Space Engineers

Space Engineers

Build Info
1,885 Comments
Power Connoisseur Dec 7 @ 11:04am 
Just recently found out about the Multitool and... Digi, thank you for the Ruler.
As for the Conveyor Vision... No worries. Thank you for the reply, hope life's treating you well.
Digi  [author] Dec 7 @ 1:31am 
@Power Connoisseur
There is not, I've added a to-do marker in the code for it but it's not going to be done anytime soon :/

@SatansGunRunner
It boils down to: look at a ship, open chat, write /bi cn
Alternatively, it's also part of the Multi-Tool, equip it to your toolbar like any other hand tool.
SatansGunRunner Dec 6 @ 2:28pm 
Please, someone help. I just want to bring up conveyor pathway. I can not find a "dumb dumb" tutorial, and I am having problems understanding the instructions given from this page.
Power Connoisseur Dec 1 @ 5:09pm 
Beautiful Mod. Finally my sanity is safe... being able to change Survival Mode Block Placement Distance is so damn good!

Digi, is there any way to move the Conveyor Vision Information Box? (The ConveyorVis Color Meaning Box) I don't see anything in the Settings regarding ConveyorVis, but I could be missing something.
Digi  [author] Nov 28 @ 11:20am 
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Lonewolf Nov 28 @ 6:04am 
Is there any way to get this working with Rich HUD. It is running but no text on screen. F2 says it does not work with Rich HUD. No idea how to get this working with Rich HUD.
LJS Nov 25 @ 7:26pm 
Ok, thanks
Digi  [author] Nov 25 @ 4:19pm 
Nope, that's the game adding a configurable thing for items and the default is to deposit, it used to be hardcoded to specific types of items.
Report it on the mods that add/override the items and ammo (and yeah I need to update my tools too xD)
LJS Nov 25 @ 2:01pm 
awesome mod, any chance this mod is why the dump all button in my game now dumps my tools?
Digi  [author] Nov 24 @ 5:38pm 
That's a feature of this mod, it alerts you if other mods have compile errors which means something is wrong and should investigate instead of playing normally and get surprises =) but nothing about this mod itself... in fact if it does fail to compile, it can't alert about itself because it's all or nothing with compiles per mod.
Yazeke Nov 24 @ 3:07pm 
So far only then issue I seen to be with Build Vision. I also notice on the mod information page the click to open in Workshop don't work.
konastretch85 Nov 24 @ 2:54pm 
I had the same warning when starting a save with build info. The interaction with blocks while holding a tool seems to be the only feature that is affected. I'm sure it will be sorted soon.
Delta99 Nov 24 @ 2:14pm 
@Yazeke do you have more details on the issue. I didn't notice anything other than looking that the logs came up clean on server restart. I jumped into the game and didn't notice any issues either but I wasn't looking in much detail
Yazeke Nov 24 @ 1:28pm 
Looks like 208 Core update may have broke Build Info Error Mods have compile errors!
phfor Nov 23 @ 11:00am 
An issue most minor - the "Inventory GUI will have the right side helmet icon blinking when player interacts with an entity whose inventory has items and does not show up on the rocket tab" is misaligned when using an ultrawide resolution (3440x1440 in my case), it's offset to the right a little too far.

If it's an easy fix. Otherwise it's mostly ignorable.
Davv Nov 21 @ 11:41am 
It was over 1k chars so I had to split comment ;-;

If you can't reproduce issue or need help reproducing it or if you want me to find other edge-cases for this issue, feel free to contact me on Steam or Discord: davv1_
Davv Nov 21 @ 11:39am 
@Digi

How to reproduce: Probably just place piston top part, or even entire piston, that way it does have two conveyors on it's sides. If it won't reproduce bug, then we can try way I discovered it in my survival save: conveyor to which piston top part was connected (this was part of bigger structure which clang damaged) was destroyed, yet entire structure was still intact. Took me a while to find culprit why my welder's aren't working 😣🤣

P.S. I've set screenshots to non-public.If it will make issues I can change them to public or toss them over imgur, whatever :)
Davv Nov 21 @ 11:39am 
@Digi

Fortunately this bug is easy to explain.

