Space Engineers

Space Engineers

ClientFixes
88 Comments
Kaito Oct 17, 2022 @ 12:50pm 
That's because it was removed
Chronos "Salty" Pliskin Oct 16, 2022 @ 3:34pm 
This mod doesn't show up in the Plugin Loader.
n3b  [author] Jun 8, 2022 @ 9:12pm 
Hey @Rilde sure thing, send me your github handle pls
Kaito Jun 6, 2022 @ 12:18am 
The only thing I'm still missing is distances in the GPS list.
avaness Jun 5, 2022 @ 12:50pm 
A similar block rotation functionality is now available in the plugin "Scroll Rotation"
Rilde Jun 4, 2022 @ 9:46am 
Hi n3b, totally understand about the legal issues, maybe I could take over the code and change it to be fully copyright-compliant and/or get Keen's ok?

Thanks!
Snowz Mar 13, 2022 @ 2:10pm 
damn shame about this loss.
Drissical Feb 4, 2022 @ 10:47pm 
Is there an alternative to the block rotation on mouse wheel?
avaness Feb 3, 2022 @ 8:24pm 
This plugin has been removed from Plugin Loader. In order for it to be available again, the source code will need to be uploaded publicly. I recommend removing this workshop item completely and switching to the new github only plugin distribution method as well, but that is optional.
Kaito Feb 3, 2022 @ 2:50pm 
Can't live without having GPS show their distances, makes the clunky GPS window so much more usable.
xenon187 Feb 3, 2022 @ 2:48pm 
Last update (1.200) broke this plugin.
[PluginLoader] LoaderExceptions:
System.TypeLoadException: Method 'CanShoot' in type 'SEClientFixes.Weapons.MySmallGatlingGunPatch' from assembly 'SEClientFixes, Version=1.7.3.40619, Culture=neutral, PublicKeyToken=null' does not have an implementation.
System.TypeLoadException: Method 'CanShoot' in type 'SEClientFixes.Weapons.MySmallMissileLauncherPatch' from assembly 'SEClientFixes, Version=1.7.3.40619, Culture=neutral, PublicKeyToken=null' does not have an implementation.

I REALLY like this plugin for its block highlighting ability. Pls fix it.
vitriolicv Jan 15, 2022 @ 12:21am 
Your Steam profile is private. Is there a set of links to your mods somewhere?
n3b  [author] Jan 6, 2022 @ 12:26pm 
I'm not quite sure it is legally allowed to distribute them, since there are chunks of KEEN code... But anyway right now I'm away from the PC with those sources and don't know when I'll be able to get back to it, sorry guys. I'll see what I can do about it when I return.
avaness Dec 14, 2021 @ 8:51pm 
n3b, the source code for this plugin needs to be posted publicly for it to remain in Plugin Loader. Please make sure that people can access the source code from the description somewhere. It will eventually be removed entirely if this is not done
Rilde Nov 22, 2021 @ 4:11pm 
Hi n3b, would you consider making this plugin's source code available, say, on github? The community (like me!) could help keep it up to date (and fix the recent keyboard issue?) if you were to do that! Very cool that you want to make the client faster btw.
Chronos "Salty" Pliskin Nov 6, 2021 @ 8:22am 
Seems your mod doesn't do what it's supposed to do because it breaks the movement controls. Might recommend fixing your code. People need to be able to use their movement controls.
mookie1590 Oct 1, 2021 @ 5:07pm 
disabling KeyboardInputPatch does let me use keyboard again
mookie1590 Oct 1, 2021 @ 5:01pm 
same here, cant move. Seems the entire keyboard is disabled.
GodShake Sep 29, 2021 @ 4:33am 
i cant move, WASD doesnt work, neither roll.
geraveoyomama Sep 7, 2021 @ 10:27am 
is it on github as well?
n3b  [author] Aug 17, 2021 @ 7:38pm 
@Omnihydral I've just rebuilt it for the current version, sorry for delay
Omnihydral Aug 13, 2021 @ 2:51pm 
Any chance it'll be updated soon? (sorry if I missed an update note for Industry)
avaness Apr 6, 2021 @ 6:48pm 
This plugin can be found by searching for it in the search box. I hid it because it has multiple issues. Please join the discord in the Plugin Loader's description to stay up to date with requirements and future changes
n3b  [author] Apr 6, 2021 @ 6:27pm 
I think they have it explicitly delisted for some reason https://github.com/austinvaness/PluginHub/blob/main/Plugins/SEClientFixes.xml

