Space Engineers

Space Engineers

Build Info
1,826 Comments
Digi  [author] Apr 29 @ 2:00pm 
The bleeding edge version is now updated with the fixes and other stuff I had there laying around since last year, didn't have much time to test :( if anyone is fine with reporting issues please use that one (in general), I could really use the testing and feedback too, thanks :}
Rastlore30 Apr 29 @ 2:52am 
ok good, lol, I thought it was just me having this issue. Thought I had accidentally messed with a keybind or some other operator level snafu. Thanks Rayanth, I had forgotten about the period and comma option to change toolbars.
Rayanth Apr 28 @ 5:47pm 
Clarification: if I use period and comma to change toolbars, the build info panel DOES update. It's when I use Ctrl+# that it does not. It always used to before the .206 update.
Rayanth Apr 28 @ 5:44pm 
same issue as tonycurran1. my toolbar page keybinds are still set to defaults, I can switch toolbars just fine, but the Build Info detail page showing what the toolbar buttons do is stuck on page 1. Also things like the battery charge % on the battery buttons is missing now.
tonycurran1 Apr 28 @ 4:50pm 
it's the toolbar info when sat in a ship, above the 1 to 0 menu.it is stuck on page 1. when using 2 to 9 it stays on page 1 information not changing.
Digi  [author] Apr 28 @ 4:29pm 
Which block's toolbar specifically?
tonycurran1 Apr 28 @ 4:17pm 
Had Major update "Fieldwork" installed now the toolbar is stuck on page 1, does not change when selecting menus 2 to 9
Digi  [author] Apr 28 @ 1:04pm 
In v206 seems some game controls are not responding to inputs, this affects some default hotkeys for this mod - I'll find some workaround and update :}
qm Apr 26 @ 5:27pm 
Hm, hints... I've never had it reproduce consistently.

The world runs on a Torch dedicated server. I connect either from a client running on the same computer as the server, or more often, the computer next to it. Well, or both. The black spheres occur for either client and regardless of if both or one are connected.

Many of the black spheres occurred for me when the first thing I did after connecting was pull out the multitool, switch to the collision tool, and "fire" it at a complex small grid vehicle that was parked on a huge, flat large grid platform. In gravity (EarthLike), though I don't expect that matters.

With that mod selection, there will be a ~15 minute window of time before Junk Grid Cleanup deletes any that appear.
qm Apr 26 @ 5:19pm 
Digi  [author] Apr 26 @ 3:42pm 
Nah the spheres aren't needed, can you send the sandbox_config.sbc of the world?
And got any hints to help trigger the issue?
qm Apr 26 @ 1:13pm 
While I don't spend much time in singleplayer (just during mod development), I've never witnessed the black sphere occurring then.

I've made a mod that cleans up junk grids that are sitting around, and that includes these black spheres, so my current world doesn't have any just floating around anymore. I probably still have a backup from before I turned the grid cleanup mod loose on the world that I can go dig up. My mod list is relatively small, but a couple are bulky in raw file size (MES Cave Systems is ~405 MB for some reason, Seams Fixed 2.0 is ~378 MB and WaterMod at ~254 MB).

I'll search through my backups later and see.
Digi  [author] Apr 26 @ 5:02am 
Thing is I can't reproduce this even in DS, so I've no idea if the fixes will work :/ might be another mod helping this issue along, if you don't have several GB of mods can you send the sandbox_config.sbc of the world... in fact, did you try it in singleplayer with that world? maybe it doesn't even require MP.
Digi  [author] Apr 26 @ 4:40am 
Ah I've kinda forgotten about this =) Some fixes are done but not tested, need to get on that.

I'm wondering if this happens with vanilla blocks that use IsStandAlone too? lights, sensors, etc.
I suspect the reason you're only seeing it with this is because players are equipping and clicking empty space with it, but they're very unlikely to do that with the vanilla blocks so it's quite rare.
qm Apr 25 @ 11:37am 
For what it's worth, found someone posting screenshots of the MultiTool black sphere issue:
https://www.reddit.com/r/spaceengineers/comments/1k6whge/black_sphere/
It's rather crazy that the game is placing the "block" when it's IsStandAlone = false.
Digi  [author] Mar 28 @ 12:16pm 
It's in the config, chat and press F2. then either fully turn off the toolbar info or change the bind.
The config file (mentioned in the '/bi' chat command or in the description here) has more details on these things, the textAPI mod menu doesn't have tooltips to do these things in xD
qKe :) Mar 28 @ 11:53am 
Hey, is there an option to turn off toolbar helper in any vehicle when I press alt?
Digi  [author] Mar 28 @ 3:58am 
Correction, the exact word to look for in the log is "Exception occurred while unloading session", but might also be something else, to reach the unload section you can look for "MySession::Unload START" which is always written when a world is exited.
Digi  [author] Mar 28 @ 3:44am 
That's a known issue with the game itself, if any mod has errors in its world unload it will prevent other mods (in this case, mine) from knowing that world unloaded, that results in my mod not releasing the file lock on that log.

