Space Engineers

Space Engineers

Build Info
1,836 Comments
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.
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.