This plugin is standalone and doesn't require SEPM or PL to work. So I believe if they make it visible it has to start working right away.
thorman123456789 Apr 4, 2021 @ 8:16am 
+1 for plugin loader support! it is the new sepluginmanager.
n3b  [author] Mar 24, 2021 @ 7:11pm 
@bodyboarder2528 sorry but I don't know what is the new plugin loader you are referring to
Bodyboarder2528 Mar 19, 2021 @ 11:01pm 
can u add this to the new plugin loader?
Bubi Mar 18, 2021 @ 10:08pm 
Jup it works but player movement its restricted
Darth Mord Mar 1, 2021 @ 7:20am 
@Gear Shift

I saw elsewhere that if you disable KeyboardInputPatch, movement is back to normal.

Maybe give that a try?
Gear Shift Feb 28, 2021 @ 10:40pm 
This works with the new SEPluginLoader, but the player can't move at all except for jumping.
Mish Feb 25, 2021 @ 9:43am 
Generally it will work unless the other plugin has sepluginmanager or another plugin as a dependency. If your game crashes on launch you can open the most recent log file in %User%\AppData\Roaming\SpaceEngineers\ , scroll near the bottom and look at the exception message. If it IS missing a dependency, it will say so there with the filename required.
GTx Feb 17, 2021 @ 10:09am 
@Mish Do you know if this works for other plugins ? I've tried this method with the CameraLCD plugin but it doesn't seem to work :(
Mish Jan 18, 2021 @ 12:51pm 
note: inventory patch must be disabled in the%User%\AppData\Roaming\SpaceEngineers\ClientFixes.cfg file, otherwise game crashes on opening inventory
Mish Jan 18, 2021 @ 12:39pm 
solution to run this without SE pluginmanger:

download harmony: https://github.com/pardeike/Harmony

take the 0Harmony.dll in the /net472/ folder and place it in your \steamapps\workshop\content\244850\2171994463\Data\sepm-plugin folder

add the line "-plugin ..\..\..\workshop\content\244850\2171994463\Data\sepm-plugin\SEClientFixes.dll" to your steam launch options, without the quotes
BrasilianHitman Dec 1, 2020 @ 12:13pm 
Thanks for the update. Hoping this mod helps out.
n3b  [author] Oct 25, 2020 @ 5:32pm 
Server plugin does improve performance, but if you didn't notice server performance issues without plugin then I doubt it will add anything. Well, there is one thing on top of that - game replicates all inventories content to all clients within sync range (enemies/friends - it doesn't care) and my server plugin cuts that off.
Professor Falken Oct 25, 2020 @ 5:19pm 
@n3b Ok, I was curious about that. This game definitely needs some reduction in client/server traffic. I've been trying to find some info on how to track that down, or lessen it. Keeping up both, though, would be a pain, I'm sure. I have the plugin still enabled on our server. I guess it's there, but simply not doing anything right now? Oh, and just some feedback on the usefulness - I have a concrete mod that doesn't have build stages, so unbuilt looks the same as built. "Highlight blocks" VERY useful, and well done.

