Space Engineers

Space Engineers

Advanced Welding - detaching and reattaching blocks!
397 Comments
raydeejay 5 Oct @ 10:30am 
Would it be possible to detach only one specific side of a block at a time?

Ideally having the ability to detach sides that can't be directly pointed at. The specific use case I have in mind is "slicing a ship in half to insert some stuff in the middle".
TenTech 30 Sep @ 10:52pm 
Regarding the piston thing, what if you could make dormant welding pads that you can then activate all at once? Assuming things being equal, would the forces cancel each other out, or would it just be more violent clang?
Digi  [author] 28 Sep @ 8:19pm 
However you want, publishing it on steam is one way, zipping it and uploading to some file host is another. If you don't want to post the link here you could add me on steam or DM me on discord (@m_digi).
ScottyJ 28 Sep @ 6:36pm 
Hey Digi, let me know how to get the world to you. Thanks.
Digi  [author] 27 Sep @ 5:16pm 
@ScottyJ
I think I remember seeing the popup but I can't remember anything else about that or where I talked to polar :/ (searched in steam friends of course).
If you can reliably trigger it can you set up grids for weldpadding and send the world please? :}
ScottyJ 27 Sep @ 1:23pm 
Hi Digi, Love this mod. Wanted to report that I am seeing the same issue that Pøläär §nøw reported on May 25th of this year. I have tried several item welds and happens everytime. I have the current log file as well of screen grab of the error when SE crashes to Windows. Just like Pøläär §nøw, I can click ignore and click on SE on the taskbar and jump back into the game.
racso 23 Sep @ 11:21am 
Good to know, thanks Digi!
Digi  [author] 23 Sep @ 5:42am 
Oh and there's also windows, win+g that has recording capabilities.
Digi  [author] 23 Sep @ 5:42am 
Steam itself provides the option to passively record so if you get weirdness again you already recorded it so it's a matter of going in the overlay and select the section to save, and probably can be uploaded to steam too.

GPU software also provide options to record and passively record too (not sure if all do).
racso 22 Sep @ 7:49pm 
Update:

I just repeated steps 1-4 from my original message, and this time it worked! I didn't make any changes. So I'm a bit bothered, but also happy lol.

What I've learned is that you have to get alignment just right and likewise the proximity has to be extremely close (within inches). Maybe my alignment/proximity was just inadequate during my first test.
racso 22 Sep @ 7:21pm 
Thanks for the quick response!

Yes the mod you linked is the one I’m using.

Some more info for clarification. I’m playing in the Learning to Survive Scenario, and the ship I was testing with is one of the small fighters found via one of the tasks. During the test I was in space on the starting platform of the scenario. Could the issue I encountered be specific to this old scenario?

Just to clarify, I was able to get it to work eventually - just had to try it a different way (per step 6).

Good point about the possibility of another mod interfering. I will investigate this.

I appreciate your request for more data! Though I admit I’m not familiar with creating videos of a play session - is there an app you recommend for this?

P.S. Thank you for the time and energy you’ve put into all the mods you’ve created and for continuing to support them.
Digi  [author] 22 Sep @ 3:38pm 
@racso
There're no special rules, it's supposed to be identical to mergeblock with the small exception that it doesn't have magnetic pull, and of course the benefit of merging tight and weldpad gets deleted.

I tried that mod (is this the right one? ) and seems to work fine: https://i.imgur.com/bEpOqEM.png - it also welded once I fiddled the orientation properly.
I also tried merging with a smallgrid ship that I gave to space pirates first, also worked fine, so I'm not sure what's going on there with your ship :lunar2020thinkingtiger:

Can you make a quick video showing up to step 4 with same ship as before please? Also try in space with just the 2 mods like I did in the image above, maybe there's some other mod messing with things.
racso 22 Sep @ 10:02am 
I struggled to get the welding to work and would like to know if there are special requirements for this. Steps I took to reproduce/fix my issue:

1. I created a detached armor block
2. Welded a welding pad to the armor block.
3. Welded a welding pad to a small ship.
4. (Using Improvised Experimentation) I moved the armor block right next to the welding pad on the ship. Nothing happened.
5. I then created a second armor block (also detached) with a welding pad welded to it, and was also unable to weld it to the first detached armor block.
6. Finally, I created a landing gear, built an armor block on it, and welded a welding pad to this attached armor block. Then (using Improvised Experimentation) I moved the original armor block (with welding pad) next to it and this time I finally saw the HUD pop up followed by successful welding/merging.