On top of that, it's a good thing it prevents you from loading that world because that world would have who knows what other hooks still in place from the previous world, giving you NEW bugs that wouldn't happen normally.

So to properly identify the mod causing it, look in your log for "session unload failed" and see which mod errors after that, and report it to that mod.

In the meantime, you can simply force the fix by restarting the game whenever you see that error, it won't happen in the first world you load but if you still have the other problematic mod it will happen on the next load.
jperk354 Mar 27 @ 5:08pm 
Error: Error during loading session:System.IO.IOException: The process cannot access the file 'xxx\AppData\Roaming\SpaceEngineers\Storage\514062285.sbm_BuildInfo\info.log' because it is being used by another process.
jperk354 Mar 27 @ 5:04pm 
Hey, Been using and loving build info for years, very helpful for mod devs. Today, I stopped being able to load worlds with build info on them.
Digi  [author] Mar 27 @ 3:23pm 
The game is doing the block aiming there, it's supposed to be a vanilla feature which they broke at some point and it doesn't show the selected block info, but my mod still shows its own info xD

Keen needs to fix it so it shows up in the first place and then they can see it appearing wrong for the helm and they can offset the raycast (which is a setting per cockpit)
@Digi
i have fallen over a little irritating thingy.

i have build myself a small toolship not much bigger than a modular cargo container mit a helm on top and put a grinder on the front.
whenever i select the grinder it take the helm in as target for the blockinfo display where you can see the block integrety, component volume and so forth.

looks kinda unintended to be.
eros78 Mar 10 @ 7:43am 
can you add it to mod.io by chance?
Sebmaster Feb 17 @ 12:07pm 
Amazing mod, beautiful. Is it possible to change the numbers in the Toolbar as i have assigned them to letters
Deapri Feb 9 @ 9:09pm 
Thank you Digi, that is a very helpful explanation, I appreciate it.
Cleric Johan Phos Feb 9 @ 8:09pm 
How can I eliminate memory leaks?
Digi  [author] Feb 9 @ 7:51pm 
(PS: doesn't detect all memory leaks, it's just this very specific kind involving creating actions in the event)
Digi  [author] Feb 9 @ 7:50pm 
It's a warning system about memory leaking.
The premise is buildinfo has to store all the action instances it sees, but if a mod adds new instances every single time the event is triggered then it will effectively be a memory leak because buildinfo prevents them from being garbage-collected... and there's no way to know for sure it's not just coincidence that the IDs match, which is why the warning is at 5 and not at 2. Also WeakReference isn't whitelisted.

These are relatively tiny but they add up over time depending how frequent the event triggers.
The fix is relatively straightforward for the mod adding said actions, a field per unique action that is nullchecked and assigned with the instance if null, that ensures only one instance is ever created. If they need more help, I'm reachable on the keen discord :P
Deapri Feb 9 @ 5:43pm 
Digi In Weapon Scanner, Material Scanner , Cargo Scanner, as well as Scientific machines, the Scan button when added to the hotbar displays ERROR: Action WeaponScanActionButton was added 5 times before for type MyBeacon, is a mod creating new instances in CustomActionGetter? in a variation relative to the specific device... however they work as intended, is there a way to satisfy this error? I recall discussing this with Patrick some time ago and it seemed like a false positive however it's been nagging and a curiosity if there is a solve of it, or perhaps a more informative explanation of the error?
B.R. NortherlyRose Jan 26 @ 4:31pm 
You can't just expect a mod dev to troubleshoot every tiny little bug from every person as if they're game designers, they're passionate people of the community who have lives of their own
Wyte Knight Jan 26 @ 2:29am 
He's a bold one, complaining about those bugs but too lazy to start a solo game with just Build Info. :p
If he finally decide to do it I'll update you with the results, but it seems like we won't bother further with his bugs since they are not bothering him enough to troubleshoot, thanks for the response tho! :)
Digi  [author] Jan 25 @ 4:30am 
General Knightobi.
First they should try to replicate it locally, if you can send them the world or if that's too much, send them only the mods list, sandbox_config.sbc, and they can blueprint their stuff to paste.
This is to first confirm it happens in singleplayer, then they can remove all other mods except buildinfo to see if it still does it.
Or if you want, you could temporarily remove only buildinfo from the server and see if the issue persists, as it's a non-critical thing that won't break anything in the world if removed.
Wyte Knight Jan 25 @ 3:43am 
Hello there! I looked a bit and didn't find any info on a bug one of my players is experiencing on my Dedicated Server.
https://www.youtube.com/watch?v=BHqjGufFWiA

