Space Engineers

Space Engineers

Build Info
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Update: 22 Mar, 2023 @ 11:55am

(Copied changelog from bleeding edge out of lazyness, some stuff are already mentioned in previous changelog, it's fine :P )

New Features
- Merge block visually identifies the blocks that would prevent merging.
- Projector terminal shows blueprint stats and warnings.
-- Stats like fully built PCU or how many stacked projectors are inside (shows up if more than 2).
-- Also warns for unknown blocks which includes blocks that would get replaced ("Show DLC/mods" lists them in detail)
-- This info is a listbox under the Blueprint button, also moved the "Show DLC/mods" button right under this listbox.

Terminal info
- Added separator after this mod's info to prevent confusing it with other mod's info, also colored separators gray (SE v202+)
- Added "have script" for PBs' multi-detailedinfo.
- Added "connected to fuel" for thrusters in detailedinfo and multi-detailedinfo.
- Added burn rate and time estimates for hydrogen engine.
- Fixed production block queue being too long and breaking SE's word wrapping.

Block InfoBox
- Added searchlight rotation info + tweaked rotation info on turrets and laser antenna.
- Added rotation speed for spotlights that have subparts to spin.
- For internal info mode, added ModelIntersection mention.
- Added inventory stats for cryo.
- Seat's "abilities" added "cryo" to identify the cryo behavior (like on beds).
- Projector info now mentions if it can build or only preview, along with rescale and loading any size support.
- Fixed "projected under" showing up for non-buildable projections (like console block).
- Fixed jumpdrive recharge loss not being colored and not expecting a >1 value either.

Overlays
- Added (opt-in) remembering of overlay mode on lock-on block overlay.
- Added mergeblock's magnetic area.
- Tweaked wind turbine overlay to show the starting terrain clearence along the line as it was unclear.
- Fixed collector's collection area not being accurate at all.
- Tweaked collector's collection area to be orange to better contrast against the airtight blue and SE's green box outline.

Subpart preview
- Hangar doors are previewed closed to better see how they look.

HUD
- Ship grinders&drills toggled by terminal or toolbar (on/off toggle as opposed to click to drill/grind) now show inventory bar too.

Item & blueprint tooltips
- Blueprint tooltips now show if they result in multiple things (but no longer show item details if there's 2 or more).
- Replaced description of block blueprints in assembler with the list of components it will actually add to queue.
- Added stock build time to blueprint tooltip (see /bi help for further explanation).
- Added list of components that will get queued for build planner's generated blueprints.
- Added consumable and fuel info to blueprint tooltip too (they were only on the item).
- Improved "used by blocks" and "used for crafting" to be more accurate and shows first 6 named, otherwise falls back to number.
- Added "buy from" and "sell to" if a store block has predefined orders for this item (like food dispenser).
- CoreSystems hand-item detection to skip misleading stats on weapon items.
- Custom description for bottle now gets added to modded bottles too if they use oxygen or hydrogen.

ModderHelp
- Changed mod checker to only check definitions edited by local mods.
- Tweaked chat message to give more context and to reflect the local mods only change.
- Added first component bug-checking where a block could have more than 1 component when placed, allowing item duplication exploits.

Other
- Analyze ship for projector ("Show DLC/Mods" button) now reads all blueprint's grids instead of just the first (which was the case for console block too as the API only returns one grid).
- Changed rotor top preview to use shift+scroll to preview displacement instead of ctrl and shift.
- Fixed conveyor size symbol on items being duplicated in certain cases.
- Fixed status not showing anything if it couldn't be detected as being part of a block's toolbar (like when another mod tries to read the status).
- Fixed unable to aim at smaller scale projections' blocks with welder/grinder (this feature is provided by this mod in the first place)

Update: 18 Feb, 2023 @ 6:55pm

Terminal info
- Added "Connected to fuel" state for fueled thrusters.
- Added burn rate and time estimates for hydrogen engine.

Block InfoBox
- For internal info mode, added ModelIntersection mention.
- Added inventory stats for cryo.
- Seat's "abilities" added "cryo" to identify the cryo behavior (like on beds).
- Projector info now mentions if it can build or only preview, along with rescale and loading any size support.
- Fixed "projected under" showing up for non-buildable projections (like console block).
- Fixed jumpdrive recharge loss not being colored and not expecting a >1 value either.

Overlays
- Tweaked wind turbine overlay to show the starting terrain clearence along the line as it was unclear.
- Fixed collector's collection area not being accurate at all.
- Tweaked collector's collection area to be orange to better contrast against the airtight blue and SE's green box outline.

Other
- Changed rotor top preview to use shift+scroll to preview displacement instead of ctrl and shift.
- Fixed conveyor size symbol on items being duplicated in certain cases.
- Fixed status not showing anything if it couldn't be detected as being part of a block's toolbar (like when another mod tries to read the status).
- Fixed unable to aim at smaller scale projections' blocks with welder/grinder (this feature is provided by this mod in the first place)

Update: 5 Jun, 2022 @ 11:01pm

New features
- Added Block Icon Overlay feature which currently only adds a weight icon onto vanilla heavy armor blocks, also toggle in config&modmenu.

