Space Engineers

Space Engineers

Clean Assembler Tab
66 Comments
majchermaks.mm Mar 9 @ 12:35am 
Can you make a tab with all components second tab with only vanilla ones and third with modded ones and fourth with ammo?
NothingbuttheRain Dec 23, 2024 @ 3:58pm 
@Raynor yes. Assembler menu is a mess without it if you use mods.
Raynor Jul 10, 2024 @ 6:22pm 
Is this still relevant?
jetblade545 Jun 3, 2023 @ 4:55am 
Ok, Thank you Arstraea!
Arstraea  [author] Jun 3, 2023 @ 1:59am 
jetblade545/
There's no order issue. Just put into your world if you need this.
jetblade545 Jun 3, 2023 @ 1:56am 
do i load this first or last?
Grebanton1234 May 16, 2023 @ 11:47am 
Oh so it's from the furnaces side, thank you. I'll notify the creator of that mod about the issue then.
Arstraea  [author] May 16, 2023 @ 9:37am 
Actually, I discussed about that furnace mod already before. Check second page of comment.
Grebanton1234 May 16, 2023 @ 3:12am 
Thank you, though I can‘t be sure if it‘s actually this mod or the furnace.
Arstraea  [author] May 15, 2023 @ 6:58pm 
Grebanton1234/
I'll check on this weekend :)
Grebanton1234 May 14, 2023 @ 12:33pm 
Hi, I've encountered a little problem with the mod. When using alternative assemblers made for mod components, the components will show up in the modded assembler and in the MOD Components tab in the standard assembler. This occured to me using the "(AR) Furnace" mod.
jetblade545 Oct 24, 2022 @ 3:53pm 
Can you do the for the k menu as-well?
Hyper Coder Mar 9, 2022 @ 2:04pm 
would it also be possible to clean up the k menu, gets messy with a lot of grids
Bluestar Nov 29, 2021 @ 6:34pm 
Is it possible to do this sort of thing for the g menu
Just for the 'All Blocks' Category

I was thinking that if the vanilla 'all blocks' category was renamed to 'All Modded Blocks'
The make a new category and call it 'All Vanilla Blocks' then move all the vanilla blocks to there

So it create a nice and clean separation
Arstraea  [author] May 9, 2021 @ 2:00am 
TheWorld // Of course. Go ahead. :D
TheWorld May 9, 2021 @ 1:56am 
@Arstraea
Hi. Can you please allow me to reupload your mod as unlisted or our private server usage?
I want to add some more tabs for our server custom mode.
So far, i make some different tiers of blocks and components (like lightweight or overcharged etc), so i want to make them being separate tabs.
Arstraea  [author] May 8, 2021 @ 3:50am 
Updated. (SE Version : 1.198.027)

Now mod ammo which is in [Components] tab will move to [Consumables] tab.
This is only affected to mod ammo's blueprint which is in Components tab.
This means, ammo which is not in Components tab will be ignored.
Arstraea  [author] May 1, 2021 @ 7:24am 
Rekalty // Got it. :D Thanks for reporting.
Rekalty Apr 30, 2021 @ 5:47am 
While the mod still functions, canvas and the new vanilla ammo gets moved to the new ammo tab even with the mod enabled. Noticed one of the WeaponCore mods just updated and moved their ammo to the new tab as well. Might want to update the mod and move all the ammo to the new ammo tab, or we'll be left with two different ammo tabs.
Arstraea  [author] Apr 22, 2021 @ 9:05pm 
Hmm... It seems I need to update this mod
exlesnick Apr 22, 2021 @ 4:21pm 
Working. Combat update just created new tab
Teamson Feb 14, 2021 @ 5:27pm 
So this does work with every mod, which adds stuff?
CLC_Yokai Dec 8, 2020 @ 11:56am 
Your mod is my "go to" core of my builds I can live without the furnace so excellent work
After I commented I went through my mods one by one and figured out the furnace was the issue.
I originally picked up the (AR) Ceramic Armor mod and I can still use that (I also am using a reentry mod)
Arstraea  [author] Dec 2, 2020 @ 10:39pm 
dastar74, Leafnie //
I found the issue when you trying to use this mod with (AR) Furnace mod.

Because that Furnace mod DELETE the "Components" tab, so this mod can't do anything for re-arrange stuff.

And I think you can't find any other mod's custom component like "Field Emitter" with using that Furnace mod.
I tried to make a new world with using that furnace and Defense shield only. Yeah, I can't find field emitter in the assembler.
This will happen to all mod which contains custom component when you using Furnace mod.

