Space Engineers

Space Engineers

Build Info
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Update: 8 Nov, 2021 @ 11:13pm

Block text info
- Added stats for blocks using Whiplash's Weapon Framework.
- Added screen info for button, jukebox and LCDPanels (lab equipment).
- Added more details to screen/LCD info, including the hardcoded MP sync distance.
- Fixed thrust info showing volume if the thruster uses electricity as fuel (instead of not declaring it which also uses electricity).
- Added a check for store/vendingmachine's items/prefabs, if they don't exist they'll get "Item not found!" next to the item name/id.
- Updated vanilla blocks list to include the blocks added in the last major (affects what is known as vanilla if it's modded, in the ship info feature).
- Fixed undefined power priority being hidden instead of being shown (because it's still a priority, last).


Tool selection override
- Added blue bounding box when aiming at a block with another cube, helps identify how large the aimed block is especially on smallgrid.
- Fixed block selection drawing over HUD texts.


Toolbar info & status
- Fixed toolbar info flickering on HUD when using gamepad (it's supposed to be hidden entirely).
- Converted various textures from PNG to DDS, still plenty leftover that are PNG from the game folder.


Terminal
- Added "Copy" button to copy currently seen detail info (including multi-block info).
- Renamed "Refresh Detail Info" button to just "Refresh".
- Added tooltip for Refresh&Copy to say what they do, what mod adds them and that they can be moved with RMB.
- Moving Refresh&Copy now has Shift to move slower and mouse scroll controls scale (along with shift to scale by less).
- Fixed resetting Refresh&Copy's position from modmenu not applying visually.
- Changed default position to fit better, and affects only configs that had the old default.
- Fixed Refresh&Copy's button background scaling incorrectly.


Other
- Added item to RichHUD's menu to point to the TextAPI settings window.
- Added /bi lcdres command for modders to calculate surface area size.
- Fixed duplicated tooltip from mods adding the result item's tooltip to the blueprint themselves (like AQD Research).
- Fixed per-grid power consumption from 0.1W to 1W (even though it's 0.1W in the game code, it's actually consuming 1W per grid).
- Fixed ModVersion not being incremented if it's 0.

Update: 1 Aug, 2021 @ 7:18am

Block text info
- Added components volume to block text info (both aimed and held).
- Battery recharge time now uses the new definition RechargeMultiplier (with backwards compatibility down to v190).
- Connectors no longer require power, changed text info accordingly.


Terminal info
- Power stats in cockpit/RC's detail info are now aware of the new electricity splitting by connector.
- Rotor torque is no longer capped by mass squared, removed all mentions of it.


Block overlays
- Per-block overlays (like tool radius, thrust damage, etc) now only show up in airtightness mode, and renamed it to show as such.
- Removed "unfinished blocks are never airtight" (when block is in airtightness mode and not fullt built).
- Made overlays brighter.
- Changed labels to maintain a screen-relative size, as if they're on screen.
- Changed aimed mounts and ports's label to be line-connected towards top of screen for easier readability.
- Tweaked aimed port&mount selection to have a white overlay.


Other
- Workaround for a rare error in keen's GetBuildBoundingBox(), if it still happens please find how to cause it and report it.
- Reduced flickering chance for toolbar info.

Update: 6 Jul, 2021 @ 5:29pm

- Fixed terminal infinite loop when paired with a mod that refreshes inside an event.

Update: 3 Jul, 2021 @ 9:04am

- Added config setting for CubeBuilder selection info, default off as the modified highlight box should be enough.
- Fixed CubeBuilder's vanilla red box around the aimed-at block showing up if you try to change size of a block that has no other size.

Update: 2 Jul, 2021 @ 4:29pm

Cubebuilder's block selection
- Fixed text flickering in some cases (made it stay on screen longer than 1 update frame).
- Fixed selected info/box showing up when aiming with the wrong cube size in hand.
- Fixed game's selection box sometimes flickering back in.
- Changed color to be more towards yellow than red.

Update: 2 Jul, 2021 @ 11:38am

Features
Tool selection draw override
Aiming at a block with welder/grinder (both hand-held and ship), shows a faint green/red line in vanilla.
This feature changes that to be a cleaner, slightly see-through-walls selection box shrink-wrapped around the model,
which can better identify when something small is selected or not (like an interior light when you're in its block space).
The color of this is sensitive to some contexts.
Dark red usually means you can't do that thing and there's not much you can do about it.
Like aiming at a projection with a grinder or trying to weld/grind something inside a safezone that doesn't allow those things.
White indicates the block is complete for welder.
Light orange indicates grindable block and Light green indicates weldable block.
Known issue: buildable projected block's vanilla selection can't be erased.