So are there specific grid requirements/restrictions for the welding pad functionality? I didn’t see any in the mod description.
Digi  [author] 20 Sep @ 12:07pm 
Well next time it happens can you blueprint the grids you attempted to weld in the same configuration (and maybe attempt a 2nd time right after blueprinting to ensure it still happens).
I have the mods list and world settings so I only really need the grids involved.
I tried some things in my own DS: detaching mergeblock to land on a weldpad and welding with mergeblock left attached
NiCola-161 20 Sep @ 11:06am 
Oh, that's going to be difficult. The base can't be inserted properly due to the mod list, and my cargo ship no longer exists in that form (Clang has served its purpose Q.Q).
Digi  [author] 19 Sep @ 11:51am 
Seems it's the elusive MyEntityPhysicsStateGroupBase.UpdateParenting() again :(

To even attempt at finding what's happening I'll need the exact grids they happened with and the mods list (which I can get from the log), can you send the 2 grids you tried to merge, NiCola?
NiCola-161 19 Sep @ 11:14am 
Hey @Digi, this happened to me on the Neoplex server. I'll try to explain exactly what happened before Neoplex sends you the server log lol.

I was flying my large grid atmospheric ship with a cargo container attached to it via a fusion block. When I arrived at my base, I wanted to weld the container onto a flat surface of steel blocks. So I put a welding pad under the container and into the correct position. Since I've been using the mod for a while, I made sure there was nothing in between and that there was full block clearance. After the container was in position and welded, all players on the server lost their connection, and the server was inaccessible for several minutes (I assume it restarted).
Neoplex 19 Sep @ 11:09am 
I'll add you on Steam so I can send you the logs. A player from my server will also describe in more detail how it happened.
Digi  [author] 19 Sep @ 9:46am 
Can you post the server crash log, or ideally the specific grid that crashes, unless it literally does from any block... ?
Neoplex 19 Sep @ 8:51am 
Hi Digi, players on my community server are reporting that when the welding process is complete, all players are kicked off the server, and the dedicated server appears to crash and restart. This has happened twice. Please check your mod.
Sardaukai 6 Sep @ 1:17am 
Hey Digi,
Thanks for the great updates! This nearly completes the life of a scavenger.
Digi  [author] 26 May @ 12:14am 
Oh that is very strange one indeed, I can't say I've seen that happen before.

You still have the log though so post that unless this was more than 3 days ago (game deletes logs older than 3 days on launch); if you can't find it, could zip up all the .log files there xD

To send you can use any text or file sharing service, like google drive, dropbox, pastebin, etc. If you don't want it here you can add me on steam or DM it on discord ( @m_digi ).
Pøläär §nøw 25 May @ 3:33pm 
Not reloading back. The crash doesn't close SE, just drops you out to desktop. With the error page on the screen. I just click the ignore part, and re-enter the game. It acts like it's still running. I'll see if I can get it to happen again. Then see how to send it. or atleast post it here.
Digi  [author] 25 May @ 2:16pm 
So you're loading back and trying the *exact* same setup and it doesn't crash a second try? Great, random bugs xD Can you send the SE log [spaceengineers.wiki.gg] from when it did crash.
Pøläär §nøw 25 May @ 1:34am 
Hey Digi, Love this mod. Use it all the time. But the Fieldwork update seems to have freaked this mod out some how. The problem happens when the 2 pads attempt to weld. It tries to crash SE. Does drop you out to desktop with an error page. The only way I can side step it, it on the error page, I click ignore, than click the SE icon on the start bar to reenter SE. It's a tad annoying. But the pads still work, just something keeps thinking an error has happened.
Digi  [author] 28 Apr @ 10:40am 
Evaded how exactly? Might be better to tell me on discord btw.
Sardaukai 28 Apr @ 9:30am 
Another thing is,
new Factorum self-destruction could be evaded by using the detach mode...
Do you think it is possible to make an option to turn detach mode off?
Sardaukai 20 Apr @ 1:22am 
Heya!
Could it be that if someone tries to cut out (Detach Mode) a block there is no reputation drop?
One of my players reported that he could cut out NPC blocks....

Great mod! Thanks for everything you do with modding and helping the community!
Digi  [author] 13 Apr @ 10:49pm 
It's best to find the cause of those errors because it could have hidden side effects.
Can you can include some details, like the SE log or the mod's log (which is what the folder on screen is about), what block exactly you were detaching and with what mode, etc.
WarScar96 13 Apr @ 7:39pm 
when detaching a block, it shows an error and says to report the folder...? It still detaches, but shows the error in place of the progress.
Weylin 7 Apr @ 6:14am 
Is it possible to make a "loop cut" mode that detaches a whole chunk of a grid?
For example, targeting the connecting plane of a modular engine pod, and cleaving the whole thing off cleanly.
It should probably throw an error if the cut point intersects a block (like the middle of a 1x2), and scale grinding time to the number of blocks it would cut through.
RougeSable 21 Mar @ 3:49am 
This awesome mod is part of our collection "Sirius - An arcade vision of a survival game" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3154892496