It's not my mod's fault, but Furnace do.
Most of all MOD used "Components" tab for adding each mod's new components for Compatibility with other mods. But Furnace mod delete it.
V L A X Dec 2, 2020 @ 6:51pm 
I recall making a new world and encountering issues so this should be an accurate representation. I removed AQD Quality of Life and added its desired dependencies separately
V L A X Dec 2, 2020 @ 6:50pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2296039991
this is the collection I use for the server, minus your mod for now.
CLC_Yokai Dec 2, 2020 @ 5:04am 
Yup Its either mod order or a nasty interaction with another mod but using your mod with shields a small ship assembler and mexpex weapons worked fine
BTW yours is one of my fav mods it streamlines and makes the assembly process super simple.
I see Lucas helped. He is the Master Villian programing god!!
CLC_Yokai Dec 2, 2020 @ 4:39am 
After the update I used a new vanilla world to see new planet and your mod caused crash. That being said I also have a crap-ton of other mods and loading order may be an issue. Are you able to build mod components in your assemblers (I cant in mine)
Will be testing to see what king of load order is needed (take a while with a crap-ton of mods)
Arstraea  [author] Dec 1, 2020 @ 7:03pm 
dastar74, Leafnie //
I can't find any issue or error in my game and code.
Please give your world (which has a issue) using kind of a way like google-drive.
CLC_Yokai Dec 1, 2020 @ 1:42pm 
New update messed up your mod
Need fix so we can see modded blocks again
But also need fix on modded small assemblers
V L A X Nov 29, 2020 @ 6:54pm 
https://pastebin.com/3zkQfEXb
Tracked it down from AQD to this mod ID.
V L A X Nov 29, 2020 @ 6:52pm 
Might be causing a crash on my server
Darth Mord Aug 21, 2020 @ 5:02am 
This was unexpected. Thank you!

Unlike Hilarion, The server I admin is using a different icon pack (Icone Coloree Realiste, link: https://steamcommunity.com/sharedfiles/filedetails/?id=1731010951) .

Neat that you used the same icon pack I am on my server.

I will check out how things look on my server later this morning.

Thanks again!
Arstraea  [author] Aug 21, 2020 @ 12:18am 
Honestly, previous method had a icon mod problem but that doesn't need to maintain this mod.

Now this mod needs to maintain if KEEN adds new vanilla components. :P

But it's hard to imagine that they adds more components in the game.
Like Datapad, there's a little potential to add something to assembler.
But I think that will be not a critical...
Hilarion Aug 20, 2020 @ 6:09pm 
Thank you for the quick update! Let's hope this way of filtering does not make the mod annoying to maintain... (I have a hard time imagining Keen adding too many new components...)

The mod I am using is in fact Colorful Icons , I am pretty sure it does not break economy.
Thanks for the heads up anyways! :)
Arstraea  [author] Aug 20, 2020 @ 4:38pm 
Darth Mord, Hilarion //

Screenshot using Icon mod
Updated. Now you could use Icon mod.
But I think you should know the risk about using icon mod that I mentioned below. :)
Arstraea  [author] Aug 20, 2020 @ 4:06pm 
Anyway, if you want, I'll update this mod to checking vanilla components as you said.
It's not that difficult, and it doesn't take much time.
Arstraea  [author] Aug 20, 2020 @ 4:06pm 
Hilarion //
Hello.

When I develop this mod, I knew that whitelisting components via defined list in code is the easiest way to determine whether it is vanilla or mod.
But I used this method because using icon mod have a potential to break some system or contents from future updates.

Coloured Icons (ore & ingots)
I loved this mod but this mod breaks the economy contents.
This mod contains item definition for changing icon but it's not updated after economy patch,
so there's no "price" data to ore. So most of all economy price goes to 0.
I think changing icon mod that you're trying to use might be a problem in the future or already like this.
Currently I grabbed this mod's color icon and apply it by my private mod using CODE.
If you are interested in replacing only icons through code, please leave a comment.
Hilarion Aug 20, 2020 @ 2:10pm 
Hey, we are having the same issue as Darth Mord, for the same reason (changed icons mod).

Could it be possible to filter the vanilla components with a whitelist of component ID's instead?
Great mod idea anyways!
Chaos Uncensored Aug 17, 2020 @ 12:15am 
Hmmm another great mod that keen should have added years ago >_<, Keep up the good work :)
Darth Mord Aug 15, 2020 @ 6:35am 
That's what I figured was going on. Thanks for the explanation.
Arstraea  [author] Aug 14, 2020 @ 10:48pm 
Darth Mord //
If some kind of mod which is changing Vanilla component's ICON only, (for increasing visual?)
then that vanilla components became MOD components.
So it will be moved to MOD tab I guess.

This mode simply checks all components for changes by MOD to determine if they are Vanilla or MOD.
Darth Mord Aug 14, 2020 @ 6:49am 
Quick question... is this mod supposed to move components that are only modded to have a different icon than the vanilla ones over to the modded components tab?
Arstraea  [author] Aug 13, 2020 @ 8:51pm 
enenra // Oh.. it's honor to me. :)
enenra Aug 13, 2020 @ 7:32am 
Hi Arstraea

I'd like to list your mod as a dependency in my QoL modpack. I'd be listing you as the author and adding a small description of your mod to my modpage as well.
Arstraea  [author] Jul 15, 2020 @ 1:23am 
Darth Mord // Glad to hear that. :)
Darth Mord Jul 14, 2020 @ 11:24pm 
This is getting added to the multiplayer game I've got going with a couple of friends. We have lots of ammunition types, modded components, etc.

This will be a godsend.

Thank you for making this!
reload Jul 9, 2020 @ 6:26pm 
Thank you sir! I'll drop you a link and add you as a contributor when it's up :)
Arstraea  [author] Jul 9, 2020 @ 6:08pm 
reload //
Sure :) Thank you!
reload Jul 9, 2020 @ 2:06pm 
Hey Arstraea - I'm in the throes of building a dedicated weapons pack using Whip's railgun framework, incorporating a large number of models from different existing packs, balancing the lot of them specifically for PVP servers. It'd be an absolute honour if you'd grant us the privelege of integrating this in to the pack - obviously, of course, with full attribution on the pack's page. What do you reckon?