- Added /bi profile chat command to show how much time this mod's components are taking at that particular time, useful for finding hot cases.


Block InfoBox
- Redesign of weapon ammo printout in info box with icons:
-- Added various icons to indicate damage type to avoid the need to color-lookup with a header.
-- Accuracy now says "pinpoint" for 0-deg off angle.
-- Moved "reload" to be right after ROF, and also says "instant" if it does not reload.
-- ROF and reload stats are shown just once if they're equal between projectiles and missiles.
-- Projectiles renamed to "bullets" to better separate them from missiles.
-- Reload format changed to "Reload: <Time>s after <N> shots/missiles/bullets".


Various
- Overlay labels tweaks: smooth laser lines (less aliasing) and slightly larger text.
- Increased "version" so that people are notified of significant changes.
- Clarified leak scanner's notification upon finishing that the number of seconds is how long it will be rendered for.
- Changed how textAPI fonts are processed (from fonts XML in background thread) and added in-text icon support.
- Fixed placement distance resetting on equip in creative mode.
- Fixed inability to place blocks after disabling placement distance.

Update: 15 May, 2022 @ 6:20pm

New features
- Construction models preview
Using alt R (alt+cubeSizeMode, rebindable in config) you can see all construction models in a stack next to your held block. Useful for decorative purposes to find models that are otherwise hard to find/remember.

- "Modder help"
Only active if there's at least one local mod used (if you don't know what that is, you're not using one :P).
Right now it only warns if Center or MirroringCenter tags are negative or larger than Size-1, which cause super sneaky issues and this would save modders some headaches.


Subpart Preview
- Changed subpart preview to make different-grid blocks be slightly less opaque (rotor/piston/hinge tops, suspension wheels, etc).
- Fixed AdvanceDoor subparts being visually offset (was not respecting ModelOffset).
- Removed debug draw from the preview entities used for this feature (to avoid showing dummies and other misleading stuff).


Block info box
- Added block info and terminal info for gas generator's consumption as well as the item consumed.
- Added gas tank leaking info in terminal info and also contributes to the "empty in" time estimate.
- Fixed reloadable weapons saying they don't reload and vice-versa for reloadable.
- Fixed gas generator block info not specifying that the consumed item is per active output.


Overlays
- Added physical shapes to ship overlay (enabled in info tab, checking "show center of mass")
- Mountpoint and airtightness overlays are now slightly darker or brighter depending on which axis it is, to allow depth perception to cuboids.
- Fixed drill overlay not accounting for ModelOffset.
- Fixed Autocannon not having an accuracy cone overlay (same for modded gatlings without a barrel).
- Fixed rotor overlay having too huge of a limits circle for 3x3 rotors.


HUD related
- Added HUD oxygen and hydrogen bottle override to allow it to see modded bottles aswell.
- Changed ship tool inv bar to show highest filled instead.
- Added /bi toolbarErasePrefix or /bi tep for setting a prefix that gets erased from toolbar info GUI. This overrides the auto-detection for ship name (also the pattern prefix detection has been disabled as it was causing confusion in some cases).
- Added ini divider (---) awareness to /bi toolbarlabel + mentioned in help.


Various
- Added statuses for doors, rotors and pistons to multi-select detailed info (also added similar type support so all rotors&hinges can show the status, same for all doors).
- Fixed (workaround) chat commands not saying anything back for MP clients (and marking them as cheaters in DS console...).
- Fixed placement distance being at max distance when starting building in creative/creativetools.
- Fixed help window being weird on showing the /bi toolbarlabel command.
- Updated vanilla definitions list (used by /bi analyzeship to identify mods that altered vanilla definitions).

Update: 21 Feb, 2022 @ 1:09pm

New feature
- Added ship (grid group) center of mass indicator as well as grid name+mass labels on each grid's CoM indicators.
This shows up when you enable the vanilla CoM indicators (terminal, info tab, show center of mass).
It also only shows for friendly/neutral grids, and static grid's mass is also included.


Block text info
- Added target type and priority for all block's held text info.
- Added LCD info to all functional block, visible only if they have it enabled.
- Added held text info for Custom Turret Controller and partial info for SearchLight.
- Added charge info for Missile Launcher (Railgun).
- Added leak and explosion info for Gas Tanks.


Cubebuilder placement distance
- It now remembers the distance and applies it on next equipped blocks, and if you scroll all the way outwards it will place blocks all the way outwards no matter what max range they have.
- Max distance is now computed by having a sphere cover the block's boundingbox and that resulting sphere's diagonal range is the distance, + 3m if in character or 10m if in cockpit build mode.