Thank you to offer this to the community ❤️ And thanks a lot for keeping this mod up to date ❤️
Ebonhand 21 Feb @ 9:05pm 
I get the detached drill head problem a lot without using this mod. Seems to be more prevalent where there are a lot of drills present on a large grid. It is a client desync issue.

a f5 reload will always fix it.
Renegrade 4 Feb @ 6:28pm 
@Digi - Drill heads can get all wonky with vanilla merge blocks. I had that happen in a vanilla game. Vanilla merge blocks, merged to a station, boom, drill head was massively offset. So it's definitely some sort of Keen issue.
Digi  [author] 28 Jan @ 10:19am 
Ignoring the drill heads, are the blocks in the right positions and orientations? If so then it's just a visual bug with the drill subparts, for now turning them on for a short time should realign them.

I wonder if the same happens for vanilla merge block... if it's even reliably reproducible to begin with though xD
Electrolyte 28 Jan @ 9:29am 
Just recently we connected a row of drills with a weld pad and the drill bits turned into a strange position, sideways onto the top conveyor port.
Mystic 25 Jan @ 6:44am 
Its curious that all the other stuff continues to load after it, but, with AW on there, it just... refuses. Strange SE! I can send over the full log for you if you want, it's honestly such a bizarre issue. I know the current version of EEM that works is the unstable version. I would hazard a guess that it's due to WHEN it loads each mod and then it just cries, but no other mod we've added since (around 5 more) and we've not had any issues so I have no idea
Digi  [author] 23 Jan @ 11:07pm 
That error being on unload tells me it causes other mods to fail to unload which then causes them to fail to load because they still have file locks on their individual log files... and trust me, this is one of the better outcomes of that problem, because the alternative is having new weird bugs that can't happen normally so you and all the mods you'd report to would be sent on wild goose chases xD

You have to report this on EEM so they fix their unload errors, or at least they catch them to not block other mods from unloading.

I've reported this to keen 2 years ago and they're ignoring it :(
Mystic 23 Jan @ 3:33pm 
Okay it won't let me post it lol, too long. Feel free to add me on discord or something and I can send it there. For now, I've uploaded it to hastebin: https://hastebin.com/share/avofamidaz.vbnet
Mystic 23 Jan @ 3:31pm 
Hi there Digi, I've also run into some issues with it on my dedicated server. Causing players to be unable to connect. It's tricky, because I'm not 100% sure that it was caused by your mod, but rather some form of conflict it was causing with EEM which I'll try and post in another comment

EEM, has been on the save since the start of the play through, roughly 100 hours ago now - we started running into issues of "There was an error while loading the world! Check the log for more information." which is where we found that error, after going through the mods that were added (around 6), AW was the culprit. I can re add it and provide a full log if needed! Love the mod, used to use it all the time :)
Ventus 16 Jan @ 9:03am 
So I can't even launch with it on, I'll shoot you the logs here in a bit but yeah, even launching it alone just by itself caused alot of issues
Digi  [author] 5 Jan @ 12:29am 
You'll have to be more specific, the mod works fine for me.
Provide the SE log from when you tried it, that should identify one of various posibilities.
Ventus 4 Jan @ 1:55pm 
Hey Digi! How's it going man, was going through my mod list and checking mods and it seems that this one is broken now, if you could fix it I would appreciate it, however no rush.
shadenquest 11 Dec, 2024 @ 6:39pm 
Hey digi! Is there a way, similar to creative mode, where you code select a 'section' to detach together, instead of just a single block at a time?
Ki Shuya 4 Dec, 2024 @ 1:25pm 
Digi, this might seem like a long shot or maybe you're not interested, but would it be possible to have the alignment text that appears on screen appear for other blocks too? Merge Blocks and/or Connectors for example? Just seems this would be really useful and if it could be forced onto a LCD that would be even more useful. Just an idea.
dRuPpI 2 Dec, 2024 @ 7:42pm 
is there a way to allow detaching of enemy blocks?
Dragaxe 11 Nov, 2024 @ 7:12pm 
Ended up getting it figured out. Ended up being a bad install of SE, it wasnt loading mods but a full reinstall fixed it. Thanks!
Wolzette 6 Nov, 2024 @ 10:10am 
Digi  [author] 3 Nov, 2024 @ 3:26am 
Sounds like the script isn't running on their side, likely a bad download/update by SE/Steam, tell them to try: https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption

If it persists after 2 tries then can you send their client SE log? on steam or DM on discord (@m_digi) if they don't want it here.