Projected block selection (improvements)
Now shows vanilla HUD (right side) on selection to see name,description,compoenents,etc.
Added "Projected under" when aiming at real blocks that have a projected block under it that's different to the aimed one.
Aimed text info now also shows safezone relevant info for "Something in the way" state.


Multi-select detailed info
- Initial feature that shows power/gases consumption/production/storage and inventory of all selected blocks.
- Comes with a position setting in config and can be moved by dragging the vertical line (which blends in with the terminal menu's vertical line).


Block description additions
- Mod name and DLC required is now appended to block descriptions to better see that info in G-menu.
- Also shows Type/Subtype if "Internal Info" is enabled.


Selected block for paint or removal (if creative/tools).
- Shows a HUD message with the block's terminal name or definition name.
- Replaces the selection box with one similar to tool selection override feature from above, always yellow.


(SP only) PB last seen echo
Remembering last PB detail info/echo messages and prints that in terminal and action status if nothing is printed at the time.
NOTE: only works in singleplayer because Echo is only sent to players looking at the PB's terminal, no way around this without changing how the mod fundamentally works (right now it's clientside only).



Config
- Added "Item Symbol Additions" setting to toggle the needs-large-conveyor icon in items' icons.
- Added "Bind: ShowToolbarInfo" and "Toolbar Info: EnterCockpitTime" settings.
- Added 'HUD: Override Tool Selection draw' for the new feature explained above.
- Added 'HUD: Tools Select All Projected Blocks' that toggles the existing(+improved) ability to select any projected block with a tool.
- Added 'HUD: Scrollable Block Components List' that toggles the existing scrollable components feature.
- Added "Refresh Detailed Info" button in terminal GUI + config settings for its position and scale.
- Renamed various settings for better clarity (with backwards compatibility ofc).
- Fixed Show Toolbar Info bind's config description showing variables instead of the actual text it's supposed to.



ModMenu
- Added reset buttons under every Vector2D setting.
- Added headers to various things to better explain them.
- Added some separators to split the settings a bit.
- Made some screen position drag things not work unless you can see the thing, others made to not configure at all because it's movable.
- Fixed all sliders causing the lorem ipsum box to show up.
- Fixed box move settings not updating internal value properly in certain cases.



Turret HUD
- Improved turret ammo indicators to not mislead shooter.
-- It now shows only the amount of rounds that you can shoot until weapon needs to reload and the ammo in inventory (minus the one that you can shoot).
-- Weapons that cannot reload will just show total rounds that are loaded and in inventory.
- Improved text shadow for better contrast.
- Added all supported magazines to turret HUD and terminal info.



Text Info

- Added conveyor ports count, terminal access.
- Added upgrade effects a block supports and upgrade port count (non-upgrade module).
- Added inventory stats to non-terminal blocks that have inventory (like freight boxes).

- Improved "Projected Under" to detect smaller blocks than the one that's aimed at.
- Added regeneration details and shootable parts for target dummy.
- Improved upgrade module text info formatting and added upgrade ports count.
- Added a text warning for smallgrid SmallMissileLauncher that it has UseConveyor default off.
- Split thrust flame info into flame length and length past cube edge.
- Fixed thrust flame info not including the length from tip-to-tip of the capsule (was only the length between the semi-spheres).
- Changed wind turbine's clearence to include minimum too.
- Removed thrust SlowdownFactor from affecting thrust damage range text and overlay.
- Reduced some red-colored texts to yellow (not airtight, no upgrades, no turret AI).
- Fixed projectile range not including multiplier and whether the range is randomized or not.
- Changed info for production block's refines/refills/builds/etc into a list with 3 items per row, also aligned them with the label.
- Fixed some cargo mass text not taking constraint into consideration.
- Fixed sensor power info and added min range to text info.
- Fixed cockpit/cryo entrance dummy being assumed as terminal access.
- Fixed PlaceInfo's RequiresDLC setting not turning off the DLC label.
- Fixed conveyor block power usage no longer being accurate, each grid now consumes 1 W (regardless of conveyor existence).
-- Also removed explanation from help as it's short enough to fit in the text info.
- Upgrade ports on blocks without upgrades are marked as "unknown ports" now, also in overlay and help window.
- Fixed ship welder/grinder estimate build/grind times.
- Added view distance to LCD blocks.
- Changed all mod printouts to include platform (steam/modio).
- Inventory multiplier now respects MultiplierEnabled and specifies if the block ignores multiplier only if world block inv multiplier is not 1.
- Removed "(max fit: X)" from inventory whitelist/blacklist as it was misleading.
- Tweaked inventory whitelist/blacklist to show item displayname and Id in parenthesis, and types to have a hardcoded custom name with id in parenthesis as well.



