Space Engineers

Space Engineers

Build Info
1,855 Comments
King_Bee01 Sep 25 @ 4:45pm 
is there new build info stuff for the food update?
Alexis The Calico Yokai Sep 19 @ 8:45pm 
So, I'm having an issue. I have the mod on every time I make a world, but for some reason the numbers above the inventory fill bar aren't showing up. Is it a weird load order thing or am I just doing something that's making the mod not show some things?
Digi  [author] Sep 19 @ 9:44am 
Yeah makes sense, it'll be in the next bleeding edge build, and a while until it reaches this build xD
(DANIEL) Sep 19 @ 9:36am 
Yes, it would be great, because I am an administrator of a server in Brazil, and from time to time a new player joins and I need to help and I can't see it through the command, so I have to ask him to broadcast the screen via discord
Digi  [author] Sep 19 @ 9:25am 
Hmm you want admins to be able to see conveyor networks even for grids they don't own?
If so, I could put make it only work if you enable "access all terminals", might make it a bit more opt-in by the admins instead of having it inherently.
(DANIEL) Sep 19 @ 9:12am 
Would it be possible to put a check in (/bi cn) or (multi tool) that verifies if you are an administrator, can you see it even if you are the owner?
using something like:
(player.PromoteLevel != MyPromoteLevel.Admin)
Digi  [author] Sep 17 @ 4:37am 
First off, does turning off terminal info fix the issue?

If the terminal info is colored that's likely the cause: https://support.keenswh.com/spaceengineers/pc/topic/44890-scroll-issue-with-mod-apipb-detailed-info-color-tags combined with this mod's refreshing of terminal info.

If not colored, what block is it from what mod or what PB script?
Simboulis-PC Sep 17 @ 2:01am 
Idk if others have this issue, but for a long time I've been having a issue with info sidebars in the terminal where if i scroll down it snaps back to the top, as far as I can tell the culprit is the little animation that plays of the sliding dot to show that Build info is interacting with it, is there a way to remove the animation or toggle it without turning off the terminal build info settings altogether?
MAsk926 Sep 16 @ 12:41pm 
@Digi
thank you for the help, that fixed it!
Digi  [author] Sep 16 @ 12:39am 
@MAsk926
That was fixed, are you sure you're using the ones I've uploaded?
It could also be that Steam didn't update it properly, force a redownload: https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption
MAsk926 Sep 15 @ 11:30am 
whenever i have this mod in my game it is making my health show as 0%, do you have any idea why it would do this?
[TLD]Bob77 Sep 6 @ 11:05am 
Is there any way to "lock" the terminal overlays, that appear on selected components, when I close the terminal?
Delta99 Aug 22 @ 7:16pm 
Thanks Digi. Yeah, I did update the DS before trying this so something is weird. Perhaps that update didn't happen properly although everything appeared as if it did. I'll look for this "Server Build Number: 1" next time I'm able to take another look.

I had a feeling it didn't have anything to do with this mod specifically but everything else looked OK. I'll take it up with Keen if needed.

Been running for ages without any issues like this.
Digi  [author] Aug 21 @ 5:04am 
Just for clarity, that has nothing to do with the mod content so nothing I can do about it from my end.

A few weeks ago I know of some steam changes that broke DS mod downloading, followed by a DS-only update that fixed them. So force an update on the server and then check in SE DS log for "Server Build Number: 1" at line 7 to confirm you have the hotfix.

If that doesn't help, ask in keen's discord at #help-for-community-servers - they stumble into problems similar to this frequently and would know how to fix it.
Delta99 Aug 20 @ 7:35pm 
I tried removing the mod and starting the dedicated server and it started. Then tried re-adding the mod and no go. Same sort of failure. I'll keep looking for a solution as this mod is fantastic and don't think I can play without it :)
Delta99 Aug 20 @ 7:17pm 
Any idea how to fix this? Stopped working a few weeks back after an update and only now able to check it out. This is on a dedicated server and don't know how to fix it or what to try:

2025-08-20 22:15:19.165 - Thread: 12 -> Error during downloading: Fail
2025-08-20 22:15:19.171 - Thread: 5 -> Mod failed: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.176 - Thread: 5 -> Failed to download mod: Id = 514062285, title = 'Build Info'
2025-08-20 22:15:19.182 - Thread: 5 -> Downloading mods failed
Digi  [author] Jun 25 @ 5:05am 
@SpaceLooker thanks, I posted in the mod's page explaining the cause which happens without my mod too in the right contexts, it's just something they need to check and it won't crash anymore.
SpaceLooker Jun 24 @ 12:09pm 
Hi Digi,
First off — thanks for the amazing BuildInfo mod, it’s incredibly useful!
I’ve run into a serious conflict between BuildInfo and another mod:
Space Anchor by 寂语不言丶 (Workshop ID: 3059041579).
When selecting the Space Anchor block in the toolbar or placing it, the game crashes with a NullReferenceException triggered from the Anchor's ClearGravity() method. BuildInfo likely triggers the block logic prematurely during preview or info generation.
Here’s the relevant log excerpt:

Exception: System.NullReferenceException
at 不言.空间锚.逻辑.空间锚逻辑.清除重力() // "ClearGravity()"

Would it be possible to add a way to exclude specific block SubtypeIds from BuildInfo’s processing via a config or internal filter? Something like:
[IgnoredBlocks]
SpaceAnchor = true
This would let players use both mods without crash issues and would be useful for similar edge-case mods.
Oleg Jun 11 @ 9:35am 
This mod does not support localization? :(
https://steamcommunity.com/sharedfiles/filedetails/?id=3019243704
Mellie May 23 @ 9:54am 
Sorry.
Digi  [author] May 23 @ 9:45am 
@Mellie - but why? :winter2019saddog:
Jack Schitt May 23 @ 12:32am 
@Mellie: The author (Digi) probably added Leak Finder as a required mod for this because people complained it was removed from Build Info. Leak Finder used to be included in Build Info, but due to requests Digi was kind enough to make Leak Finder a stand alone mod.

This mod has over 236 THOUSAND subscribers. That's a lot for a mod author to provide support for. I haven't seen anyone else complain about Leak Finder being a requirement / dependency. More than a few people complained it was removed.

The majority wins.
Mellie May 22 @ 8:34pm 
Air leak finder gets auto installed when put into mod load list and starting the world. I don't want it
@Jack Schitt
i usually dont outright delete it but move it to a backup location in case i need it later and delete it then when its clear its no longer needed.
Jack Schitt May 11 @ 9:51am 
Ah, thanks! Delete it and the default will get generated?
@Jack Schitt
config stuff inside the main and world specific storage file is usually autogenerated if its not there, so that is one way to reset configs.
Jack Schitt May 11 @ 9:41am 
Is there a way to reset the local config file back to its default state if we'd want to? If so...how do we do that?
andersenman May 4 @ 4:30am 
Beautiful update, thank you!
(DANIEL) May 3 @ 10:08pm 
It would be possible to add a variation that allows the admin to use a command similar to "/bi cn" to have access to see other players, to help and guide new players, something like: /admbi cn ?
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.