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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.
- 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).
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.
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.
Tested with simple small grid light armor block and small grid projector.
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
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
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.
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
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.
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!
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)
as for the stuff moving that can be due to it beeing too heavy but still small enough to be grabbed.
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.
Have fun and remember, be careful with warheads.