Space Engineers

Space Engineers

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SuperGrid - Modless Mod
 
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
1.161 MB
Feb 2 @ 9:44am
Feb 2 @ 9:53am
2 Change Notes ( view )

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SuperGrid - Modless Mod

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Description
This mod adds the ability to place pseudo large blocks on small ships.

This utilises the 'supergrid' feature which a few players have found out about over the past few months to allow large blocks to be placed on small ships.

There is no way i can change the position of the actual block you place, as this is intrinsic to the block itself and changing it alters the block preventing it from working in vanilla games, therefore, you will have to consider placement.
Hence also why the mesh clips through the other blocks on the grid, as this isnt really a large block.
Best use case would be for additional detail, or actual cockpits for small ships.

IT SEEMS THAT YOU CAN'T BUILD NEW LARGE GRIDS WITH THIS MOD ENABLED, ITS PROBABLY DUE TO HOW IV'E IMPLEMENTED THE MOD, FOR NOW IF YOU NEED TO BUILD A LARGE GRID, DISABLE THIS MOD, I AM WORKING ON A FIX

ANY SHIPS BUILT WITH THIS MOD WILL WORK IN A VANILLA GAME

  • No blocks are modified/added, this simply fools the engine into believing all blocks are usable on small ships.
  • Since this effectively is a vanilla modification, removing the mod won't cause ships to become corrupted, as the supergrid blocks all exist in the vanilla game.

HOW TO USE

  • Select the block form the main selection menu. NOTE: I can only garantee that blocks selected from the 'all' selection will work
  • So long as you have selected a supported block, you can access its supergrid partner by using the scroll wheel.

FEATURES

  • All vanilla blocks, with the exception of pistons and rotors (becasue they dont seem to work correctly in supergrid form) should have been converted.
  • Most functional blocks (doors, buttons, control panels etc....) still work.

WORKING FUNCTIONAL BLOCKS
  • Doors (have correct collision model, so just need to be placed in an appropriate place)
  • Gyros (have correct collision model, provide large gyro force)
  • Thrusters (have incorrect collision model, but do provide large thruster thrust)
  • LCDs and Lights (have incorrect collision model, but light comes from the right place and LCDs correctly display text)
  • Flight seats (have incorrect collision model, but do work)

NON-WORKING FUNCTIONAL BLOCKS
  • Button panels (have incorrect collision model and cannot select buttons etc...)
  • Passenger seats (have incorrect collision model and cannot be used)

BUGS

  • The supergrid blocks are probably invincible, but approaching them with a drill or grinder, or mashing them into an asteroid will probably damage them. I CAN'T FIX THIS WITHOUT EDITING THE BLOCKS, DEFEATING THE OBJECTIVE OF THE MOD
  • Probably doesn't work in survival (not tested)

    To make the comments happy, iv'e moved the invincibility to the 'bugs' section

    Any bugs or missing blocks, please dont hesitate to say so in the comments, otherwise, ENJOY!

Popular Discussions View All (1)
2
Jun 13 @ 10:07am
Builds
CTH2004
< >
36 Comments
Surplus Shinda Apr 14 @ 10:11am 
1/4:
I see no reason for you to re-discover what I already know, so the following wall is all my knowledge on the subject:

mesh clipping:
could be solved by expanding the physics bounding box in the xmls files from the small grid size (1x1x1) to large grid equivilent (5, 5, 5).
You will also need to scale the attachment points from (1x1x1) size to their (5x5x5) equivilents.
I did a lot of that work already especially for the non-cubic blocks (like slopes!), so feel free to take it and modify to taste.
Surplus Shinda Apr 14 @ 10:10am 
2/4:
can't build large grids:
I 'solved' this by simply disabling the large grid blocks by hiding them behind my supersized-small grids.
This has the unfortunate side effect that copy-pasting does bizzare things, but weirdly spawn still work more or less the same.
You could simply *not* do that and keep the large grids :)

static - supersized blocks:
if you make everything a small-grid you lose the static-voxel support meaning no stations anchor inside asteroids or fixed in space.
I think the 'correct' answer to this is to change the large grid 'grid scale' factor in the configuration files (i tried it, it works) from 1.5 to the small grid 0.5.
You then build all the supersized blocks as scaled up versions of those now 1/5 scale large grid blocks.
Surplus Shinda Apr 14 @ 10:10am 
3/4:
armor blocks (aka cube blocks):
so KEEN did an optimation that loads ~6 faces per armor block and constructs them into the desired shape. This is fine, good way to cull faces (sorta), but they did not *scale* their face placement to the xml block size. This means instead of getting a single (5x5x5) block you get 125 (1x1x1) in the shape of a cube.
I don't think I can solve this without refactoring that section of the code :(. somewhat ironically it would be a simple non-breaking change, but KEEN publicly said they will no longer be doing that kind of stuff.
I have been toying with the idea of simply replacing their cube implementation completely.... but thats a lot of work and testing that I don't have time for :(.
Surplus Shinda Apr 14 @ 10:10am 
4/4:
deformation:
directly related to the armor issue is the animation bones used for deforming the blocks are not scaled correctly, so you can't get out-of-the-box deformation. I think you could still do it by using the various 'on___' calls (for instance 'onDamage') and correcting / deforming the bones appropiately then calling 'updateVisuals' or maybe doing your own visual update (shader deformation!?! lol)

naughty naughty library loading:
so I found out a long time ago that with a minimum amount of effort and a parameter passed to the SE executable you can load whatever library you want and integrate it into KEEN's code.
I tried to use it to replace their gui implementation, but I never got very far because im not a UI-X guy.
This probably violates some service agreement somewhere, but you could pm me for more details if you are interested.

I aplologize for the wall and happy hacking!
AmbitiousButRubbish  [author] Apr 14 @ 8:56am 
@Surplus Shinda
Thats quite interesting what you have done, though, you didnt go for the 'modless mod' idea, either way, nice.
Surplus Shinda Apr 13 @ 8:09pm 
@AmbitiousButRubbish
I put a fair amount of work into a (slightly) different variant of this mod.
if you want to reuse pieces of my work visit
Supersize Mod
or
github [github.com]

CTH2004 Apr 10 @ 4:49pm 
It works. What you do is past it in, and then just build the large grid off of it! It's litterally a Large Grid Heavy Armour block made without this mod...

I tested it, and it does work!

(Since It seemse that you can't Place new large grid blocks, but can paste them. I used that to my (This Mod's) Advantage!)

P.S. To use, just place the Non-Supergrid form blocks on it. It atleast works for me...
AmbitiousButRubbish  [author] Apr 10 @ 7:00am 
@CTH2004 -does that actually work, i couldnt seem to scroll through the different block types when i tried this (though ive not extensively tested it), still havn't found a fix, I think the only way to fix it would ruin the 'modless' nature of the mod, since i whould have to use different blocks.... unless.... could I just add duplicate 'large blocks' to scroll through also.... i'll have a look, see if it works.
CTH2004 Apr 9 @ 6:12pm 
@CharlieDingus

Thanks!
CharlieDingus Apr 9 @ 5:31pm 
Nice