Space Engineers

Space Engineers

Small Ships Go-Large
68 Comments
Thorn Blackwell  [author] Dec 3, 2022 @ 7:35pm 
Mostly, but there is another that most people use. I've been working to break it into smaller mods that are more useful without adding tons of blocks.
Prometheus Dec 3, 2022 @ 5:10pm 
does this still work?
Thorn Blackwell  [author] Nov 7, 2021 @ 12:49pm 
I have noticed this Mod doesn't always play nice with other thruster Mods.When using some huge and giant thrusters sometimes they will not remain in a "group" selection making it necessary to go into terminal and turn them on/off directly. After reviewing the code, and the code of other mods being used together, I have been unable to figure out why this is the case. It is a recent glitch, and started after a recent patch, but was working fine with the Heavy Industry update until this past week. I will continue to search for a reason, but it may be something Keen has changed

It may be a month or two before I work out all the issues, as I recently found out I have cataracts. Even if surgery and recovery go well it may be a couple months before my vision is corrected. It may surprise a few of you that I am 57 years old, but I enjoy this game despite the fact that it took an outstanding community of modders to actually make it into a game not a space themed box of digital legos.
Thorn Blackwell  [author] Dec 28, 2020 @ 9:06am 
One of the hardest things to do is change the blockIDs as it tends to mess up old blueprints (leaving them full of holes). I have on occasion had to as KEEN has added blocks that overwrite my blockIDs leaving theirs invisible when I'd like to use them.

I have not been able to model and add new blocks to the game otherwise there would be 2x4x6 and 3x6x9 Landing gear (Intermediate Landing gear sizes are desperately needed). The same would go for windows scaling them up to 3x3 and 3x6 (6x6, 6x9, and 9x9 panels too) with tinting. If I could do it those would already be in the game.
Annastasya Dec 27, 2020 @ 11:22am 
P.S.: At the time I didn't think of editing the blockID for the jump drive to remove the conflict with SSVMP and SSMMP but that is probably best left for you anyways.
Annastasya Dec 27, 2020 @ 11:16am 
I figured that was what happened. I did try making up a block variations file for all of your blocks to fit into vanilla variation groups but something is calling for an ID that isn't present (and giving a "no instance" error) so I will have to figure out what that is to make it work. If I get it figured out I will let you know and post it for you to review.
As to the Github link, I think there is a strong possibility I was dropped on my head as a baby. Try this [github.com] one.
=-)
Thorn Blackwell  [author] Dec 26, 2020 @ 3:06pm 
@Annastasya - Thank you for the help, though the github link you provided is currently linked to this mod (I suspect a link pasting error I have made a million times myself). I will remove the junk files since they weren't supposed to be included (they're an example of my trying to reverse engineer what KEEN has done and how they have changed how everything works).

@Aurtose - Grav Gen should be fixed.
Annastasya Dec 26, 2020 @ 4:28am 
@Thorn Blackwell:

Also, I have fixed the Wheels sbc and a couple other files that have duplicated vanilla large blocks (I'm guessing a copy/paste/edit that might have not been deleted as intended).

I posted them here on Github if you would like to use them. Feel free to make any modifications to them you like.
Annastasya Dec 26, 2020 @ 4:28am 
@Thorn Blackwell:

OK so I noticed some block variations were not showing all that they should and I realized this mod has a few unneeded files that are repetitive data from a non-DLC build of SE. One of which is for block variations. This causes all block variations from mods and even DLC to be lost and reverted to non-DLC! The following files are redundant to SE defaults and cause conflict with any mods that add to or change this default data. (Variants is messing up DLC blocks & mods, likely due to the same name & path as the original SE file.):
BlockVariantGroups.sbc
CubeBlocks.sbc
CubeBlocks_ScrapRacePack.sbc
EmissiveColors.sbc

Deleting these files from the mod fixes the issues.

Also, CubeBlocks_Wheels.sbc is missing Default="true" from suspension bottom mount points and the icon textures called for the wheels do not exist. WheelSuspension3x3.dds should be WheelSuspension3x3Left.dds, etc.
Thorn Blackwell  [author] Dec 18, 2020 @ 4:27am 
@Aurtose - I suspect the Jump Drive from the SSVMP has the same SubtypeID as I use in this mod. If that is the case then whichever mod is higher on your mod list would get loaded last (and therefore the mod farther down on the list would be replaced as they have a lower priority during the loading of mods. If you move this mod to just before the other then you won't see the small jump drive if I'm correct.

The hydrogen engines are another issue, but I am at a loss as to what it might be. As for the gravity block I will look at it and correct it.

I want to thank you for reporting the issues, and while I may not be able to fix it all the time I'd rather get the information than have a bug go unreported.
Aurtose Dec 16, 2020 @ 2:44pm 
I understand what this mod does, I've used it extensively before. It sounds like something is specifically broken on my end. When searching "Jump Drive" I only see large-grid-only jump drives and the cheaty small ship vanilla mod pack one and I don't see it in the Go-Large section, same applies to gravity generators (currently relying on a blueprinted one ripped out of an older ship).

