Space Engineers

Space Engineers

715 ratings
Advanced Welding - detaching and reattaching blocks!
2
2
7
2
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
0.776 MB
Sep 1, 2015 @ 8:26pm
Dec 3, 2021 @ 12:15am
17 Change Notes ( view )

Subscribe to download
Advanced Welding - detaching and reattaching blocks!

In 1 collection by Digi
Digi's Space Engineers mods
34 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.
- 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 (15)
2
May 13 @ 7:35am
seperate mod for manipulating detached blocks by hand?
Clock
6
Feb 19 @ 8:13am
Detach Enemy Grids
Nocturnal
6
Dec 14, 2020 @ 4:11am
Disable possibility to weld small and large grid
nirnx
< >
224 Comments
CreapingDeath Apr 29 @ 5:03pm 
Is there any way to make it so it does not detach from a magnet when you detach?
Digi  [author] Apr 18 @ 4:23pm 
Then it sounds like it didn't download/update the mod properly, try to make it redownload, see this small guide: https://gist.github.com/THDigi/6314052c53c7bb411eea24ab59522098
Colesizecole Apr 18 @ 3:52pm 
@Digi
Im getting the same error as GeneralVL19, my game is up to date, ive done a clean install, and nothing seems to be working. Is there a fix im missing?
Digi  [author] Apr 18 @ 2:58am 
@GeneralVL19
Update your game :)
GeneralVL19 Apr 17 @ 10:22pm 
MOD_ERROR: Advanced Welding, in file: Unknown
C:\Users\Vitaliy\AppData\Roaming\SpaceEngineers\Mods\Advanced Welding\Data\Scripts\AdvancedWelding\AngleGrinder.cs(150,59): Error: The type or namespace name 'IMyGunObject<>' does not exist in the namespace 'Sandbox.Game.Entities' (are you missing an assembly reference?)
MOD_ERROR: Advanced Welding, in file: C:\Users\Vitaliy\AppData\Roaming\SpaceEngineers\Mods\Advanced Welding\Data\Blocks.sbc
There was error during loading of model, please check log file.
Mailleweaver Apr 17 @ 5:06pm 
I went ahead and created a new topic.
Mailleweaver Apr 17 @ 4:48pm 
That seems like a good idea. If you're grinding a block to a certain health, then you don't need the existing precision grinding to do anything since the block will never get completely ground down. Being able to cycle through different precision modes would be perfect. And being able to grind only to functional just to remove excess components when materials are tight would be nice.
Digi  [author] Apr 17 @ 2:54am 
You can make discussions, it's better for keeping things organized, and in comments or in a single thread it's all the same mess :P

That was suggested before in comments and it got burried aswell =) and I have the same problem, I dunno what to bind it to xD I'm thinking a mode to cycle for what level to grind to (red bar, blue bar, 1%, entirely)...
GodsAnger Apr 16 @ 5:42pm 
You mean like?

Precision Grind (for handheld grinder)
Purpose: Grind only a specific block when you have way too high grinding speed that prevents you from easily doing so.
Usage: Hold SecondaryAction (RMB or gamepad equivalent) while aiming at a block with a hand grinder.
Mailleweaver Apr 16 @ 5:12pm 
The pinned suggestions thread is locked, so I guess I'll make my suggestion here.
Would it be possible to add a second type of precision grind to stop grinding exactly at the hack threshold? That way it would be possible to hack batteries and tanks without having to manufacture more power cells or losing stored contents. Even with the lowest tier grinder, it seems impossible to grind out all the computers without also losing at least one power cell when grinding batteries.