Space Engineers

Space Engineers

64 ratings
Small Ships Go-Large
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
73.404 MB
Aug 15, 2017 @ 1:21pm
Jan 18, 2021 @ 6:52pm
42 Change Notes ( view )

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Small Ships Go-Large

Description
This mod allows you to use some of the large block parts on a small armor grid. The parts are considered small blocks so you won't be able to place them in voxels normally. In trying to revive an old mod there have been a few problems I had to deal with, and a few odd things I decided to fix. This is a partial re-vamp of the Large Small-Ship Blocks Mod by aerosabe. I removed all the armor blocks from the original, and a few other blocks I couldn't figure out how to fix. I have updated the mod to use the new models when I could.

There are a few large blocks that didn't work on the small grid so they haven't made the cut, for instance the large block oxygen gen. The small block oxygen gen is much smaller, and is good for a work around. I will be testing other blocks, but if you notice something wrong please let me know. The Large Block conveyor hubs didn't work. If you need a hub and the small block large hub doesn't work for you then use a small (LB) storage container. It works, and adds storage to your ship.

Assemblers have some odd quirks, but they should be used over the other small block mod versions as they properly respect size and conveyor restrictions (giving everyone Time-Lord tech, hilarious). The sides that have connection ports can't use the upgrades properly. I'm not sure why that is, and I am looking into it. The recyclers work fine in all ways though so upgrade away. At all times make sure everything is properly connected before declaring that they don't work. You are dealing with small block scaling now, and a 3x3 connection must have all 3x3 blocks of the connection covered.

I have tested the commonly used items, but others I have not. If you find something is broken I will try to fix it, so please report it. If you have an idea what is wrong with anything in this Mod I could sure use some insight. While you're here please rate this mod.
______________________________

If you like my mod and want me to create and update my mods when updates break them, then please donate so I know which games that I create for are worthy of my time.
paypal.me/thornblackwe11

Original Mod by aerosabe:
http://steamcommunity.com/sharedfiles/filedetails/?id=375205419&searchtext=Large+Small-Ship+Blocks
Popular Discussions View All (1)
0
Sep 7, 2017 @ 5:57pm
Resetting to default
Thorn Blackwell
68 Comments
Thorn Blackwell  [author] Dec 3, 2022 @ 7:35pm 
Mostly, but there is another that most people use. I've been working to break it into smaller mods that are more useful without adding tons of blocks.
Prometheus Dec 3, 2022 @ 5:10pm 
does this still work?
Thorn Blackwell  [author] Nov 7, 2021 @ 12:49pm 
I have noticed this Mod doesn't always play nice with other thruster Mods.When using some huge and giant thrusters sometimes they will not remain in a "group" selection making it necessary to go into terminal and turn them on/off directly. After reviewing the code, and the code of other mods being used together, I have been unable to figure out why this is the case. It is a recent glitch, and started after a recent patch, but was working fine with the Heavy Industry update until this past week. I will continue to search for a reason, but it may be something Keen has changed

It may be a month or two before I work out all the issues, as I recently found out I have cataracts. Even if surgery and recovery go well it may be a couple months before my vision is corrected. It may surprise a few of you that I am 57 years old, but I enjoy this game despite the fact that it took an outstanding community of modders to actually make it into a game not a space themed box of digital legos.
Thorn Blackwell  [author] Dec 28, 2020 @ 9:06am 
One of the hardest things to do is change the blockIDs as it tends to mess up old blueprints (leaving them full of holes). I have on occasion had to as KEEN has added blocks that overwrite my blockIDs leaving theirs invisible when I'd like to use them.

I have not been able to model and add new blocks to the game otherwise there would be 2x4x6 and 3x6x9 Landing gear (Intermediate Landing gear sizes are desperately needed). The same would go for windows scaling them up to 3x3 and 3x6 (6x6, 6x9, and 9x9 panels too) with tinting. If I could do it those would already be in the game.
Annastasya Dec 27, 2020 @ 11:22am 
P.S.: At the time I didn't think of editing the blockID for the jump drive to remove the conflict with SSVMP and SSMMP but that is probably best left for you anyways.
Annastasya Dec 27, 2020 @ 11:16am 
I figured that was what happened. I did try making up a block variations file for all of your blocks to fit into vanilla variation groups but something is calling for an ID that isn't present (and giving a "no instance" error) so I will have to figure out what that is to make it work. If I get it figured out I will let you know and post it for you to review.
As to the Github link, I think there is a strong possibility I was dropped on my head as a baby. Try this [github.com] one.
=-)
Thorn Blackwell  [author] Dec 26, 2020 @ 3:06pm 
@Annastasya - Thank you for the help, though the github link you provided is currently linked to this mod (I suspect a link pasting error I have made a million times myself). I will remove the junk files since they weren't supposed to be included (they're an example of my trying to reverse engineer what KEEN has done and how they have changed how everything works).

@Aurtose - Grav Gen should be fixed.
Annastasya Dec 26, 2020 @ 4:28am 
@Thorn Blackwell:

Also, I have fixed the Wheels sbc and a couple other files that have duplicated vanilla large blocks (I'm guessing a copy/paste/edit that might have not been deleted as intended).

I posted them here on Github if you would like to use them. Feel free to make any modifications to them you like.
Annastasya Dec 26, 2020 @ 4:28am 
@Thorn Blackwell:

OK so I noticed some block variations were not showing all that they should and I realized this mod has a few unneeded files that are repetitive data from a non-DLC build of SE. One of which is for block variations. This causes all block variations from mods and even DLC to be lost and reverted to non-DLC! The following files are redundant to SE defaults and cause conflict with any mods that add to or change this default data. (Variants is messing up DLC blocks & mods, likely due to the same name & path as the original SE file.):
BlockVariantGroups.sbc
CubeBlocks.sbc
CubeBlocks_ScrapRacePack.sbc
EmissiveColors.sbc

Deleting these files from the mod fixes the issues.

Also, CubeBlocks_Wheels.sbc is missing Default="true" from suspension bottom mount points and the icon textures called for the wheels do not exist. WheelSuspension3x3.dds should be WheelSuspension3x3Left.dds, etc.
Thorn Blackwell  [author] Dec 18, 2020 @ 4:27am 
@Aurtose - I suspect the Jump Drive from the SSVMP has the same SubtypeID as I use in this mod. If that is the case then whichever mod is higher on your mod list would get loaded last (and therefore the mod farther down on the list would be replaced as they have a lower priority during the loading of mods. If you move this mod to just before the other then you won't see the small jump drive if I'm correct.

The hydrogen engines are another issue, but I am at a loss as to what it might be. As for the gravity block I will look at it and correct it.

I want to thank you for reporting the issues, and while I may not be able to fix it all the time I'd rather get the information than have a bug go unreported.