Gravity Generators appear to be offset 1 block down visually. The hitbox is correct to the placement box, the model just merges into the floor and has a block of empty space above it.

The Hydrogen Engines were definitely missing and not just invisible in old blueprints, every blueprint that was using them is now having power issues. This was more of an FYI to you and anyone else experiencing issues as I understand that fixing the issue would most likely ruin all blueprints made after the issue appeared.
Thorn Blackwell  [author] Dec 16, 2020 @ 7:19am 
@Aurtose - This mod makes large blocks usable on a small grid. So, when a block is normally large ship only it is going to be huge on a small grid. There are some common variants of small blocks, but blocks in the models folder are duplicates of the keen models that for some odd reason the link to them never seems to work. No new models were created for this mod.

There may be some common or similar variants in the Small Ship Vanilla Mod Pack. I have a lot of respect for SEModder4™, indeed all of the modders in our community, so I would never use anything they had done without asking. Some blocks however lend themselves to parallel development (for instance making passenger seats fit in a smaller space, or small block gun turrets on a large grid). It has been years since I used the SSVMP so I have no idea, but if SEModder4™ asked for them to be removed I would.
Thorn Blackwell  [author] Dec 16, 2020 @ 7:19am 
Contiued from above

Included are also those DLC blocks that are large, but may be useful on a small grid. I only added them as time permitted, but all the work is mine alone (for instance the small grid dead bodies from the Frostbite pack were not in any of the existing Large-to-Small conversion mods when I did them). As large blocks were added to the game through the DLCs I have tried to re-code any of them for use on the small grid if I thought they would be useful.

In the G Menu go down to the Go-Large Folder. Gravity generator is large ship only so for this mod it is 5x5x4 blocks in size.
Thorn Blackwell  [author] Dec 16, 2020 @ 7:18am 
Contiued from above

I have no idea why Hydrogen Engines aren't in old blueprints (the SubtypeId's have not changed since they were added to the game), but as they are in the G menu they can be added to old and new blueprints. Sometimes blocks are present, but for some reason invisible. Try painting them to make them re-appear. If it's still gone and your character can enter the space it used to be in then it's actually missing. All I can say is replace them and save the new blueprint.

