Space Engineers

Space Engineers

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Build Info
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Type: Mod
Mod category: Script, Other
Nhãn: hud
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8.139 MB
6 Thg09, 2015 @ 11:10pm
19 Thg09 @ 7:29am
158 ghi chú thay đổi ( xem )

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Build Info

Trong 1 bộ sưu tập tạo bởi Digi
Digi's Space Engineers mods
51 vật phẩm
Mô tả
Displays more information about the block you're holding or aiming at, along with other features listed below.

Air leak finder was moved to a standalone version! This means you can use that without all the other stuff this mod provides.

Highlight features
  • Config/ModMenu - Player customizable and toggleable features
    Most of this mods' features can be customized or turned off entirely.

    Easiest way to do so is by using the TextAPI mod menu, open chat and press F2, then a button will appear top-left. (Screenshot #6)

    Alternatively you can edit the config.ini yourself, found in: %appdata%\SpaceEngineers\Storage\514062285.sbm_BuildInfo\config.ini which can then be reloaded mid-game using /bi reload in chat.

  • Equipped/aimed block information
    Equipping a block to place will show a text box showing various info about it, like its mass, integrity, time to build, aswell as block-specific data like inventory capacity, power drain/storage, etc. (Screenshot #3)

    Aiming at a block with welder/grinder (ship ones too) will also show this box with data relevant to its current state instead of definition data. (Screenshot #1)
    It shows projected block info aswell, even ones that can't be welded so that you know why they can't be and can see overlays for them too.
    Overlays can also be locked to stay on an aimed real block using Shift+Reload (Shift+R default) and you can also still see overlays for your equipped block at the same time.

    Additionally, the vanilla block info has some colored line additions for critical, ownership and components that grind into something else (e.g. power cells on battery block, Screenshot #1).


  • Overlays
    Showing mount points, airtight cell faces, conveyor/upgrade/terminal ports and various other block-specific data like ship tool influence area, thruster damage, weapon accuracy cone, etc. (Screenshot #3/Screenshot #4)

    Cycled by pressing Ctrl + (can be changed in config/modmenu).
    Also by aiming at a block and pressing Shift ToggleCubeSize (default Shift R) you activate overlay lock-on to keep it visible without needing to keep aiming.


  • Terminal extra info
    Fills in missing info from the block's bottom-right info in the terminal.
    Stuff like inventory usage+mass, power stats, production status, etc.
    Cockpits/RCs also contain grid-wide power stats.
    Selecting multiple blocks also shows some combined stats for them (affected by GUI transparency unfortunately).


  • Toolbar Info
    This covers a wide range of things for toolbars:
    - On-HUD toolbar info for the currently controlled cockpit/RC (Screenshot #5)
    - In-menu toolbar info (right side) for any toolbar, very useful to remind what PB argument that one slot has.
    - Event toolbar descriptions (left side) to explain when each slot gets triggered (for example in sensor's toolbar).
    - Block actions in toolbars have improved text status that includes block-group-aware status too.

    Block Actions also have customized icons for clarity and distinction because vanilla ones are blurry and very few.

    You can also rename slots per cockpit for the in-HUD one using CustomData with [Toolbar] header and page-slot = name format, see /bi help for more details.


  • ConveyorVis / Conveyor network visualization
    Using /bi conveyorvis or /bi cn in chat while aiming at a ship will map out the conveyor networks.
    (Screenshot #2)
    It automatically refreshes when ship blocks or connections change.

    - Blocks that have no ports connected to anything will pulse all their ports red. While broken/unfinished blocks will flash their connected ports a bit orange-ish red.
    - Yellow, Cyan, Orange, Blue, SpringGreen, SkyBlue, LimeGreen are the colors used for networks, they cycle if you happen to have more than the colors of course.
    - Dots same colors as the network indicate blocks with a single port (dead end).
    - Pink dots mean the block can connect to another grid (connectors, rotors, etc).
    - Transluscent boxes indicates inventory (and shows how many inventories with multiple boxes).


  • ... and many more little things
    But this description is too large for steam to let me write, so I've moved the full feature list to a separate page: Full feature list[gist.github.com]


Soft dependency: Text API
The Text API mod is used for better text representation and placement.
Due to the game's auto-adding of dependencies that mod should be automatically installed.

However, this mod will fall back to HUD notifications if TextAPI is not installed or not working.


For modders:
Read: https://github.com/THDigi/BuildInfo/blob/master/Data/Scripts/BuildInfo/API%20Information.txt


Known issues
- Rotating blocks while they're frozen doesn't rotate overlays (game issue: SE-7722).
- Multi-selection block detail info is affected by GUI opacity because it's rendered under, unfixable without KSH adding a way to draw over GUI.


Public testing of new features / bleeding edge version
I've decided to add new features/changes to a separate mod for public testing, if you want to help with testing and feedback, head over to this other mod and read its description:
BuildInfo (bleeding edge build).


Common fixable issues
  • Mod doesn't do anything
    If there wasn't a very recent SE update then it might be download corruption, see guide on fixing that: https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption
  • No text / text and background misaligned
    Most likely you just changed your monitor which has a new aspect ratio, an easy realtime fix for this is to go to options -> display and click ok. Simply restarting the game should also fix it.
  • Error during loading - IOException: The process cannot access the file
    Most likely caused by another mod's errors during your previous world's unload.
    A game restart will temporarily get rid of it but you need to identify the erroring mod by looking in the log at the previous world's unload.
    For more details: SE Wiki - known errors[spaceengineers.wiki.gg]


mod io?
Please read[gist.github.com]
Thảo luận nổi bật Xem tất cả (62)
4
11 Thg08 @ 2:42am
Fatal crash on server start with Aug 5th update
Whackanole
3
28 Thg05 @ 12:55pm
Error trying to load BuildInfo
®oss
1
7 Thg04 @ 11:13am
Toolbar lables
4peace
1.876 bình luận
Digi  [tác giả] 6 giờ trước 
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 8 giờ trước 
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 9 giờ trước 
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 9 giờ trước 
@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 10 giờ trước 
Looks like 208 Core update may have broke Build Info Error Mods have compile errors!
phfor 23 Thg11 @ 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 21 Thg11 @ 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 21 Thg11 @ 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 21 Thg11 @ 11:39am 
@Digi

Fortunately this bug is easy to explain.

Screenshot 1: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3609801178
Screenshot 2: https://steamcommunity.yuanyoumao.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  [tác giả] 16 Thg11 @ 7:17am 
Here is fine, but if it's something that requires more chatting would be better on discord (@m_digi).