Space Engineers

Space Engineers

Projection Status
30 Comments
Sharprider8 Feb 20, 2024 @ 8:09am 
@kinngrimm I know the feeling all too well. Best of luck in your future modding endeavors.
kinngrimm Jan 22, 2024 @ 1:13pm 
*sigh* rimworld 300+ mods last game couple months back and no issues, then i put one more in and it went all down the drain. While looking for the issue i used for the first time an external tool to check mods, which completly overthrew my mod load order, which was finely tuned ... pure frustration. Still i learned a couple of things for the next session, but don't have yet the nerv to try again hrhr.

thanks for your time
The_Ich  [author] Jan 22, 2024 @ 11:12am 
@kinngrimm I see. Well, I know exactly how much hassle it is to setup a heavily modded game (every new Rimworld version^^).

The only "tool" I know would be to make use of the ingame error debugging window after loading, which also lists all errors from mods. Though the problem with that is, that some mods have "expected errors" and even if there is no error, that is still no guarantee that everything is working as intended.

This mod here should be easy to add and remove, since it only adds extra functionality to the projector block. And if you remove it again, well, that functionality is gone. Space Engineers handles this gracefully. The only dependency of this mod is to "Rich HUD Master" though if you use Build Vision, you have that any way and it never caused any problems for me.
kinngrimm Jan 22, 2024 @ 10:53am 
"What use case do you have, that you would want to use both mods?"
ooh my god hrhr if i only knew hrhr, damn you made me chuckle. Look i dont have a clue ... in so many ways not ^^. I havent tried yours or the other mod, i just saw the pictures and that there might be a conflict as similar visualisations are being used to achiev yet different tasks. So before i ruin a safe or even a new game ^^ i made it my mission for any game i mod to screen the mods as much as possible , especially when i intend to run many mods.. as i do.
kinngrimm Jan 22, 2024 @ 10:52am 
I am at least already at around 100+ mods and am not yet through all the once i still havent double checked. Havent played for a while and i am going through the mod list, rereading all discriptions for a week now ^^ all in preperation for a playthrough and i still expect to run into trouble when i then gradually activate them. Do you know by chance of any tool that would load them only to check for dependencies and conflicts inbetween mods or can i only see that when i am ingame?
The_Ich  [author] Jan 22, 2024 @ 9:47am 
@kinngrimm I have not tested that, but they should be? Both mods run their own Game- / SessionLogicComponent, so that should not cause any issues. Only the total number of highlighting boxes you can draw simulatenously is somewhat limited by your PC resources.

What use case do you have, that you would want to use both mods?

@Raynor Thank you, but I have not published any of my builds (yet).
kinngrimm Jan 21, 2024 @ 10:27pm 
Is this compatible to "Projector Highlighter"
https://steamcommunity.com/sharedfiles/filedetails/?id=2947081810
Raynor Aug 13, 2023 @ 11:57am 
You have a BP for the rover used in the thumbnail? It looks cool.
GeRaged Aug 3, 2023 @ 1:35pm 
I installed it and restarted my game and it does not highlight any blocks on the projector. Need help.
Discord: geraged
mugsy Jul 24, 2023 @ 4:28am 
plugins are best.
But this is nice too.
The_Wanderer Jul 13, 2023 @ 11:09pm 
You had me on "Spot Missing Blocks through walls"
The_Ich  [author] Jul 13, 2023 @ 12:35pm 
@Artemin By default, the highlighting is disabled in the projector and you should not see, if you or your faction are not owning the grid. Are you sure, you are talking about this mod here?
Artemin Jul 13, 2023 @ 11:16am 
I really like it on my own grids but how do i deactivate highlighting on spawned NPC bases that are soooo full of yellow grids that I can't see anything at all?
The_Ich  [author] Jul 11, 2023 @ 9:17am 
@DracoNB I currently do not have any plans to extend the functionalities of this mod beyond the scope, I would personally use myself.
DracoNB Jul 9, 2023 @ 6:14am 
Any chance for a plugin version of this mod so we can use it on any server? Great job!
BDCarrillo Jun 4, 2023 @ 11:33am 
TY, I never intended to imply a vast amount was copied. An implementation of the concept entirely within typical SE gamelogic is something I'm amazed has never happened before.
Moving forward- The blending of colors is a pain for some folks and shrinking the BB a bit does help for a majority of angles. Folks with a variety of settings in Post Processing will also experience drastically different colorations in-game.

I'd be up for adding an optional secondary particle if I ever do add a settings menu (via text hud API) so there isn't a harsh shock to existing users. Keeping it "deliberately light" and PluginLoader compliant means a full-fledged mod like yours has a lot of things still on the table to explore.

I'd suggest checking out around line 163: It's a functional but not very elegant check of nearby blocks to suppress showing a placeable block if all the neighbors aren't built yet. This was a high-demand feature that may be worth adopting.
The_Ich  [author] May 31, 2023 @ 3:02pm 
About your tip to shrink / neg. inflate the boundingBox: Yeah, that would be an option. Maybe I will even make that an actual option for the user, once I start working on the configuration menu, because I personally like it that way. But I can totally see, why it would bother others.