And, @Mike Dude Correction to my last reply: No script selection is needed. For some reason, I thought it autodetected, but you do indeed need to select "Grid Stats" from the script list. So long as you have the ClientFixes SE Plugin subscribed, and enabled in the config in the bottom right of the main menu of SE, the script will appear on the list.
n3b  [author] Oct 25, 2020 @ 4:35pm 
Grid stats script doesn't require server side. It works locally on your PC.
There was an API to reduce traffic between server and client, but I disabled it after 1.196 as it became less useful while I had to maintain both plugins simultaneously.
It probably might have some use in future, but currently I'm looking into GPU optimizations.
Professor Falken Oct 25, 2020 @ 4:04pm 
@n3b Awesome, I'll play around with that! I found this mod while setting up a Torch server. I was wondering how the plugin interacts with the client mod... Is that documented somewhere, or perhaps is it just a framework, for now?

@Mike Dude It should work simply by selecting "Script" on the LCD, and interacting with the LCD to edit the text. (Or using the Edit Text button in the control panel while set to Text and Images, setting the text, then switching to Script) No script selection is needed.
Mike Dude Oct 25, 2020 @ 1:53pm 
Oh I see this Isn't a local mod, and I suppose the torch plugin doesn't offer that grid stats server side?
Mike Dude Oct 25, 2020 @ 1:50pm 
Do the Grid Stats work on Torch or DS? I have the plugin and the mod installed although the grid stats script is missing from LCDs.
n3b  [author] Oct 24, 2020 @ 9:46pm 
Hey @Professor Falken, I just added very simple multipliers, just add up to 3 "k" or "K" letters to divide or multiply number by 1000. i.e. @Block.Reactor["Large Reactor"].CurrentOutput.K to see it in kWt.
n3b  [author] Oct 20, 2020 @ 8:02am 
Glad to hear that helped. As of stats - it really is just a keywords parsing. I didn't want to reinvent programmable block but to have very simple and fast access to any property. Let me check if I can add something simple for basic math without increasing complexity.
Professor Falken Oct 19, 2020 @ 11:20pm 
Thanks - works now! And yeah, I've got a Corsair programmable keyboard, mouse, and a Logitech G15. (i.e. layers in between input and what gets sent to Windows/SE) I'm playing around with the LCD Grid Stats. Pretty cool how you can pull any "get", it seems. Reminds me of PowerShell, so I tried doing @Block.BatteryBlock("Battery 1") * 1000 a few different ways to get kWh. Any chance you're going that route? I.e. does it evaluate an expression, in general, or is it parsing keywords then sending the result of the calls? Either way, pretty intuitive, so far, so long as you get the syntax.
n3b  [author] Oct 19, 2020 @ 9:18pm 
Hey @Professor Falken thanks! Have you checked if disabling keyboard input patch in config helps? Because I'm using sprint myself all the time and build vision worked when I tested. It can be either some other mod that interferes, or maybe how system events processed on your gear (but I believe it has to be the same).
Not a problem to add key bindings though. Will do sometime this week.
Professor Falken Oct 19, 2020 @ 6:21pm 
Cool stuff! Really dig the rotation... Only problem is what I think you (@n3b) mentioned regarding "Alt Processing" ... Same for shift, and ctrl not passing through. For example, with Sprint = Shift, sprint isn't working with this plugin. (Works when sprint is rebound.) Also, Build Vision triggers when Ctrl is held and rotation doesn't work, then.

Looking forward to seeing where this plugin goes, because the features are all things I've wanted to see in SE. Any way you could add editable key bindings for the modifiers as a workaround?
n3b  [author] Sep 18, 2020 @ 12:42pm 
@nirnx thank you! The stats for subgrids aren't implemented yet, but I plan to add this feature soon
nirnx Sep 16, 2020 @ 5:50am 
Hello, this is very cool plugin !
I have question regarding Grid Stats is there any way to get details on block located on SubGrid ?
My idea is to display on camera information about remaining blocks for Projector located on subgrid
n3b  [author] Sep 9, 2020 @ 1:49pm 
@Skaxen, yes it is intended performance-wise