Space Engineers

Space Engineers

2,220 ratings
BuildInfo (extra block+terminal info, air leak finder)
Type: Mod
Mod category: Script, Other
Tags: hud
File Size
3.023 MB
Sep 6, 2015 @ 11:10pm
Nov 8, 2021 @ 11:13pm
127 Change Notes ( view )

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BuildInfo (extra block+terminal info, air leak finder)

In 1 collection by Digi
Digi's Space Engineers mods
35 items
Displays more information about the block you're holding or aiming at, along with other features listed below.

Highlight features
  • Config/ModMenu - Player customizable and toggleable features
    Most of this mods' features can be customized or turned off entirely.

    Easiest way to do so is by using the TextAPI mod menu, open chat and press F2, then a button will appear top-left. (Screenshot #6)

    Alternatively you can edit the config.ini yourself, found in: %appdata%\SpaceEngineers\Storage\514062285.sbm_BuildInfo\config.ini which can then be reloaded mid-game using /bi reload in chat.

  • Air leak finding
    Air vents have a button in their terminal which can show you where air is escaping from. (Screenshot #2)

    This is something that only you can see and you can only have one air leak path at one time, therefore the start/stop button affects the current leak information regardless of what air vent you access.

  • Equipped/aimed block information
    Equipping a block to place will show a text box showing various info about it, like its mass, integrity, time to build, aswell as block-specific data like inventory capacity, power drain/storage, etc. (Screenshot #3)

    Aiming at a block with welder/grinder (ship ones too) will also show this box with data relevant to its current state instead of definition data. (Screenshot #1)
    It shows projected block info aswell, even ones that can't be welded so that you know why they can't be and can see overlays for them too.

    Additionally, the vanilla block info has some colored line additions for critical, ownership and components that grind into something else (e.g. power cells on battery block, Screenshot #1).

  • Overlays
    Showing mount points, airtight cell faces, conveyor/upgrade/terminal ports and various other block-specific data like ship tool influence area, thruster damage, weapon accuracy cone, etc. (Screenshot #3/Screenshot #4)

    Cycled by pressing Ctrl + (can be changed in config/modmenu).
    Also by aiming at a block and pressing Shift ToggleCubeSize (default Shift R) you activate overlay lock-on to keep it visible without needing to keep aiming.

  • Terminal extra info
    Fills in missing info from the block's bottom-right info in the terminal.
    Stuff like inventory usage+mass, power stats, production status, etc.
    Cockpits/RCs also contain grid-wide power stats.
    *NEW* Selecting multiple blocks also shows some combined stats for them (affected by GUI transparency unfortunately).

  • Ship Toolbar Labels, Custom Labels, Actions status
    Allows you to identify what a cockpit/RC's toolbar has at a glance (Screenshot #5).
    It's a list of block/group names + action + programmable block's argument (if applicable) on the HUD.

    You can rename any slot per cockpit using CustomData with [Toolbar] header
    and page-slot = name format, see /bi help for more details.

    Action status (text in icon) have improvements with expanded and group-aware info.

  • Player-side only
    This means the mod has no impact on dedicated server performance.

    Also, Plugin Loader allows players to use some mods in any server, including this mod.

Rest of the features in short
  • In-game help by typing /bi in chat.
  • HUD shown when controlling turrets + ammo indicator center-right + ship orientation indicator line relative to view (ammo text not shown for WeaponCore weapons).
  • Shows relative dampener target when toggling and when changing controlled entities.
  • Toolbar block actions have their icons replaced for better distinguishing.
  • Items have an ? to indicate they're too large for small conveyor tubes.
  • Item tooltips expanded with consumable effects, crafting info, mod and (if Internal Info is on) id.
  • *NEW* Block descriptions contain the mod that added them and the DLC they require, if applicable, but also type+subtype if InternalInfo is enabled.
  • Scrollable components if the list is too long.
  • Help command for explaining various features or reminding of hotkeys: /bi
  • Quick menu for various features using + key (when block or tool equipped).
  • Grab block to toolbar using Ctrl+CubeSizeMode (Ctrl+R default) or type /bi getblock or use the quick menu.
  • Adjustable block placing distance in survival (ctrl+scroll) + offset for huge blocks.
  • *NEW* Improved block selection with tools, it's now a color-coded laser box sized by visual model and can be seen through walls.
  • *NEW* Text showing selected block aimed with CubeBuilder to know which you'll paint or remove.
  • See a ship's used DLCs and mods using welder/grinder to aim at a block and type /bi shipmods in chat.
  • See a projected blueprint's used DLCs and mods with the "Show Blueprint Mods" button in the projector's terminal.
  • *NEW* (SinglePlayer only) See last Echo from a programmable block in its detail info panel, also used by toolbar status.
  • Some HUD stat overrides: mass has thousands separator and includes station mass, health shows exact HP.
  • InternalInfo setting to show some useful things for admins, modders and PB scripters, like Type+Subtype and BlockPairName of a block, rotor's angle value in terminal, etc, see config file for the full list.
  • Mod can notify you via chat if notable changes were made since your last mod use and point you to the changelog page.
  • Killswitch in config to easily turn off all the scripts and most features (some things can't be because of the lacking whitelist, like blue font override).