Other
- Aimed text or under-crosshair info for "grid will split" warning got expanded to alert if blocks are going to vanish as well as blocks that will disconnect (rotors/lg/etc).
- Added status for Control action to show if a player controls it, as well as AI or autopilot.
- Tweaked all event toolbar info to be shorter.
- Fixed event toolbar for remote control not being aware that there's now 2 event toolbars.
- Fixed toolbar info group right side asterisk not being colored as the group name.
- Fixed colors on all TextAPI related graphics being oversaturated.

Update: 13 Feb, 2022 @ 2:20pm

- Added config options for HUD definition override of toolbar text font&scale.
- Added target group status for turret controller block and searchlight.
- Potentially fixed index error in BlockInfoAdditions.UpdateHudInventoryComps() (also added a way to narrow it down if it happens again).

Update: 3 Feb, 2022 @ 9:48pm

- Added target group toolbar status for group (also fixes for single turret's status).
- Updated vanilla definitions list (used for analyse ship to determine modded vanilla blocks).
- Fixed WC/CS API throwing errors from breaking changes, updated definitions.

Update: 3 Feb, 2022 @ 7:38pm

SE v200 relevant changes
NOTE: Things remain to be fixed/tweaked/changed to match the SE major's new changes, so please keep an eye out for discrepencies.
- Added projectile explosion+radius and missile penetration pool in text info for weapons.
- Added event toolbar slot info for custom turret controller's toolbar.
- Added support for the new "_nodamage" suffix on thruster flames to properly show which flames damage things.
- Added Japanese font resources to my custom fonts.
- Moved yaw limits overlay for turrets to be at the subpart's model center (to better match the new vanilla models).
- Quick fix for a new turret as it uses a new type of model dummy as old code threw errors on it, it might not work well with modded blocks that use this new system so let me know if it throws errors at you.


The things below are a compiled list of all the changes from the bleeding edge version since the last time this normal version was updated.


Notable changes + new features

-- New: Subpart previews
Top part of rotors/pistons/suspension as well as subparts of turrets/etc will be rendered when holding the block in hand.
Can be turned off in the config (under "HUD: CubeBuilder Draw Subparts" name) or mod menu (HUD section, same name as config entry).

-- New: Placing a suspension/rotor/piston will clone the color&skin to the toppart/wheel.

-- Added overlays for rotor, piston and suspension, see "Block Overlays" section for details.

-- Added CoreSystems/WeaponCore's armor resistances to text info for any block that has them.

-- Added "grid-aligned displacement" in terminal for rotors and pistons, which tells you the displacement to set to align the top part with the base's grid, it also has an "impossible" value for rotors that cannot displace far enough to align perfectly.

-- Replaced a lot of toolbar status icons with sharper and more unique variants, see "Toolbar info box & status overrides" for details.

-- New: Event toolbar slot information
Tells player what the slots do in toolbar config menu when looking at sensor, airvent, target dummy, button or remote control.
It also shows button panel overlay while in the menu and the currently aimed button's slot in the toolbar.
Has 3 new config settings to tweak the position, scale and toggle if it shows at all. It's also draggable.

-- New: Inventory empty slot icon and tooltip replacement.
Currently only for production blocks (refinery, assembler, skit, gas generator, gas tank), the empty slots show what items the block expects, with new custom icons for "bottle or ore", "bottle" and "ingot or ore".
Also lists items allowed/not-allowed in the tooltip, up to 4 per type.
Note: the tooltip doesn't show up reliably, a game bug, nothing I can do about that.

-- New: (Default off) Under-crosshair messages, currently only "Grid will split if you remove this block" will be moved there if you enable it.

-- Improved block picker to allow cubebuilder's aimed block alongside welder/grinder. That means you can now use a held block to aim at an in-world block and use the pick block hotkey/menu/chatcommand to add it to your toolbar.

-- Added an extra-shadowed font and it's used in all of the mod's HUD text boxes, for better contrast with any background.
-- Changed game's Blue font (which affects various UI elements) to use the above extra-shadowed font, and changed its color back to the vanilla's blue hue.

-- Overlays can now be shown per different instance of a block. Currently there's 3 channels: held block, aimed, locked on; each of those can show overlay (the overlay mode is still global).


The rest of the changelog doesn't fit here so I've uploaded it here: https://gist.github.com/THDigi/63bd743dd4a7f03aec140e94164e2850

Update: 3 Feb, 2022 @ 7:36pm

(Ignore, see next)

Update: 25 Jan, 2022 @ 9:49am

Hotfix!

Added a hardcoded workaround for status override not showing up for two specific HUD mods that increase font size (because modAPI has no way to read these definitions).
The mods being: Colorful HUD (1715925905) and HUD modified (1556866989).
If you don't use one of these mods then you don't need to care.
If you do use one of these then status overrides feature will be forced off (independent of your client config) and it will also let you know if it's forced off when you toggle it in TextAPI mod config.