Space Engineers

Space Engineers

1,009 ratings
Attachments - large to small grid without limits!
Type: Mod
Mod category: Block, Script
File Size
2.130 MB
Sep 12, 2015 @ 1:53am
Jan 14, 2021 @ 8:11am
20 Change Notes ( view )

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Attachments - large to small grid without limits!

In 1 collection by Digi
Digi's Space Engineers mods
39 items
This mod adds a rotor that spawns with the opposite grid size head on it, large-to-small and small-to-large, aswell as a full block large to slim small for flush attachments.

This is a different version of Electronics Panel mod but with significant differences, as requested by its users :}

Please keep in mind:
- You can't place full blocks on the edges if there's an immediate full-block there, there is nothing I can do about this, if you want to use small blocks on large ships more naturally then I suggest just using smallships and get a smallship large block modpack instead.

Please let me know of any issue that I've not already talked about... or even if any of the issues I describe do not happen for you :P

Known Issues/To-fix
- Non-issue since safetylock is removed Safety lock causes items to not travel through the conveyor system (game issue).
- Fixed Error for client when one is placed, has no real effect so it's low priority.
- Fixed itselfNewly placed blocks don't attach to the spawned top plate because adv rotors don't have a manual attach action, unfixable until they do.
- FIXED!Using merge blocks will most of the time screw up the orientation and send it flying.

Related mods:
Electronics Panel - Small blocks on large grid
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PepperJack Jan 24 @ 1:30pm 
@digi, Made an IO comparability mod for this. Thanks again for that tip on linking to other mod textures. :)
Digi  [author] Dec 5, 2022 @ 10:51pm 
(continuation of the below post)

Ultimately it depends on what you wanna do, for only having a server-rack-like thing where you shove timers, PBs or like the upcoming blocks then it could be simplified a lot, but still requires some kind of modification to the cubebuilder (which is rather hard aswell, if not impossible without completely replacing it).

The option of discarding large grid entirely and converting all large blocks to smallgrid with the proper adjusted size is also a thing... if you don't mind pressurization being 125 times slower :P (because 1x1x1 large block can hold 5x5x5 small blocks, that's 125x blocks to flood fill and check mountpoints and etc).
Digi  [author] Dec 5, 2022 @ 10:51pm 
Not really, maybe with lots of hackery or replacing the block builder in some way

The main issue is tying the grids together physically (because you still need a separate small grid to hold the small blocks, even medieval engineers has a separate grid to place small on large).
We don't have access to making physics constraints, we can however logically link grids so that their terminals and electricity are shared (but it's rather buggy&crashy).
And we can't simply teleport the smallgrid in the place it has to be because it would then phase through other things when doing so and result in very clangy behavior. The large grid needs to be able to "stand" on the small grid and vice-versa...
DerpyCrafter Dec 5, 2022 @ 10:10am 
Would it be possible to make this work without the blocks? like on every large block there is a grid that small blocks can snap too?
BloodyRain2k Oct 18, 2022 @ 8:23am 
Not sure if it's possible, but IF, could you add a block version where the adapter is a short (3 small blocks tall, base and head together) piston with the option of extending and retracting it a little?
Like 2-5 small grid blocks.

For merge block setups this would make adaptable distance a lot easier AND less wanky than adapter <-> piston <-> merge block.

Being forced, thanks to the grid systems, to put a piston OR rotor (which I think the adapter internally is) is already bad enough. Having two makes things only worse...
Снеговик Aug 26, 2022 @ 10:58am 
I trying a make the room with small grid blocks inside 4x4 (or another) large grid area, but this vibrations make a problems after loading...
Снеговик Aug 26, 2022 @ 10:58am 
Hi! Thank you for awesome mod, this mod really need and helpgull for all! But i have one trouble - the small-grid construction lets vibration when i input this in closed large grid "room". This can be fixed only if i will remove some only onesmall block on costruction. This lag happend when i make a "wall" with "top" and "bottom" with small blocks for place some functional small grid blocks in 1x1 large area. I tryed to fixate all system by small chassis, but... vibration keep even when chassis are locked! Incredible! So what can i do for stop this vibrations?
Sairento Jul 18, 2022 @ 12:22am 
This'd be nice for decorating, but it doesn't blend very nicely with the surroundings. Any chance to get alternate texture version that would look like and could be painted like the armor blocks?
Digi  [author] Jun 19, 2022 @ 5:23am 
Because seeing the rotor top isn't a vanilla feature, you're seeing that from buildinfo mod spawning it it. When I made this mod that wasn't a thing so I had no reference to tweak that ghost from, and I didn't test'em together as you noticed =)

And also I think when I made this the vanilla rotor top was separate, so that's why :P

I dunno if/when I'll get to these xD
Axel-of-Atheara Jun 18, 2022 @ 3:52pm 
I love this mod, but I was wondering, how come when I go to place these the rotor head floats above the base? It makes placing them a little difficult. Also, is there any particular reason why the rotor head isn't in the block variant group with the bases? Just curious.