Space Engineers

Space Engineers

Improvised Engineering (Grid Pickup/Holding/Manipulation Mod) Nicknamed: Grabby Hands
306 Comments
mz  [author] 2 Oct @ 7:55am 
thanks, I will copy that first aid into the description xD
@wellington6012
did you by any chance move from one se world to another without restarting se?
in my experience that causes a bunch of hickups at minimum if not downright bugs that cant be reliably reproduced another way.
startet years ago with restarting se itself if i want to switch worlds after leaving one world and before entering another one or if i use a save that is more than one savepoint that isnt the last one made if i just want to go back a bit in the same world.
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
@mz
that path for the workhsop folder would only apply on default install with the default steam library, anyone using a custom isntallpath for steam or an additional library on a different drive for se would need to use a different path.
already had cases of people not beeing able to think that far so might be a good idea to add a little note about it to it.

i did write together a "standard first aid list" that so far was reliable in helping out with the modconflcit and file corruption stuff, gonna post it for reference and anyone that wants can use it however they like.
wellington6012 1 Oct @ 1:35pm 
Thanks for the reply MZ, just jumped back on to say it's working again this morning. Must have just been a phantom, if it happens again, I'll check the logs.
mz  [author] 1 Oct @ 1:22pm 
do you have any other mods? can you please also try to remove the mod files.
so unsubscribe and delete the mod files/folders:
C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\2890866161
And the config files:
Configuration files contain mod settings and are found within the global %APPDATA%\Roaming\SpaceEngineers\Storage\ folder or the Storage folder within savegames.
wellington6012 1 Oct @ 4:27am 
I think I have the same issue, can't control the blocks, seems as though RMB functions aren't working, pressing RMB drops the block.
Ty 30 Sep @ 10:52am 
Any one else having a issue with small blocks constantly rotating even when holding left mouse button? I've tried both grip modes (Grap Point / Center of Mass), and but block continues rotating.

Tested with simple small grid light armor block and small grid projector.
NUH UH 26 Sep @ 4:38pm 
my issu is its precision locked
Tim 16 Sep @ 8:12pm 
Stop working randomly, loading a game with mod enabled and it works fine for a minute then stop functioning. Im playing the scrapyard scenario. and I tested it on differnt blocks to check.
so it would need to be a keybind not related to other se functions outside of the blockrotation and without a modifierkey
mz  [author] 13 Sep @ 8:33am 
the problem with ctrl+wasdqe is not that I can't add it (i do think i have added it, but maybe only in the experimental version)
the problem is that i can't block SE from registering the wasdeq input too. Because of that you also move round while rotating it with these keys
@Shinobu
the keys where just an example you could also use any other combination of keys as long as you dont need to press an alternating key with them, so for example w/a/s/d/q/e instead of ctrl+w/a/s/d/q/e
Shinobu 13 Sep @ 7:25am 
well, thanks for answering, I feared it might be the case. Unfortunately for me, I don't have these buttons on my KB
@Shinobu
so a multikey keybind for block rotation? dont think this works with it and you will need to switch to a singlekey keybinding like insert/delete/home/end/pgup/pgdown for the rotation keys.
Shinobu 13 Sep @ 7:12am 
I use ctrl + asdw but it doesn't seem to work for me
@Shinobu
as the moddescription says first pick up a block, then center it, then fixate its movement and move the block rotation keys you usually use to rotate blocks you want to place
Shinobu 13 Sep @ 7:08am 
How to rotate blocks?
mz  [author] 11 Sep @ 4:05pm 
that is bad... but not something my mod should be able to cause. does the game crash? if so then please give me the crash log. Though I think the corruption is from another mod, my mod has no percistency, so after unload there is nothing left from my mod other than a config file which can't mess with world loading. (or at least it shouldn't be possible as far as i know)
Roboman5e15YT 11 Sep @ 3:52pm 
i have to load a version from before i died in order to load the world
mz  [author] 11 Sep @ 3:11pm 
what do you mean by corrupts?
Roboman5e15YT 11 Sep @ 12:55pm 
when i die i lose the ability to grab and when i reload save it corrupts
mz  [author] 8 Sep @ 5:51am 
I plan to, but as of now I don't think its possible to make mods for SE2 with custom Code
Manic_Mechanist 8 Sep @ 12:07am 
I literally cannot live without this mod. I love it sm. Would you consider eventually making the same mod for SE2?
Menos 4 Sep @ 10:14am 
I added the fix to the rotate behavior from CzBuCHi and the mod worked perfectly immediately.
mz  [author] 2 Sep @ 5:09pm 
oh i didn't see it xD looks good but I can probably only add it in 2 or 3 days.
CzBuCHi 2 Sep @ 7:56am 
hey ... did you have time to look at my proposal (in discussions) that mimic how vanilla game block rotations works?
mz  [author] 1 Sep @ 10:18am 
when you grab stuff you can think of it as attaching a rope at the point you are looking at, so it will freely rotate.
if you then press (as Kaedys said) RMB you will instead grab the CoM, like a gravity gun from half-life I guess.
and then you can by holding LMB add dampening which will try to stop the rotation or create on if you press the rotation keys.