On this video, you can see two things that could be related to Build Vision:

- Everytime he get off a seat, for a slight period of time, the block build info shows up, on the right. On this video, it's the Hydrogen Engine that shows up. Also, there's a sound that is way louder than the other sounds when this happen.

- Also, the "hack" and "functional" bars displayed in the block build info components list stays for a bit everytime he look at a block and stop looking at it. It disappear after a few seconds, but will show up once again the next time he look at a block with a tool or get out of a seat.

If it can help, he's playing on Linux. Dunno if it can be related.
If you have any idea of what option he could turn off to see if it change anything, tell me :)
Leo_Draconus Jan 17 @ 12:35pm 
BuildInfo puts information in the Terminal of rotors and pistons for what height is needed to align to grid. Has anyone figured out the values for grid-aligning wheel heights?
I'm asking because it's annoying trying to design rovers intended to be able to dock without this information.
qm Jan 11 @ 12:18pm 
My current suspicion is the problem lies in:
MyBlockPlacerBase.Shoot, specifically,
if (MyCubeBuilder.Static.CanStartConstruction(this.Owner))
{
MyCubeBuilder.Static.AddConstruction(this.Owner);
return;
}
AddConstruction seems to care about MyCubeBuilder.Static.canBuild instead of MyCubeBuilder.Static.m_blockCreationActivated.

It doesn't look practical to force canBuild = false;

One option would be MyCubeBuilder.Static.CubeBuilderState.CurrentBlockDefinition = null whenever you deactivate the cube builder (to block in Shoot before CanStartConstruction), but I think CurrentBlockDefinition is how you're checking if the multitool is equipped?

You could make the fake block require an unobtainable component (to block in CanStartConstruction), but if the player has creative tools enabled, that'd bypass that safety.

And there's the chance I'm off base and this isn't where the problem is.
qm Jan 11 @ 11:41am 
On scrutiny of the game code, when I'm testing as a client and hear the build sound, that should be because the server sent me a message that a grid was created, so presumably that too is making a black sphere, even if I didn't spot it.

Looking at a save file, I'm up to 35 BuildInfo_MultiTool?G (2 LG, 33 SG) single block grids after a couple weeks of use, so it's not a particularly common issue. The bummer is that the spheres can really get in the way since I'm using the multitool in areas where I do lots of vehicle designing. I'm also confused why trash cleanup doesn't zap them. -_-
qm Jan 11 @ 11:17am 
As far as I can tell, whatever the multitool does to disable building just doesn't always engage. I'm not trying to use it quickly; I can equip it, wait a minute, and the first click will still sometimes build.

On a dedicated server (running locally), sometimes it's the client side: I'll hear the "thwunk" build sound but don't think anything is actually placed (sometimes the build disable never engages and every click makes the build sound). And sometimes it seems to be the server side: as a client I don't hear the build sound but a black sphere appears.

When playing in a local offline game, I've had it where the first click with the multitool builds the last normally selected block at whatever spot it was last aimed at. I select light armor block, aim up, equip multitool, turn and click, light armor block appears.

In all cases the multitool effect still triggers. I definitely tested with both the measuring tool and the LIDAR. Don't recall if I tried the conveyor visualizer.
Digi  [author] Jan 10 @ 7:12am 
Turning off the "Auto refresh" bottom right is also a temporary quicker option.
Digi  [author] Jan 10 @ 7:01am 
@reaper_not
The issue is a combination of that specific script's behavior (not echoing every update), the game not refreshing terminal on every run even though it internally clears the echo on every run, and then this mod that attempts to detect when the echo data is empty to print "last seen text".
So beause the PB script actually goes between text and blank, that's why you're seeing it flicker between the text and "last seen text".

