Space Engineers

Space Engineers

2,864 ratings
BuildInfo (extra block+terminal info, air leak finder)
Type: Mod
Mod category: Script, Other
Tags: hud
File Size
5.074 MB
Sep 6, 2015 @ 11:10pm
Jun 5, 2022 @ 11:01pm
135 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
39 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)

  • 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.
    Overlays can also be locked to stay on an aimed real block using Shift+Reload (Shift+R default) and you can also still see overlays for your equipped block at the same time.

    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.
    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 for various vanilla actions have improved info + they're group-aware now.
    Action icons have custom designed and a bit colorful and sharper icons to help distinct them better.

  • When in the GUI for an event toolbar (sensor, airvent, timer, etc) you can see what each slot is going to trigger on.

  • ... and many more little things
    But this description is too large for steam to let me write, so I've moved the full feature list to a separate page: Full feature list[]

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).

Common fixable issues

XBox ?
Will not work. This mod relies on client-side scripts which are not allowed on the console itself.
Popular Discussions View All (42)
Feb 2 @ 7:44pm
Cant get the text to display in the box on the left hand side of the screen.
Dec 31, 2022 @ 6:52am
Leak Finder
Puu no Yuusha
Dec 24, 2022 @ 5:10pm
mod either not installing properly or no longer works
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kufber Jan 28 @ 11:13pm 
This is another one of your mods that I cannot play without! Thanks for all your efforts, Digi!
Digi  [author] Jan 28 @ 10:43pm 
It must be offline world (private is not offline) and press F11, then enable "debug draw" and re-enable "physics draw" (it starts on for some reason but it's not actually on).
Abisius Jan 28 @ 5:15pm 
the wscreenshots with the welder where to show the difference between the preview and the build/placed version of the block.
kennet0508 Jan 28 @ 3:53pm 
@digi, you wouldnt happen to know where i can find more info about how to see collisions? i tried activating modding view, but nothing really changes
Digi  [author] Jan 28 @ 11:48am 
Wellllll the issue there is that the HUD is already kinda full of stuff, a TSS, script that shows up in LCD's lists, only mods can add them, would be much cleaner way of doing this but also means you can't see it in 3rd person unless you add an LCD to the back of the ship or something =)

@kennet0508 & Darian Stephens
Nope, unfortunately I have no access to collider data nor to the toggle for showing what F11 menu's draw physics does, you'll have to use offline worlds with that :/
Digi  [author] Jan 28 @ 11:46am 
You're talking about the "Mod: <name> (<workshopId>)" part yes?

That one is only reliable if a .sbc mod adds/overrides it because the game itself will "sign" it with the mod that changed/added it.

However, if a script mod changes something on another block definition they can do that without this "signing", they can do it if they want to but they could also forget xD

Then there's weaponcore's armor resistances which are completely separate from the block definition, one would add a script to tell WC API that blocks X and Y to have these resistances, that's it, none of that is modifying the block's definition even, only how the block reacts to WC's damage.

I suspect the reason heavy armor cube shows modified is because it has a vanilla damage modifier already and they probably set that to default as to keep things consistent.

I am unsure why the screenshots with welder tho, those got me a bit confused until I understood what you were showing :P
Darian Stephens Jan 28 @ 9:35am 
There MIGHT be an option to show collisions as one of the different overlay types?
kennet0508 Jan 28 @ 9:10am 
Just to be sure, this does not show collisions right?
Abisius Jan 28 @ 3:40am 
i am atm trying to find out why build info shows different infos on modreplacement while the blocks shown should both be replaced,.
why does it show me the heavy armor as changed over to the vanilla reinforcement ( ) but not the light armor while still showing the resistances for both in the block preview but only for the heavy armor when its placed down?
so far i already did a clean redownload of both mods and there requirements, checked for mod concflict, let steam check for file integrity of se and checked if it happens in a fresh world with barebone requirements instead of checking in my already existing world with no changes to the result.
BadBamBam Jan 7 @ 2:46am 
That actually sounds like a great idea IFlyAUfo. I second that request.