Space Engineers

Space Engineers

Improvised Experimentation
189 Comments
mrz 7 Oct @ 9:03am 
thx!!!
mz  [author] 7 Oct @ 8:00am 
"ExoskeletForce" is how much you can lift while on ground
"Jetpackforce" is how much you can lift while in the air/floating
maybe also adjust "maxGridsize" if you want to grab larger stuff

It uses default SI units like Newton for force, Meter for size, etc
mrz 7 Oct @ 5:57am 
Hi, what configuration parameter controls the force? I want to change it to lift larger blocks. Is this possible?
AL3RCE 4 Oct @ 7:51pm 
Can i request that characters would be able to lift temporary containers too?
AL3RCE 4 Oct @ 10:31am 
Thanks :)
mz  [author] 4 Oct @ 7:10am 
I added a Troubleshooting section at the bottom of the description now. there is also where you should find the config files of this mod.
specifically somewhere in there: %appdata%\spaceengineers\saves\yoursteamid64\yourworldname
mz  [author] 4 Oct @ 7:05am 
There is a config file where you should be able to tweak it. the creative buff mode is just a copy of the mod with those values changed. (well maybe a older version, I don't maintain it, but I will let him know to check it out)
AL3RCE 3 Oct @ 7:25am 
hi @mz incredible mod. Could you give us settings to tweak force amounts? or fix creative mode buff because it doesn't work :(
Umbral Draconix 22 Sep @ 2:06pm 
I will check and confirm this evening!
mz  [author] 11 Sep @ 4:03pm 
are you sure he has this version? the "normal" version has no multiplayer support, which means it looks like it should work, but it doesn't do anything, since the client is not allowed to add the forces.
Umbral Draconix 11 Sep @ 3:43pm 
All of the commands and keybinds seem to work but it's acting like a single small grid block is too heavy to pick up.

I know the server has an increased size backpack, but beyond that, I don't know of anything that might be causing it. Before I advise the admin on what might need to be changed, I thought I might check in here to see if this is a current known issue?
mz  [author] 11 Sep @ 11:44am 
interresting. i will try that later myself
Abisius Xarvenius Carbensius 11 Sep @ 11:16am 
@mz
already tried rebooting, mod conflict check, file corruption check and clean modredownload (so all related files in the workshop folder of the steam library in which se is installed and checking both of the storage folders for files and removing them).
so far i couldnt permanently fix it from my side and roughly 2 weeks ago it was still working fine.

by keeping an eye on it and what is happening around i just noticed something:
i stand on something that isnt moving and it works fine but one i am for example on a rover that moves around and the rotation control flips out and stays that way till game restart.
mz  [author] 11 Sep @ 10:59am 
someone had the same issue and fixed it by rebooting the pc. but I will look into it, or maybe I will make a debug mode that you can enable to see if the mod gets any rotation key input or whats going on. because without testdat or a way to reproduce the bug I sadly can't know what to fix
@mz
i dont know what changed but whenever i use lmb to stabilize a block it just starts spinning faster and faster even if its just a single small grid armor block and the rotation keys (insert, delete, home, end, page up and page down) also have no influence on it.
Voice 6 Sep @ 9:09am 
@Scheming Advisor, this is probably too late to help you, but this mod isn't included by default with the Scrapyard mod. You need to add it separately. (I'm guessing you did, or have figured that out by now, but figured I'd mention it on the off chance that you haven't.)
StuntPuppy 31 Jul @ 12:50pm 
@Abisius Xarvenius Carbensius

That did it!!! Interestingly, I noted that there were several copies of 2891367014.sbm_mz_0056, each in distinct numbered folders, contained in workshop/content/244850/. One of them had a "last modified" date in June of 2023.

Not sure if the redownload did it or deleting those extra config.xml copies did it but it works now!

Thanks for your help and @mz for making this glorious mod possible
Abisius Xarvenius Carbensius 22 Jul @ 10:08pm 
@StuntPuppy
did you already try deleting all files related to improvised experimentation from the main storage folder, world specific storage folder and the workshop folder of the steam library in which yo udid install space engineers before resubbing to it to trigger a redownload of the files?

if not try if it helps cause it kinda sounds like a case of file corruption.
telling steam to check the file integrety of space engineers might also help.
StuntPuppy 22 Jul @ 7:22pm 
Loaded a fresh world with only this mod, checked debug menu (F11), and there are no errors there, sadly. None in my logs either.

I wish there were so it would be easier to chase this down!

I've removed all other mods and plugins from the equation, I've tried rebinding my reload key, I've set secondary keys, nothing seems to help. Reloading my gun works, but my hands have stopped working :(

I haven't played Space Engineers since this stopped working a couple months ago... such is my need to have hands in my engineering game.
mz  [author] 10 Jul @ 7:36am 
probably yes, sadly.
test if you can reload a gun with "R"
open the f10 menu, (alt+f10 i think) and then in the bottom right there should be a text area where SE writes a not if a mod failed to compile
also look in your appdata at the latest log file and look if you find some error in there.

you could also try to load the mod alone in another world and check if it works there
Having trouble getting this to work with scrapyard survival, I press R and I can't grab anything? IS there something wrong on my end?
mz  [author] 9 Jul @ 5:55am 
use as in "f" no that shouldn't do anything
Noble117 8 Jul @ 7:00pm 
Thanks, should the use button be a second grab? or has my modding homunculus gone rogue?
mz  [author] 8 Jul @ 1:48am 
you can rebind the key used for reloading a weapon, that will then also change the mod
Noble117 7 Jul @ 7:09pm 
Is there a way to rebind the keys to this mod? It's interfering with the tank treads builder tool mod.
mz  [author] 5 Jun @ 9:09am 
LMB (hold) to stop rotation.
PageUp/PageDown/Insert/Delete/Home/End to rotate
Confuoco 5 Jun @ 3:44am 
Stop free rotation and
enable block placement rotation
What buttones rotate ?
@mz
as moving when rotating blocks is happening even with no mods in the world and while placing down blocks in survival or creative or blocks getting accidentially rotated when moving around atleast i for my part think its a vanilla prob and nothing any modder should be suspectet to need to fix, more something on keen side.