Soft dependency: Text API
The Text API mod is used for better text representation and placement.
Due to the game's auto-adding of dependencies that mod should be automatically installed.

However, this mod will fall back to HUD notifications if TextAPI is not installed or not working.

For modders:

Known issues
- Rotating blocks while they're frozen doesn't rotate overlays (game issue: SE-7722).
- Multi-selection block detail info is affected by GUI opacity because it's rendered under, unfixable without KSH adding a way to draw over GUI.

Public testing of new features / bleeding edge version
I've decided to add new features/changes to a separate mod for public testing, if you want to help with testing and feedback, head over to this other mod and read its description:
BuildInfo (bleeding edge build).

XBox ?
Will not work. This mod relies on client-side scripts which are not allowed on the console itself.
Popular Discussions View All (36)
Nov 18, 2021 @ 12:29pm
Build info doesnt work anumore
Dec 21, 2021 @ 1:56pm
Feature Request: Weapon Core Statistics
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Rayleigh Jones Jan 8 @ 11:21am 
It doesn't auto-refresh, even after clicking on refresh (clicking on refresh works though). I'll try to get an example of it in a world with no other mod later today and upload it somewhere.
Digi  [author] Jan 5 @ 4:06am 
Each block refreshes whenever it feels like it, some don't ever refresh.
While I can force a refresh, it's disruptive to terminal controls so that's why there's a manual refresh button instead.

As for the refinery, is that from the lack of auto-refresh? is it fine after you click refresh?

If it is a problem I'd like some more details to replicate it, maybe some screenshots, a video or even the world with al other grids removed from it, especially if you have other mods, that would help me see what's going on.
Rayleigh Jones Jan 4 @ 2:23am 
Hello, I encountered an issue with the mod. It used to work just fine, but now it seems that the in-terminal build info text doesn't refresh automatically, and the amount of input ore for refineries seems off, I tried to look into the comments for similar issues but I didn't.

I unsubscribed the mod, disabled it in the save, loaded, saved, quitted, re-subscribed and re-enabled it then reloaded the save but it didn't fix the issue. Issue occurs on other saves.

The mod works fine otherwise, and I take the opportunity to congratulate you for it it is a very great one I've been using for months now.
Evil Dec 31, 2021 @ 4:04pm 
Ah ok
Digi  [author] Dec 31, 2021 @ 4:02pm 
Ah, that's kinda out of my control, TextAPI renders that text too far forward so it clips tools :/ feel free to relay that image to that mod aswell :P
Evil Dec 31, 2021 @ 3:58pm 
@Digi So when i hold out a tool even with drill and welder it clips through just a bit only when its a group selected not one item.
Digi  [author] Dec 31, 2021 @ 3:44pm 
@Evil I'm not sure what you mean, can you show some context with screenshots of the problem?
Evil Dec 31, 2021 @ 2:30pm 
I found that if you hold out an item and then go into a control panel then go into a group the somethingx item text is behind the item?
Strycker Dec 29, 2021 @ 4:29pm 
You helped me finally fix my air leak problem in my asteroid base. Thank you SO much!
Rizzo Dec 26, 2021 @ 10:15am 
@Digi, I can't believe I lived without this mod for all my hours! For the toolbar info, would it be possible to add the currently selected jump location (i.e. selected GPS name) to the jump drive "jump" display. When it is on a hotbar item. I usually put all my jumpdrives on hotkeys, but then I have to go into the drive to see where it jumps to when I forget. I don't believe any mod does this yet and would be extremely useful, I would think, for those setting up similarly.