Space Engineers

Space Engineers

Grind To Learn 3
64 Comments
Ryoden 9 Sep @ 3:18pm 
Awesome!
s.o.v.a  [author] 9 Sep @ 9:52am 
@Ryoden Hi! I fixed the mod. Unfortunately, due to a ResearchBlocks issue, I don't have the runtime control needed to make new blocks organize automatically. So I have to fix things manually.
Ryoden 4 Sep @ 5:55am 
Awesome, Good luck on the project. Also it looks like there will be new blocks in Apex Survival so it might be worth holding off on till the 8th.
s.o.v.a  [author] 4 Sep @ 2:36am 
@Ryoden Hi. I didn't think that Keens would add new blocks to SE1. I thought they would focus on SE2 :steamhappy:. I'm currently working on urgent project, I'll fix the mod later.
Ryoden 24 Aug @ 11:29am 
Hey man, Cheers for the mod, thank you. Is there an easy way I can update it myself to include the Cargo Terminals and the Lab H2/O2 Generator? It looks like those new blocks are not adjusted by the mod
s.o.v.a  [author] 8 Feb @ 6:52am 
@heavyd812000 This mod replaces progression. Do you think it should somehow be combined with progression?
heavyd812000 7 Feb @ 6:27pm 
is there a version of this to combine with progression?
s.o.v.a  [author] 10 Jan @ 2:55am 
In the end, if the blocks have the same name, they are combined into one group.
This is usually enough to split the blocks into the desired groups.

This is not the most reliable solution. I used this only because it somehow works with completely unknown blocks and in some cases can give an acceptable result without modifying the script.
s.o.v.a  [author] 10 Jan @ 2:53am 
@Beard
Oh, yes, that's really need explanation. SE have large number of blocks, which should be grouped, we have nothing but the names of the blocks to do this. SPLIT_PROGRAM tries to remove insignificant parts of block names, replaces the text, and also explicitly defines block groups. This is not a very reliable way to achieve results, but it is the laziest way. You need to think about how you would like to group the mod blocks and add your rules.

There are some IFMOD directives, that works only if specific mod is loaded. You can add new mods the same way I added them.
Most powerful thing is MATCH (aliased as M) If the block name matches a regular expression, its name is transformed.

For example: M Antenna Dish= Radio= Compact=
If block name contains 'Antenna', then 'Dish', 'Radio' and 'Compact' words are removed from block name. Now all antennas named simple as 'Antenna' (no other words)
Beard 9 Jan @ 4:53pm 
Could you clarify what you mean by step 2 of adapting the modset? You say "edit this file" but don't elaborate on what to do when editing it. I'm struggling to make this work with the directions given.