Once again, Jump Drive is large ship only, so it is 15x15x10. In the G Menu it is just after the block tools.
Aurtose Dec 15, 2020 @ 9:57pm 
Can't find gravity generators in the G menu. They're still showing up on old blueprints though.
Hydrogen engines are still present in the G menu, but seem to be missing in old blueprints.
Jump drives are missing from the G menu and old blueprints.
Modlist is extensive and includes small ship vanilla mod pack if that has anything to do with it.
Thorn Blackwell  [author] Dec 9, 2020 @ 6:56pm 
You were correct and they have been updated. Thank you for letting me know. :steamhappy:
Nax Dec 9, 2020 @ 9:56am 
Heavy and XL Cargo containers have 0 capacity and the XL Container seems to have no hitbox.
Stagg Saunders Nov 6, 2020 @ 4:39pm 
There is a jump drive ... it is 15x15x10 blocks on the small grid.
drmskr Nov 3, 2020 @ 9:55pm 
Is there a jump Drive?
Thorn Blackwell  [author] Oct 27, 2020 @ 3:28pm 
The larger reactors are there. Like the Engines you have to search Huge or Giant to find them. They have changed the way scrolling through blocks works, and I haven't gotten to that yet.
Thorn Blackwell  [author] Oct 27, 2020 @ 3:08pm 
Hmmm ... I'll look for them, the corner light is out of whack too so it's a work in progress. I'm still learning how much has been added to the standard blocks since the original mod.
aikiwolfie Oct 24, 2020 @ 3:44pm 
Pretty sure you have reactors in this before. They're not there now.
Thorn Blackwell  [author] Oct 10, 2020 @ 11:20am 
Okay, just finished updating the entire mod. It may have a few bugs, because I don't have a large group of friends playing the game still to help with testing. Please report any problems you find. I apologize for having to change some subtype IDs so they don't conflict with new blocks. If you own any DLCs you can look forward to a few surprises.
Thorn Blackwell  [author] Mar 3, 2020 @ 12:21pm 
No ... just a tweak ... Not sure all that's changing at the next public test so I am waiting. A lot of subtle changes have been made though.
DeAnti Mar 2, 2020 @ 7:07pm 
was that update the remake?
Deamonstalker Mar 1, 2020 @ 6:43am 
Correction: I found one side that does indeed have mount points. But is very finicky.
Deamonstalker Feb 29, 2020 @ 6:44pm 
the huge small ship atmo thruster has no mounting points?
Thorn Blackwell  [author] Jan 18, 2020 @ 5:46pm 
The devs have reorganized the files so drastically I will have to remake this mod as soon as I have time.
Captain Alexander the Great Nov 21, 2019 @ 10:52am 
Seems to be working fine now :) Thanks!
Thorn Blackwell  [author] Nov 20, 2019 @ 6:21am 
Okay, working on the issues ... hopefully I get the same errors so I can find them easier.
xaloga Nov 14, 2019 @ 4:03am 
Hello!
The same thing happens to me as to Phial!
Critical error loading the world.
The created objects disappear: Thrusters, Windows, etc.
Thank you!
Captain Alexander the Great Nov 13, 2019 @ 2:57am 
Hey, I saw you updated it yesterday. I'm getting a critical error on the debug on load... also the small hydrogen tanks I was using on my large grid ship have disappeared lol I guess they were added by this mod but I can't be sure. They're 1x1 large block hydrogen tanks.
Blorb Aug 2, 2019 @ 7:02am 
ok thanks :D
Thorn Blackwell  [author] Aug 1, 2019 @ 11:26am 
@callybear008 - The fault is with the game itself, and it was introduced shortly before the big multi-player patch hit. This mod emphasizes the error as the pieces are larger than 3x3 which makes them bigger than the norm. There is nothing I can do to fix it, but if you pay close attention you will catch yourself before adding or removing a block by seeing the pre-placement image in front of an object before you click.
RumShay Jul 28, 2019 @ 3:52pm 
Thank you for fixing it
Blorb Jul 28, 2019 @ 2:50am 
the blocks that i place keep glitching behind of the block im placing so i had a large h2 engine i wanted to delete it deleted the block behind its also a glitch in vanilla but it works worst on your mod plis try to fix it
Thorn Blackwell  [author] Jul 27, 2019 @ 11:51pm 
It should be fixed now, and thank you for reporting the bug.
RumShay Jul 24, 2019 @ 9:16pm 
your mod make it so i can no longer place the normal ion thrusters, they are replaced with the huge ion thruster pls fix
Thorn Blackwell  [author] Jul 9, 2019 @ 12:05am 
Okay, DLC has been added to the small grids (you still have to own the to place them), and the issue with the base catwalk should be fixed. You may have to delete the mod in your mods folder and re-download to make it work. I've also fixed a missing window, but I don't have enough info on the seat issue to understand the problem.
Blorb Jul 5, 2019 @ 9:00am 
for some reason i cant get my large grid seats in my small ships i can only do it with rotor wich breaks my game completley
St4rKiller1382 Apr 22, 2019 @ 1:53pm 
Can you update this to work with the Decorative Pack blocks? I'd love to throw them in my small ship designs.
737✈Garrus Apr 7, 2019 @ 4:57pm 
The Catwalk 1 Side is out of whack. The Catwalk 2 Sides, and all other Walks are OK, I've tested them.
The Catwalk 1 Sides here are attached to my grid in this visual:

https://steamcommunity.com/sharedfiles/filedetails/?id=1706679905
DeAnti Mar 17, 2019 @ 7:46pm 
be cool for this to work with progression system
Thorn Blackwell  [author] Feb 1, 2019 @ 8:58pm 
Yes ... waiting on the survival update to see where things stand. I know this isn't a great answer for now, but with all of the changes lately it's the most efficient use of my time.
cfhudson Jan 26, 2019 @ 7:36am 
this mod returns errors within the log file " MOD_ERROR: Small Ships Go-Large"
Whitehawk May 19, 2018 @ 8:55pm 
does this turn to the supergrid parts when you turn off the mod? I know there's a mod to do that but its a pain in the arrrrrrrrrrrrrrrrrrrrrrsssssssssssseeeee to use and the biggest problem of all is that the models don't scale down to the size on the small grid
BioMech Mar 4, 2018 @ 9:23am 
The drill problem may be associated with the position of the element in the model that does the actual drilling, not the visual head of the model, the one that defines the center of the drill area. You can also try to increase the drill radius in the definition file to see if it compensates/solves the problem. It may be a similar problem with the assembler, where the "port connections" are dislocated from the model.
I am suggesting these possibilities because i've seen these problems in other mods before.
Good luck fixing these. And thanks for making and mantaining this mod.
Thorn Blackwell  [author] Feb 20, 2018 @ 7:18am 
I have not been successful figuring out how to fix the large drills, so I have had to remove them from the mod. It is likely that it is an unexpected consequence of changes made during an update. I still have not figured out what prevents two of the sides of the assembler from being upgraded, but since it retains some level of functionality it remains in the mod.
Thorn Blackwell  [author] Nov 9, 2017 @ 5:54am 
I personally have never had much luck with large drills, but I will look into it.
[DKS] Killaim Nov 9, 2017 @ 4:40am 
im trying the Large drill out (i am alsoing using the mod that increases drill radius, but i disabled it and the drill still did nothing.)

when i mine with it it does barely anything. the terrain barely deforms and i get single digit numbers of material mined.

seen this before ?