(mapping is messed up, but I honestly have no clue how it even should work in the first place, I always just press random keys until it works.)

If you have problems with it rotating to slow or not at all, or it can't dampen the existing rotation then you just need to open the config file and increase the strength of the mod. But be careful, you could end up rotating a small ship so fast into a wall that it will be destroyed.
Kaedys 31 Aug @ 9:58pm 
After grabbing the block, hit right click to shift your grip to the center of mass, rather than wherever your cursor was pointed when you grabbed it, then hold left click to stop it from freely rotating, as well as allow you to rotate it yourself using the normal movement keys (though with a rather different mapping to rotation).

Though some objects will still slowly rotate a bit while doing that. Small-grid gyros can be pretty frustrating, if you're trying to weld-pad them or something. Still, most objects behave pretty well.

Also, much appreciated on the mouse binds @mz!
Menos 30 Aug @ 6:47pm 
Why does the block constantly rotate? It's close to impossible to detach anything with this.
mz  [author] 30 Aug @ 3:44pm 
Added, pls let me know if it causes issues, only did a quick test
Kaedys 20 Aug @ 3:42pm 
This appears to only trigger off of the two keyboard binds and not mouse binds. Any chance this could also trigger off of mouse binds? I have reload bound to Mouse4 atm >.<
mz  [author] 4 May @ 3:24pm 
Yes... this is a bit confusing on my end. Technically the "experimental version" is more advanced and should be used. It also has multiplayer support.
My original plan was to just test some stuff on the experimental version, and then implement it in this main version.
But now I am at a point where the bahaviour between the 2 is slightly different, both have a lot of downloads and I don't really wanna replace one with the other so as to not bother someone that might prefer this old version. Though by now I also forgot what exactly was different, except that THIS version has NO MULTIPLAYER!! (so for that please use experimental)

@davidcoley the "buffed" version is technically not mine, and is also just a copy with the default settings in the config changed.
I think I could access and fix it too, but I won't since I am currently adding a few things to this and the experimental version (commands, better config?, API for other mods, creative mode behaviour)
@Azcelon
as for the stuff moving that can be due to it beeing too heavy but still small enough to be grabbed.
@Azcelon
i think you mix some stuff up.
there are 2 possible mp methods which one of them having 2 options.
the 2 possible mp methods are coop with one player beeing the host and the others ar ebeeing clients and the other one would be a dedicated server which can either be done via the keen server manager or the torch server manager.

and as far as i understand what you have written you say you have a problem that only the host on a server can use it, which by itself wouldnt be possible due to the host in this case beeing the server which is no player that even could use it.

as for my experience so far around half a year ago in a coop world i as the host and the client where able to use it while we had the experimental version https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2891367014 of it running.
Azcelon 3 May @ 12:53pm 
Mz - If you see this, is there anyway that anyone besides the Host, on a SE server, can be able to use the Grabby hands in Multiplayer? Right now it seems only the host is able to perform the Tricks? thanks! ( Is this solved in Dedicated Servers?)
Azcelon 2 May @ 2:56pm 
If I can grab a block see it highlight goldish and a green line extends but no movement what am I missing?
davidcoley 1 May @ 10:07pm 
MZ - The "buffed" version needs the same patch.
Azcelon 30 Apr @ 9:27am 
thank you MZ - This MOD IS the only way to do Scrapyard Scenario...otherwise it would be too tedious to grab all those blocks with some crane thingy......you are awesome!
Morbitz 29 Apr @ 9:58pm 
Thank you!!!
Mystic Ape 29 Apr @ 7:04pm 
Sweet, Just checking myself for the same reason, Tried to play earlier and noticed it was not working. Thanks.
mz  [author] 29 Apr @ 7:02pm 
Secondary Keybinds should now also work again.
mz  [author] 29 Apr @ 6:30pm 
I try my best ^^
Logiwonk 29 Apr @ 5:18pm 
You are a legend @mz, really I popped in here to check on this mod because I tried booting up a splitsie scrapyard scenario and realized the update broke the mod and was astounded to see you already updated it. Thank you so much!
Wolfhound75 29 Apr @ 1:42pm 
Confirmed working with Splitsie's "Scrapyard" scenario. Superstar response timeline! Thanks!
mz  [author] 29 Apr @ 1:16pm 
Should be fixed now too.
Have fun and remember, be careful with warheads.
mz  [author] 29 Apr @ 12:12pm 
ups xD didn't notice it. Will look into it, but if it's just a new keybinding system then it shouldn't take long.
Morphy 29 Apr @ 5:27am 
For those that NEED their grabby hands, Keen at least made it easier to roll back. Open SE settings in steam, select Betas, select "Contact" v1.205 since you can only select major versions. Let it update, then run game and you have successfully rolled back to a working version... until stuff gets fixed.
Kuulio 29 Apr @ 1:24am 
Guys, im broke right now, but buy him some coffes! :)
Morphy 28 Apr @ 8:05pm 
30k subscribers to the mod, I'm sure mz is getting an earfull. Just have to wait for an update.