Also, what do you mean buy "Analyze research screen."? Do you just mean to look ingame, or is there something else that I'm missing here?
thesnowfox84 1 Jan @ 1:49pm 
I'm with you @Sterling Kerman I'm a visual learner and have no idea what a python even is. Also have no idea how to fix the list for the mods that it didn't take the GTL3 into account so I just put them on a list in Notepad and under what I think the progression would be I like the idea of turning every block into a blue print you must learn but no mod really does that this is the closest thing. :espresso::espresso:
Sterling Kerman 20 Nov, 2024 @ 2:41pm 
I appreciate those instructions and I'll that a try in my next save of the game. Thank you for your help <3
s.o.v.a  [author] 20 Nov, 2024 @ 1:08pm 
@Tiberius Ok
s.o.v.a  [author] 20 Nov, 2024 @ 1:08pm 
@Grebanton1234 Yes, mods always at the bottom. This is done to cause less damage if the player does change mods during the game, although this is not supported.
s.o.v.a  [author] 20 Nov, 2024 @ 1:05pm 
@Sterling Kerman You should add mod ID's to modlist variable, then simply run the script. If everything goes well, then all .sbc files will be updated. Then you don't have to do anything with the script anymore. If some error happens, then here you really need be python programmer... You can always ask for help from me, random python programmers or AI. It will take less time than doing detailed documentation. Besides, I am learning English, it will be useful for me to write clear answers to you.
Sterling Kerman 16 Nov, 2024 @ 11:23pm 
Could you create a YouTube tutorial on how to regenerate the modlist? I'm not a software engineer, and don't know anything about Python, so I am immediately stuck on how to use a python script. I'm a visual learner, so following a tutorial is the best way I personally would be able to follow along on how to do it.
Grebanton1234 12 Nov, 2024 @ 10:47am 
What sorts the blocks in the progression list in the g menu? I noticed that the research groups I defined aren't in the same order as in SPLIT_PROGRAM and the mods always are at the bottom.
Tiberius 8 Nov, 2024 @ 1:51pm 
@s.o.v.a Could you please add support for Deflector Shields and Aneutronic Fusion? I'm the creator of those mods and am happy to give you permission to integrate them. I love your mods and look forward to seeing even more in the future!
thesnowfox84 23 Oct, 2024 @ 9:50pm 
this is how the game should do it :espresso:
s.o.v.a  [author] 19 Oct, 2024 @ 11:49am 
@Damonicus1986 Just drop it and grind it :steamhappy:
Damonicus1986 18 Oct, 2024 @ 4:02pm 
how do you use blueprints ? it says right click to read i read it and nothing happens block still locked
s.o.v.a  [author] 16 Oct, 2024 @ 12:50pm 
@ALL
I updated the mod for "Contact" update. Sorry if I mess your game after Keens mess your game :) I have an idea how to prevent this from happening in the future. Or we'll wait for SE2
Mitokono 16 Oct, 2024 @ 1:38am 
@s.o.v.a Everything working now. So I would assume that some other mod had something broken that prevented my saves from loading with GTL3 enabled, and was hence fixed since the update. I did have a list of suspect mods that were throwing errors, but none from that list were updated. So, at this point I have no idea, but everything is working again.

Normal update woes.
s.o.v.a  [author] 15 Oct, 2024 @ 4:28am 
@Daemonfly
The mod turned out to be surprisingly compatible. I only see cosmetic defects. Please send me your list of mods in private messages or in some other way.
Mitokono 14 Oct, 2024 @ 12:02pm 
After buying the new Contacts DLC, this mod seems to have prevented me loading any save (including a new one that I copied mod list into). Tons of errors in the log for many mods, but this one had a rather large section.

Disabled this mod only, and saves now loading. Figure'd I'd post in case anyone is facing the same issues.

Tons of other mods loaded though, so might be a conflict. Finally got into the game so didn't want to troubleshoot further at this point.
Null 25 Aug, 2024 @ 3:21pm 
Oh, grind the data pad?
s.o.v.a  [author] 22 Aug, 2024 @ 1:17pm 
@Null Just drop it and grind it. If the blocks were locked, they will become unlocked.
Null 20 Aug, 2024 @ 2:59pm 
Is there anything special we should do with Blueprints? I right-click on them but it doesn't unlock anything. It lists the block its for and says "Use your hand grinder to hack the device", but nothing is unlocked.
s.o.v.a  [author] 9 Jul, 2024 @ 10:49am 
@Storpappa You can easily fix it using Admin Screen. Enable 'Creative mode tools', place desired block then grind it. Then disable 'Creative mode tools'. This is a normal practice. You just follow your own rules. I prefer to start in outer space with two bottles and chargers (and set of wreckage mods). At first, I just added bottles to my inventory.

If you are talking about a server, GTL3 can be configured.
Storpappa 7 Jul, 2024 @ 6:32pm 
Great mod that adds an extra cliff to climb.

s.o.v.a. - I am trying to figure out 2 early game hurdles

What is your by design progression for:

Going from lander to getting solar panels or a wind turbine up and running for power?

