Space Engineers

Space Engineers

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Advanced Welding - detaching and reattaching blocks!
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
0.779 MB
Sep 1, 2015 @ 8:26pm
Feb 8 @ 10:08pm
22 Change Notes ( view )

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Advanced Welding - detaching and reattaching blocks!

In 1 collection by Digi
Digi's Space Engineers mods
39 items
Description
This mod adds 3 things:
  • Weld Pad block (for smallship and largeship/station)
    Ultra-slim and cheap merge blocks that are only usable once because they get destroyed in the merge process.
    Also unlike mergers they don't have a magnetic ability but they do inform nearby friendly/neutral engineers of the alignment when a pair of these blocks are in range of each other.

  • Detach Mode (for handheld grinder)
    When holding a grinder you can hold Ctrl key (has no gamepad equivalent, please suggest one) to enter detach mode (releasing will turn it off).
    While in that mode you won't grind off any components but you can detach blocks.
    The time it takes to detach a block is the same amount of time it would take to grind that block to red line with your current grinder tier.
    You can only detach friendly or neutral blocks, of any type.

  • Precision Grind (for handheld grinder)
    Grind only a specific block when you have way too high grinding speed that prevents you from easily doing so.
    Hold SecondaryAction (RMB or gamepad equivalent) while aiming at a block with a hand grinder.
    This will cause your grinder to only grind that targetted block and nothing else (even after that block was fully grinded), the effect will release once you release the keybind.


Known issues
- Attaching to pistons can cause self-spin issues because of the large gap in jump.
For now can be avoided by making pistons go up to the already fully-extended platform held by one piston, or fixed after the fact by fiddling with pistons' velocity (remotely, antenna required) so that they line up they're intended position with the actual position of the top part.
- [FIXED] Detaching rotor/piston/wheel/hinge bases will also disconnect them from their tops.
- [FIXED] Use only 1 pad per grid when attaching, using multiple can cause errors in the game code.



Please report issues or post suggestions in the discussions tab by making a new discussion, thank you :P


Related mods
Paint Gun - more realistic painting in survival
Concrete Tool - placing voxels in survival


XBox ?
Will not work. This mod relies on client-side scripts which are not allowed on the console itself.
Popular Discussions View All (19)
9
Apr 19 @ 7:32am
Merging grids with a weld pad sometimes causes dedicated server crashes (torch)
BookBurner
7
Jun 19, 2022 @ 10:22am
Detach Enemy Grids
Nocturnal
6
Dec 14, 2020 @ 4:11am
Disable possibility to weld small and large grid
nirnx
< >
284 Comments
psionprime May 3 @ 5:57pm 
Suggestion: Precision Weld. For when you have to hand weld a projection and you keep welding all the blocks on the outside instead of the one on the inside.
Digi  [author] May 2 @ 3:53am 
No, I would've mentioned it in description if it were the case, as it's pretty major changes to remove functionality.

And what things?
SteelRain May 2 @ 12:55am 
does this disable the merge block? there are some things we cant seem to get the pads to work with.
Using another ship or construction that can grab it
Carlos Apr 29 @ 7:36am 
Hey so after detaching an engine, for example, how do i then move it to where I want it to go? Thanks in advance.
Afallach Apr 25 @ 1:34am 
Yeah that's correct, also I meant wont do a thing as in it also didn't error, I can't replicate it.

That log file I just checked, its 85331 lines long of mostly just the exact same thing except for the start of the file, being initialisation.
I'm not sure any text hosting site would post a fraction of that without exceeding memory limits.
because Pastebin wouldn't.

I posted part of it under the title SE-Advanced Welding Test Error-Afallach pastebin.com/5ENMe7Y9
The timestamps for the error start at [16:00:30] but they actually continue all the way to [16:04:27]
Digi  [author] Apr 24 @ 2:14pm 
Odd, it didn't error for me with your published save.. all I had to do was reverse "lower bay ramp" group so that the weldpads welded right?

As for the log, any text hosting site would do, maybe pastebin.com or something.
Afallach Apr 24 @ 12:01pm 
Aight, it's published, enjoy the world state pre-error.
Though ngl, I've tried replicating it in the new save and it wont do a thing on my end, despite everything being exactly the same.

How do you want the .info log file? Not sure I can send that on steam.
Digi  [author] Apr 24 @ 10:51am 
The error would be nice to know yes, but I doubt I can re-create it, it's most likely interaction with other mods causing it.
If you can replicate the setup before the error and publish that world separate (can remove all other grids in world and such to make it faster to test/load/etc, on your end too).
Afallach Apr 24 @ 9:01am 
I got an error with your mod, basic terms: I was welding two separate large grid blocks, (connected to their own hinges) to another block connected to it's own hinge in between them at the same time, all as part of the same station- I do not know if any other mods caused any conflicts.

Do you need the .info log file or can I go about my day breaking your mod with subgrids by accident?