my workaround atm is deleting the ctr+qewasd binds for block rotation.
mz  [author] 16 May @ 5:24am 
yes it works with both. I added that. I just can't prevent the player from moving if you just want to rotate what you are holding and use the new bindings
systat 14 May @ 6:05pm 
I've reset my block movement keys to the default settings and have made my alternative keybindings as the secondary set as others have suggested. Grabby hands seems to work now with both sets of keybindings. I don't know if it's because I changed the order of the keybindings, or if the mod has been altered to allow this, but things seem to be working in the interim.
Abisius Xarvenius Carbensius 11 May @ 10:53pm 
if they intended them to be only used for block rotation why did they put them on the default moving and rotation keys qewasd?
Abisius Xarvenius Carbensius 11 May @ 10:51pm 
@mz
from testing around a bit with the new rotation settings without any mod present you wont be able to avoid the character moving when using them due to it already happening in a pure vanilla setup with just basegame stuff loaded (jep did turn of all the dlc's i have for that).

dont know why they did implement them without at the same time implementing a safeguard against accidentially moving the character when using them or accidentially using them when you want to move your character.
it annoyed me so much that i did remove they new blockrotationkeybinds from my list of keybinds.

the old rotation keys where still there as primary keybinds and the new ones where added in as secondary keybinds on my end with the 206 update.
mz  [author] 11 May @ 10:50pm 
well they probably intended them to be only used for block rotation, and have probably their internal check to block movement while holding a block.
mz  [author] 11 May @ 10:43pm 
yeah, I also noticed the issue. for now the best you can do is have the old rotation keys as secondary and use them for my mod.

I am not sure if I can "block" the character from moving if you try to rotate it with the new bindings.
systat 11 May @ 7:08am 
I changed my game's keybindings for block placement to Ctrl+[WASDQE] but now the rotations for using the Grabby Hands feature of both Engineering and Experimentation don't work as expected for the WASD the rotation only works when my character is also moving in those directions. As you can imagine, this makes aligning the block with weld pads, though not impossible, very difficult and challenging.

Is there a better keybinding I could use or is this something that would have to be addressed in the mods?
mz  [author] 6 May @ 11:53pm 
also try writting "/mz Mods" in the chat. My mod should the react to that
mz  [author] 6 May @ 11:52pm 
not that I know of. try opening the alt+f11 screen (i think that was the shortcut. or maybe shift+f11) and see if the game complains about some mod
Matiamo 6 May @ 5:45pm 
Having issues getting the mod to work are there any mods that are known to cause conflicts or plugins?
==>KT<== JudgeKane 29 Apr @ 10:44pm 
@mz thanks!
Zenton8787 29 Apr @ 7:35pm 
can confirm that the update to the mod works so far. but only just did basic function with it so far
mz  [author] 29 Apr @ 6:53pm 
@Astroparticle secondary Keybind should now also work again.
SeemannTheAssamite 29 Apr @ 4:33pm 
Yay! Thanks, mon. I was saved from salvaging withdrawal. xD
Much grateful, mz. :)
goliathpro 29 Apr @ 2:21pm 
Thank you for your work. With out this mod the scrapyard mod is a bust.
Astroparticle 29 Apr @ 2:21pm 
@mz I have a fix for those like me who are using a second set of keybinds for block rotation.
[code]
private bool GetKey(MyStringId keyType) {
var gameControl = MyAPIGateway.Input.GetGameControl(keyType).GetKeyboardControl();
var gameControl2 = MyAPIGateway.Input.GetGameControl(keyType).GetSecondKeyboardControl();
return MyAPIGateway.Input.IsKeyPress(gameControl) || MyAPIGateway.Input.IsKeyPress(gameControl2);
}
[/code]
Astroparticle 29 Apr @ 1:49pm 
Actually, it looks like the mod is fine and that Keen broke my laptop numpad key rebinds when using them for rotation with this mod. sigh.
Astroparticle 29 Apr @ 1:45pm 
@mz thanks for the fix and for the great mod! It looks like the rotation controls are still broken. As @qm noted, Keen messed with those controls as well.
benthelaserman 29 Apr @ 1:43pm 
You sir are Awesome thankyou for an awesome much needed mod and quick response to fixing it
you deserve an award
mz  [author] 29 Apr @ 1:07pm 
sorry, didn't notice that the mod broke.
Thank you @qm for the suggestion.

Should be fixed now and working again.
〘TDT〙goldenberg 29 Apr @ 12:05pm 
its more than likely there already working on it.
:clang: darn you keen
qm 29 Apr @ 11:47am 
A quick fix is to change:
if (MyAPIGateway.Input.IsNewGameControlPressed(MyControlsSpace.RELOAD))
to:
if (MyAPIGateway.Input.IsNewKeyPressed(MyAPIGateway.Input.GetGameControl(MyControlsSpace.RELOAD).GetKeyboardControl()))
on line 71 of ClientGridHandler.cs.

Fieldwork added a new "IsEnabled" flag to controls, but so far only used it on RELOAD, the block rotation keys, and a couple others. This change avoids the IsEnabled check.

To be more thorough, changes will also need to be made to the 6 MyControlsSpace.CUBE_ROTATE_? IsGameControlPressed's.

And to fix things even more thoroughly would involve probably a helper function to handle full keyboard and controller input checking while avoiding the IsEnabled flag.