, 2016 @ 6:12am 
Worked like a charm, thank you sir!
Psyborg  [author] 3 Jan, 2016 @ 1:26am 
It shouldn't have corrupted yor savegame, unless you've copied all the files, including configs. Do a Steam file verification on SE and it should re-download all original files. Then copy ONLY the files from the "Textures" folder in my mod. They're just graphics and can't do any harm.
Optyk 2 Jan, 2016 @ 5:59pm 
Well, that resulted in a corrupt world save on my exisiting games. I did not try and start a new world with the copied files tho -might of worked but defeats the purpose. Wish I knew what mod was messing with this one...
Optyk 2 Jan, 2016 @ 1:17pm 
Just got done copying them over (default icons should be colored anyways and easier than removing mods). Thanks for the heads up!
Psyborg  [author] 2 Jan, 2016 @ 11:53am 
@Optyk - game update didn't change anything related to the mod. It's working fine as it was. If you're using other mods, then perhaps it's author updated it adding new config files that conflict with mine. maybe you've added some new mods recently?
Sadly I can't do anything in case of a mod conflict. If you still want to use the icons without searching for a conflicting mod, then you'll have to extract the .dds files and overwrite original ones in your SE folder.

The reasonf for conflicts is that different mods sometimes modify the same files and even the same strings. The only solution would be merging conflicting mods.
I'm running about 50 mods on my DS and I have had to remove some due to conflicts.
Optyk 1 Jan, 2016 @ 11:20am 
Mod is not working anymore sadly. Not sure which game update did it, but obviously a recent one. Does not matter if mod is loaded first, last or on a dedicated server or singleplayer. They are not showing up. Please fix! :)
Duffas 15 Dec, 2015 @ 2:22pm 
I haven't had the time either to try and fiddle with it. Plus do enough of that stuff at work lol.
Psyborg  [author] 15 Dec, 2015 @ 4:20am 
Now there you go...
From what I understood:
1. non-DS games - mods load from the bottom of the list in game menu
2. DS games - mods load from the top of the list in the cfg file

Have you tried if moving my mod to be the last one on the list solves the issue with icons not showing up in game? I'm at work atm, so I won't be able to test it for the next few hours...
Duffas 15 Dec, 2015 @ 12:57am 
Thats a very good question. Will have to do some digging around with that idea. And ask around the grape vine about it. I never ever thought about that until now lol. Hell that could have been the whole issue of mine. I'm guessing if there was a load order that the order would be changed when enabling mods in game? Pretty sure most every game that is able to be modded has a load order if I'm not mistaken.

Although I am not the greatest with graphical design, that is why I haven't bothered with making mods for SE at all. Thats why I liked 7DTD modding. Making recipes and such doesn't take graphics to do.
Psyborg  [author] 14 Dec, 2015 @ 11:44pm 
I know the pain of modding 7DtD... ;) That's why I hate manual install and I tend to avoid it whenever I can. Hopefully The Pimps will include Steam Workshop to their game one day.

An idea came to my mind when you metnioned 7DtD. In 7DtD order of loading mods matters, because the last loaded mods overwrite the ones loaded previously (in case their content is the same). As I recall it works the same way in some other games (i.ex. Minecraft), so perhaps that rule applies to Space Engineers as well?
Duffas 14 Dec, 2015 @ 11:25pm 
I'm more about the end result. If I need to go through and clean up thousands of lines of code I will. Like say in 7 Days to Die, to install many of those mods you have to merge a bunch of lines of code to get them to work, if you just copy and paste then you will only get the mods you are adding in, not the ones already added in. But then again it also takes knowledge that a lot do not have. Even though the internet is right at their fingertips.