Terminal Info
- Changed wind turbine "Max possible output" to "Optimal output" as it's not really the max.
- Added weather wind multiplier to wind turbine.
- Fixed detail info additions remaining frozen after turning the feature off.
- Simplified and improved ammo, similar to TurretHUD changes.
- Added rotor 'capped torque' and 'attached mass' to rotor terminal (bottom right).
- Added header separator for buildinfo's text in detail info panel + config setting to toggle it.
-- Also, the update indicator from the bottom is now on the header if it's enabled.
- Added "Type: <definition display name>" in terminal for blocks that don't have it.
- Added gas input/output to air vent's detail info.
- Tweaked detail info flow format to include "/s" where applicable, and the max flow is now indicated as "(max: X unit/s)".
- Fixed custom terminal info not going away when turning it off during gameplay.
- Added power usage to relevant cockpits.
- Fixed thrust current usage not going to 0 if thruster is turned off/broken.
- Fixed thrust power usage being incorrect if thruster has thrust override and it's high in atmosphere.
- Thrust max usage gets multiplied by 1g worth of ConsumptionPerG.
- Removed power input indicator for WeaponCore blocks.
- Hidden "refresh info" button if multiple blocks are selected, as it's unnecessary.
- Fixed some cases where this mod's detailed info wouldn't update from fast sequential triggers.
- Disabled PB Monitor and PB echo toolbar status (it says "No data in MP") for MP clients as it cannot work (game does not send

Update: 6 Apr, 2021 @ 8:33am

- Fixed error spam in DS from a component that shouldn't be updating DS side anyway.

Update: 6 Apr, 2021 @ 7:18am

Block info box
- Replaced "Has no blueprint classes" in block info with the expected crafting type followed by N/A to indicate that it doesn't produce what it's expected.
- Fixed inventory size in block info not having the same format as every other volume format (was using keen's formatter).

Config and ModMenu
- Config file layout tweaked, comments improved and some setting names were changed. Values are not be affected as old setting names are also being read for backwards compatibility.
- Tweaked some category and setting names in the mod menu.
- Fixed mod menu screen positioning settings moving in too large steps (rounding was too low).
- Fixed modmenu screen position of toolbar info being independent of toolbar info free-drag.

Mass printouts
- Fixed manual grid mass computing not including inventory mass of existing blocks.
- Fixed ship cargo being divided by character inventory multiplier instead of the block inventory multiplier.
- Fixed mass compute not removing inventory mass and not unhooking events on block remove.
- Fixed mass compute not instantly adding inventory mass on block add.
- Fixed pilot's inventory mass being added to HUD number, now it's 100% accurate with physical mass.
- Fixed aimed-block mass not including all its inventories (for refineries, assemblers, etc).

Other
- Changed item symbol for "large conveyor only" from * to Ф.
- Various optimizations to reduce profiler calls and reduce some allocations.
- Fixed toolbar info free-drag stops moving if you move mouse too fast (mouse leaving box area).

Update: 1 Apr, 2021 @ 6:22am

- Changed mass indicator to be in pounds divided by PI.
- Changed text color to hot pink in the block info box, to aid with visibility.
- Removed air leak scanner as it was too useful.






... and now the actual changelog :P
- Fixed item tooltips sometimes not working (longer loading time broke them).

Update: 25 Mar, 2021 @ 6:03pm

- Tweaked mass format (everywhere) to go to tonnes after 9,999kg instead of 999kg.
- Worked around ship mass being 0 when ship is landing-gear'd to another ship while being a MP client, this would be applied to ship mass on HUD as well as text info of a block when aimed at with welder/grinder.
- Fixed ship mass on HUD showing nothing when the value was in fact 0.