And you should really try out using "particle_laser" instead of "GizmoDrawLine". The colors behave very strange with the later one, but with "particle_laser", everything works as you would except, giving you a much wider range of color options. You just have to tune down the linewidth and intensity with that one a bit. ;)
The_Ich  [author] May 31, 2023 @ 3:02pm 
@BDCarrilo You are right, that line of code originates from your mod when I was testing a very early prototype. I will remove / change it with the next update. But still, in your initial comment you made it sound like I copied vast parts of your mod, which is simply not true and also not fair from your side. Starting a conversation with an accusation is never a good idea. But let's forget about this.

Thanks a lot for refering to my mod! I have also linked your mod in the description. :)

I totally agree with you that the chat-based toggle has its use-cases in a multiplayer environment. As a solo player myself, a simple On/Off toggle on a Button Panel has to suffice.
BDCarrillo May 31, 2023 @ 10:09am 
You gloss over the improbability of ending up with nearly the exact same comment. It's far from ridiculous to find pieces of information in a particular order that suggests you at least followed a few footsteps and notes that I left in.

I've linked your mod on mine as it has some nice options for a higher level of detail and info output. Copying the grid directly into the projector (without damage) is one heck of a useful feature!
The_Ich  [author] May 30, 2023 @ 11:55pm 
@BDCarrillo
So there is one similar line of code / comment which mentions 3 possible input options for lineMaterials, defined by the base game? And we even did not settle down with the same option in the end? I am always open for discussions, but please not on ridiculous levels.

You pointed out yourself, that your implementation follows a very different approach and that you focused on different aspects - which is totally fine. For me it was important to have it configurable per projector and therefore integrate it more into the world / game logic (requires working projector), differentiate between more categories, don't show it on enemy/NPC grids, dynamically update of the custom info text and therefore the ability to automatically track with a LCD and have all of that working on a dedicated server as well.

And just as a heads-up: Yes, I am also planning to make the colors configurable. Something I like to do if you look at my other mod.
BDCarrillo May 30, 2023 @ 4:44pm 
The comment at ProjectionStatus.cs line 59. Having the exact same three TransparentMaterials in the exact same order (with a bar added between them) is very unlikely to be random chance or coincidence.

I'm not saying it's impossible to independently arrive at the same underlying mechanic, but sure looks odd when there's a familiar comment.

You may find that shrinking the BB by the linewidth (or half the linewidth) will help cases where overlapping colors wash eachother out. There are also some folks with color differentiation challenges; accessibility can be improved by letting users alter colors.

Another consideration (that I received a lot of inquiries toward) is a quick way for others to turn off the displays to fit their current preference. IE person welding the projection may want it on, but someone building nearby may not
The_Ich  [author] May 30, 2023 @ 4:00pm 
Personally I was using the status mode of Digis amazing Projector Preview mod for a long time. But for bigger bases it was always hard to spot those few blocks, which were damaged / missing and so on, so I always wished for an option to highlight them directly in the world as well. And that is why I developed this mod myself.
The_Ich  [author] May 30, 2023 @ 4:00pm 
@BDCarrilo
I am sorry to hear that but looking at your code your implementation and mine have absolutely nothing in common. You have written 3 comments in your code in total, so I honestely have no idea, what you are talking about. If you think otherwise, please add me and point out the exact places.

Also the concept of highlighting a projected block is nothing new or can be associated to a certain person. For example I have seen a discussion from 2020 on the official KEEN discord server where someone talked about highlighting missing blocks with GPS signal and someone was suggesting to use BBoxes instead.
BDCarrillo May 30, 2023 @ 3:26pm 
If you're going to snag a mod concept from another person, at least credit/link them. I see some comments that I wrote that have been slightly modified.
The_Ich  [author] May 30, 2023 @ 10:58am 
@Katarina [WolfCraft Industries] @Blitz ÂceRosin @Dying Dark Star @ Far_Reach
Thank you all for the postive comments and feedback so far. I am happy to hear, that you find this useful as well!

@BookBurner
You are refering to the Mutligrid Projector plugin? I have not tested that. I have just taken a quick look at its source code and from what I have seen, it changes the implementation of the projector quite drastically. If you made any experience with it, feel free to report back.
BookBurner May 30, 2023 @ 6:45am 
how does this fare with multigrid projector?
Far_Reach May 30, 2023 @ 5:06am 
SUBBED.
Dying Dark Star May 29, 2023 @ 11:36pm 
i agree with blitz this should be in vanilla among other thing like sub grid projections.
Blitz ÂceRosin May 28, 2023 @ 2:08am 
Yet another mod that should just be vanilla, beautiful work!
Katarina [WolfCraft Industries] May 27, 2023 @ 2:09pm 
woah, this looks AMAZING!!!