Should have mentioned, if you need to do a manual install do a little bit of research about that the mod in question actually modifies, what files, what areas of those files are being changed. That will reduce a lot of headache in the long run.
Psyborg  [author] 14 Dec, 2015 @ 11:09pm 
Real problem is that some modders are either just lazy or inexperienced and they copy&paste contents of the whole files from vanilla, including sections they don't want to mod.
Because that's easier for them and they don't want to cleanup thousands of lines. Unfortunately it creates issues for the users of other mods, just like yours...
Duffas 14 Dec, 2015 @ 6:04pm 
@keebe62 I have found with mods like this the only real way to get them to work in to do a manual install of them. Just like the clear GUI mods.
Psyborg  [author] 14 Dec, 2015 @ 6:01pm 
@keeb62, Please read comments below. Duffas has already found the problem and fixed it. In his case it was another mod, that was blocking mine. I guess your case is probably the same.
DX version doesn't matter because my mod is just 2D icons.
keeb62 14 Dec, 2015 @ 2:55pm 
I am with Duffas no change to ore or ingots. Yes dx9. ???
Duffas 12 Dec, 2015 @ 4:31am 
@Psyborg. Ahh thank you for the tip. Wish I knew that before having to go though about 150 mods out of the 274 I have lol.
Psyborg  [author] 12 Dec, 2015 @ 12:10am 
@Sgt.Forge, @J4xon: Nice to hear you find it useful. It was my main idea. :)
I'm planning to do the same thing with icons for Components as browsing containers for them is truly annoying. Modding icons is a relatively easy process, however finding proper colour grades and shades to make it look right takes 90% of the time and is a pain in the ass.
Actually I'm working on it already, but I'm not going to release it "early access" ;)
Psyborg  [author] 12 Dec, 2015 @ 12:00am 
@[TTC] Duffas: I'm glad that you've managed to work a way out. In case you'd need to look for mods in the future, there's an easy way to find out which one is which. All you need to do is to open steam workshop in an internet browser, and when you get to a mod page up in the address tab there'll be also listed that mod's number. For example, link to this mod is: "https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=570033657" and the last "570033657" is my mod's number, so the mod file is named "570033657.sbm". All .sbm files are basically .zip files and all .sbc are just text files.
I may be not as quick with reply in the future, so perhaps it'll help somehow ;p
J4xon 11 Dec, 2015 @ 9:52pm 
Awsome ! Keen take that ! :steamhappy:
Duffas 11 Dec, 2015 @ 8:02pm 
I have a numerous amount of mods in my collection. After a few hours of opening every mod folder, I was finally able to locate your mod. I manually installed the items/lines of code and it works just fine. It probably was due to a mod conflict of stated "Physicallitem.sbc". Somewhat of a difficult task but It was well worth it. I always find myself going cross eyed looking at all the different shades of grey lol. Just not debating on whether or not I would like the rest of my icons colored or not.

Thank you for the speedy feedback though. Not many authors are as quick to reply with a detailed responce on probable dianogsis of an issue.
Cmdr. DoomForge™ 11 Dec, 2015 @ 11:03am 
Considering possibly expanding this later to include the g menu blocks and/or assembler menu too?
Cmdr. DoomForge™ 11 Dec, 2015 @ 11:01am 
I like these, makes them much easier to recognize as you said in the description and looks better too
Psyborg  [author] 11 Dec, 2015 @ 8:42am 
Do you mean DS or a private game? Did you add the mod to your DS / game settings?
After subscribing, you have to add it to your game in the settings or in case of a DS, to server cfg.

If the mod is properly added and listed in your game settings but the coloured icons doesn't show up, then it could be another mod that uses the same "PhysicalItems.sbc" file. Perhaps the author forgot to remove lines related to icons that he didn't use.
In my mod I deleted all definitions except ones relating to those icons that actually are in my mod, so it wouldn't conflict with other mods. It's possible that other author of another mod didn't do that, and left all garbage in his files.

P.S. "PhysicalItems.sbc" defines many other objects like trees, tools and such, so perhaps look for that kind of mod and check if the author forgot to remove definitions for ores and ingots.
Duffas 11 Dec, 2015 @ 7:31am 
I have subcribed to this and it does not appear in game. Double checked and I have no other mods that modify the icons.