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I've done even that and still have the same problem.
You're looking for the "SpaceEngineers_YYYYMMDD_HHmmssss.log". Should be one of your most recently modified files. Search inside there for "Improvised Experimentation" and that should lead you to the error, if there is one.
In another brand new world w/ only improvised Experimentation and no plugins, I searched in the log just after world creation and spawning a small grid block to test.
I don't think I can attach a full log file to the reply here, unless you'd like me to DM it to you, which I would be happy to do at your request.
There are no MOD_ERROR at all in the log. I'm familiar with combing log files looking for errors, and I can find none here.
These are the only two snippets found when searching "Improvised Experimentation" and MOD_ERROR returns nothing at all.
2025-07-21 03:25:24.224 - Thread: 1 -> Mod dependencies query successful
2025-07-21 03:25:24.224 - Thread: 11 -> MyWorkshop.GetItemsBlocking: getting 1 items
2025-07-21 03:25:24.408 - Thread: 1 -> Mod query successful
2025-07-21 03:25:24.408 - Thread: 11 -> Downloading: Id = 2891367014, title = 'Improvised Experimentation'
2025-07-21 03:25:33.314 - Thread: 1 -> Workshop item with id 2891367014 download finished. Result: k_EResultOK
2025-07-21 03:25:33.316 - Thread: 1 -> Workshop item with id 2891367014 download finished. Result: k_EResultOK
2025-07-21 03:25:33.316 - Thread: 1 -> Workshop item with id 2891367014 download finished. Result: k_EResultOK
2025-07-21 03:25:33.316 - Thread: 1 -> Workshop item with id 2891367014 download finished. Result: k_EResultOK
2025-07-21 03:25:33.316 - Thread: 1 -> Mod download successful.
2025-07-21 03:25:33.316 - Thread: 11 -> Up to date mod: Id = 2891367014, title = 'Improvised Experimentation'
2025-07-21 03:25:33.316 - Thread: 11 -> Mod download time: 8.91 seconds
2025-07-21 03:25:33.316 - Thread: 11 -> Downloading world mods - END
2025-07-21 03:25:33.317 - Thread: 1 -> LoadSession() - End
______________________________________________________________________
2025-07-21 03:25:33.854 - Thread: 1 -> MyScriptManager.LoadData() - START
2025-07-21 03:25:34.355 - Thread: 1 -> Script loaded: 2891367014.sbm_mz_00956, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
2025-07-21 03:25:34.371 - Thread: 1 -> MyScriptManager.LoadData() - END
2025-07-21 03:25:34.371 - Thread: 1 -> MyDefinitionManager.LoadData() - START
2025-07-21 03:25:34.371 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - START
2025-07-21 03:25:34.372 - Thread: 1 -> c172cb7a9907b3c306d85c5c6eb8988aab8b3645
2025-07-21 03:25:34.516 - Thread: 1 -> Loading scenarios
2025-07-21 03:25:34.517 - Thread: 1 -> MyDefinitionManager.LoadScenarios() - END
2025-07-21 03:25:34.517 - Thread: 1 -> List of used mods (1) - START
2025-07-21 03:25:34.517 - Thread: 1 -> Id = Steam:2891367014, Filename = '2891367014.sbm', Name = 'Improvised Experimentation'
2025-07-21 03:25:34.517 - Thread: 1 -> List of used mods - END
Searching just "error" returns only one (i'm assuming) unrelated snippet:
2025-07-21 03:26:17.869 - Thread: 1 -> Checkpoint.CameraAttachedTo: 137658261568108514
2025-07-21 03:26:17.869 - Thread: 1 -> ERROR: Camera entity from checkpoint does not exists!
Bit of a head scratcher. Nothing *seems* to be wrong, and yet it absolutely will not work.
I tried switching to Improvised Engineering for testing, and got the same issue.
No errors but it just isn't working.
Even the popup in Engineering came up saying that the pickup key had switched from F to R.
I checked the debug menu (F11) as well and there were no errors there either.
I noticed you said in the comments that if you changed the reload key, you'd change the keybind, so I tried changing my Reload key to something different, even assigning a secondary key on the mouse
nothing seems to help, still can't pick anything up.
I have not played Space Engineers since this quit working about 2 weeks before I made the original post, except to test and try and get this mod working. Such is my need for hands in my engineering game.
I need this to work again... I will do anything you ask to help.
the fact that the message came tells me that there is no compile error or anything (from se update changing code for example)
so the mod does load correctly. then its probably a problem with just not triggering when it should
Not sure which part of that was the fix, but thought it might be interesting to you @mz that 3 or 4 distinct copies of the config.xml folder were created over time in the workshop/content/244850/.
I never re-downloaded the mod before this point and that HDD remains undisturbed.