And the need to get rid of the taint of a starter vehicle when remove starter vehicle is enabled.
(usually a rotor, small head, merge block)

Thanks
s.o.v.a  [author] 22 Jun, 2024 @ 2:03pm 
@Novoca1n3 Okay okay please don't thumbs down, please no!
Novoca1n3 21 Jun, 2024 @ 7:24pm 
Your last response does zero to make this mod more popular and really just makes you out to be an arrogant person. Was going to give you a thumbs up and an award but now you will probably just get a thumbs down!
s.o.v.a  [author] 12 Jun, 2024 @ 5:40pm 
@Valen Obliviously I can write guide but it won't help much. For someone who understands python, logs and regular expressions well, the task is quite simple. For someone who doesn't, it's incredibly difficult. So you need to figure it out or ask the community for help. Start with SE modding tutorial.
s.o.v.a  [author] 12 Jun, 2024 @ 5:22pm 
@ALL I fixed the bug. No one is to blame this time. Just me for taking so long :)
NumbCharlie✨ 9 Jun, 2024 @ 2:22pm 
Lmaoooo that thumbnail tho
Valen 6 Jun, 2024 @ 7:07am 
"You can adapt GTL3 to your modset."

Sorry, but that explanation doesn't make much sense to many of us. While I can find those files in the GTL mod folder. I have no idea about:
- Which files need to be copied.
- What "local SE mods folder you mean".
- How to execute that regenerate.py script. (I presume a Python script, but which version? As I know enough about it that this could matter)
- Edit SPLIT_PROGRAM.txt how!?! What needs to change?
- Analyze Research screen. Do you mean the G-menu? And if so, what are we to look for there?

It would be very much appreciated, and would increase the popularity of this mod if you could create a GTL 3 Guide for Dummies.
Valen 6 Jun, 2024 @ 6:55am 
Same as ShadowEye.

In the workshop page for that scenario/world Beeblebum wrote to disable Splitsie's Build restrictions mod. Which I did. You only het a very limited list of items you can make in the beginning.

Also, I only find a \Storage\3207654953.sbm_GTL\Setting.XML file in the save. Despite grinding something and it being buildable from the G menu. Where is that supposed to be registered in a file?
ShadowEye 6 Jun, 2024 @ 2:58am 
It dont work for me :(

I try use it on scenario played by: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3188842508

its not reset all BP to learn after grind :(
Cpt Pillowy Giant 4 Jun, 2024 @ 6:44am 
So I tried to grind down a Large Cargo Container to learn it, but trying to weld it back says I don't know the Tech... Am I missing something?
dewrot 29 May, 2024 @ 10:02pm 
so just to be clear... its not a bugged item. I just dont know enough about quantum encryption?
s.o.v.a  [author] 29 May, 2024 @ 9:48am 
@dewrot What to do with a quantum cryptographic device is a puzzle that each player must solve on their own. I can’t tell you.
dewrot 25 May, 2024 @ 10:29pm 
Hey sova. So I keep getting an item called "quantum cryptographic device", what do I do with it? Also the progression tree says I can get research components and learn tech?
Grebanton1234 8 May, 2024 @ 10:19am 
Ah I see
s.o.v.a  [author] 8 May, 2024 @ 10:10am 
@Grebanton1234 Each block contributes a chance to its group. Check the game log.
Grebanton1234 8 May, 2024 @ 9:09am 
Thank you! How does it work with groups? Does it make the whole group more rare if one item of that group is specified to be so or do I need to work with matches to specify a name for all of them?
s.o.v.a  [author] 8 May, 2024 @ 8:07am 
@Grebanton1234 done.
kinngrimm 8 May, 2024 @ 7:18am 
Also thanks for this mod, it still is very enjoyable :)
kinngrimm 8 May, 2024 @ 7:17am 
Understood, sorry for pressing your there i was lacking that bit of information. Hopefully in SE2 this would be more flexible.
s.o.v.a  [author] 8 May, 2024 @ 7:08am 
@kinngrimm
I even disassembled the game module to determine if it is possible to do full automation. Unfortunately, it is impossible. If the game developers had provided write access to the research blocks, many other mods would have been supported without any changes, and the rest would have been supported by changing the configuration file.
Grebanton1234 8 May, 2024 @ 6:58am 
@s.o.v.a
That would be great, thanks!