Screenshot 1: https://steamcommunity.com/sharedfiles/filedetails/?id=3609801178
Screenshot 2: https://steamcommunity.com/sharedfiles/filedetails/?id=3609801157

There's little bug (maybe internally it's not as little as it is to end user..).
When piston top part is attached perpendicularly and it's not touching it's conveyor face to any other conveyor gates, Conveyor Network Visualiser still sees it as one connection.
Expected behaviour should be that these are two different networks.
Digi  [author] Nov 16 @ 7:17am 
Here is fine, but if it's something that requires more chatting would be better on discord (@m_digi).
Davv Nov 16 @ 5:01am 
Hello @Digi
Where would you like for me to submit bug? ie which platform/way would be mostly suitable/easiest to manage for you?
Lampglow Nov 6 @ 4:48pm 
This mod is so incredibly useful! Thank you!
Mad_Hat Oct 22 @ 2:59pm 
Ah, I see! I can understand the difficulty of getting your point across with so little space :)
Digi  [author] Oct 22 @ 10:47am 
It's a bit hard to explain in short there, what exactly is unclear about it?

The thing I'm trying to do there is raise awareness (maybe "WARNING" is a bit too much? xD) about how the block's emissives (the colored glowing bits on the model) behave.
With both toolbar slots having actions, it will color the emissives with blue when it triggers one and cyan for the other (forgot which is which, I'm mentioning it in the toolbar GUI).

But if the slot doesn't have any actions (on any pages) then it will not color the block at all, and if someone were to rely on that coloring to debug things then they'd think it's broken or something, it's just bad behavior IMO.
Mad_Hat Oct 22 @ 8:43am 
I can't find any reference online for this warning displayed in an Event Controller, any ideas? https://imgur.com/a/7evx6BE
Digi  [author] Oct 2 @ 5:03pm 
@MagboneD
No, but that does sound like an useful idea for creative tools/mode only.
Problem is, I haven't found a way to change the block's preview model in realtime so that's mainly why the construction models are all shown like that, but also that mode makes it harder to place things and I'd need some new key bind probably to cycle the selected construction stage...
I could make it a multitool instrument to set the construction stage for an existing block, but that's similar to using the welder after placing :/ it'd be way faster but still probably not what you had in mind?
Can you think of something more streamlined for player to do to tell the mod to place a specific build stage? Also if you want to chat about this more in realtime, I'd say ping me in KSH's discord in #modding-programming - DM would be fine too but in the public channel others can pitch in too, maybe someone has a better idea on the UX part... there's even a professional UX programmer lurking around there.
Digi  [author] Oct 2 @ 5:03pm 
@Alexis The Calico Yokai
Not sure what you mean, this mod doesn't add any numbers to the inventory bar and vanilla doesn't have that either.
Sounds like you're using a specific HUD mod and then added another mod that also modifies the HUD definition and since they're not additive only one of them can work. You can tell which mod it is by the changes it made to the HUD (compare screenshots between that and vanilla).
@MagboneD
dont think you can place down the build stage preview and need to place them down the normal way and then build them up far enough, building them fully and then grinding them back down has no use besides wasting time as the grinded down block cant take more hits before getting destroyed than the same block just welded up as far as you want it.
MagNerdic Oct 2 @ 9:51am 
@Abisuus No, I'm referring to the Alt+R function of Build Info that lets you see the block model for each stage of welding progress the block with go through during construction (mentioned on the Build Info Readme (link below):

It's cool and all, but I'd like to include some of those models in my creative build without placing and grinding down a bunch of individual blocks.

https://gist.github.com/THDigi/4c59566005d0e1255ead543fdb90f16d#:~:text=Can%20preview%20all%20construction%20models%20too%20using%20Alt%2BCubeSizeMode%20(default%20Alt%2BR)%2C%20useful%20for%20builders%20that%20want%20to%20use%20those%20models%20for%20decorative%20purposes .
@MagboneD
you mean the shadowblock you have when selecting for example a light armor block to place?
if thats the case thats part of vanilla and you should find the key you hava avaible to place that block inside your games keybinds.
MagNerdic Oct 2 @ 9:32am 
Is there a way to actually place the construction models from the Construction Preview? All I seem to be able to do is view and rotate them.
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.