Not really sure how to fix this one without outright removing the "last seen text" feature :/

Can be fixed in the PB script by changing the line #171: _scheduler.AddScheduledAction(PrintDetailedInfo, 1); - change the 1 to 6, so that it prints every update.
Digi  [author] Jan 9 @ 6:49am 
Build vision mod should work for that, it opens a small UI to quickly change terminal stuff on the aimed block.
Joke-M0ni Jan 9 @ 4:52am 
Thanks, this is an awesome mod. I'm newbie to this game, and this helps me a lot. I was wondering if it is possible to look at a block and jump to it in the control panel list. Say for example that you have built a block and you can't access the terminal thing on the block, coz it's facing a wall etc.
Digi  [author] Jan 6 @ 6:39am 
There's a binoculars mod so I'd say use that. It's a very hacky process to make camera to zoom (involves forcing view onto a ghost camera block) which might not work in this mod because it's expected to work clientside only.
6-9 ACTUAL Jan 6 @ 1:29am 
Hey Digi, thanks for all your heard work and i love the Multi Tool. I have a suggetion for a new item in the tool, or a whole new mod i dont have any iea how ahrd this would be: to make a camera tool with adjustable fov and zooms. thanks again man
Digi  [author] Jan 5 @ 4:31pm 
It's intended to look in the game folder (which it does if it doesn't exist in the mod).
Are you looking at a dedicated server log? The DS install doesn't have any textures, so ignore the error in that case.
Kraethor Jan 5 @ 4:19pm 
I noticed in my logs references to files in the "textures\particles" folder of the mod, but found that the particles folder is not in the mod I downloaded. Was this folder missed/removed from the mod?
reaper_not Jan 4 @ 5:35am 
grr @ character limit, wanted to post this on the last comment:

Thanks for the great mod, it's been really frustrating having to turn it off to work with scripts as it adds so much to the game I really miss it when I've had to disable it!
reaper_not Jan 4 @ 5:33am 
OK, I've narrowed it down to the dirty flag. In TerminalInfo.cs line 353 there is an early exit commented out. If you enable that the mod behaves much better when disabling the Terminal>>Detail Info Additions. It's clearly a bug fix, but I wasn't able to replicate the bug hinted at in the comments.

So I've left line 353 commented and dropped a config check lower down at line 381. It seems if that dirty flag is set I get the flashing detailed info screen I'm trying to avoid. With an early exit just before setting the flag it behaves nicely when I disable Terminal>>Detail Info Additions.

Obviously it would be ideal if the detailed info screen would behave with the extra info added, but I haven't explored that yet and have a work around that means I don't need to reload my world to switch BuildInfo on and off. I might dig a bit deeper at some point, but it is likely to be a while before I put more time into this as I've found a way round my pain point.
reaper_not Dec 23, 2024 @ 8:26pm 
Just been tinkering a bit with the door script to try and work out what's going on. Found that handy setting but it didn't quite do what I want. I was hoping I could enable/disable the Echo() additions in-game as they are handy most of the time. It kinda worked, but still left some issues.

I've only tinkered with scripts so far, not looked into making mods. So not sure how a mod and a script could cause such a conflict. Hopefully it's just a matter of making the "Detail Info Additions" setting a bit enthusiastic about switching functionality off.

I hope that helps you replicate the issue I'm seeing. Nothing worse than a reported bug you can't replicate locally! OK, I'll correct myself, there is something worse, a rare intermittent bug, never can be sure if you've fixed those. So fingers crossed you get an easy replication, I always find it easier to fix something when I can break it at will :)
reaper_not Dec 23, 2024 @ 8:25pm 
Thanks for the prompt response! Not sure how to share worlds but here is how I've replicated the issue in a fresh world

1: Make a fresh creative world
2: Slap a platform down with power, a door and a programmable block
3: Save and exit
4: Add Build Info mod and reload save
5: Door should open and stay open
6: Load "Whip's Auto Door and Airlock Script" script into the programmable block
7: Door should open and automatically close after a few seconds
8: Open the control panel for the programmable block
9: The extra info area will be bouncing up and down as both Build Info and the script are trying to write to it every second
10: In Mod Settings disable "Detail Info Additions"
11: The extra info area will now flash text without Build Info's additions, but it is blank half the time and you cannot scroll
12: Save and exit
13: Disable Build Info mod
14: Reload
15: The extra info area will now be stable, updating every second and allowing you to scroll