To keep things smooth and playable for all, we have a number of Automated Cleanup Systems that run, as well as some manual cleanup practices. To ensure that the stuff you want to keep doesn't get "cleaned," be sure to do the following:
Please note that when working with merging merge blocks, one or both grids will often be renamed back to the default Space Engineering "Large Gridxxxx" or "Small Gridxxxx", so check your grid names every time you un-merge or merge.
In addition, if a block is welded or ground while you are trying to rename (such as a Build and Repair system doing welding for you), the rename will not work. Be sure that Build and repairs, welders, and grinders are off when renaming.
A refinery calculator spreadsheet created by Draconis Staff can be found here at this link for you to make your own copy of to use. Making your own copy lets you change ore amounts, module configurations, number of refineries, and type of refinery so you can get real data on what to expect for what you currently have.
This page lists some of the lesser-known keyboard shortcuts for Space Engineers. Some may be Single Player only or require Admin access, this is just a reference tool.
Ctrl + Z | Used when facing a ship, this locks your suit dampeners/your ship into 'relative damping' mode. This means you will match the speed of the grid you are aimed at. NB: You must have no other keys pressed when hitting this command. |
Shift + MMB | This is the spectator mode equivalent of Ctrl+Z, however it is unfortunately not acceleration-aware so will only match your camera to the speed of the grid you are aimed at that precise moment in time. |
Ctrl + Mousewheel up/down | Adjust the rotation speed of your spectator camera - as in, how fast you turn or roll your camera. |
Shift + Mousewheel up/down | Adjust the speed of your spectator camera - as in, how fast you move forward/backward/up/down/strafe left/strafe right. |
Ctrl + B | This will blueprint the grid you are aimed at, including all subgrids. |
Ctrl + Shift + B | When aimed at a grid, this will blueprint the subgrid you are pointing at and ignore the rest of the grid. |
Alt + F10 | Activates the Admin menu (Allows you to see grids, adjust weather settings, adjust cleanup settings etc). |
Shift + F10 | Activates the Admin Spawner menu (allows you to place items, planets and so forth). |
F10 | Activates the Blueprints menu. |
F11 | Activates the Debug menu, showing mod errors, allowing you to export prefab files, etc. |
Shift+F11 | Cycles through different sets of debug information, drawn onscreen in yellow text |
This is how to show Steam's server list and how to show the Sigma Draconis cluster in it:
The most common bugs can be corrected by re-spawning or using !fixship.
Note, while it may not be a bug, players can get the gps loaction a blueprint was taken from if it is shared. DO NOT upload a blueprint from the live server to the workshop or share it with others unless you trust them. We will not restore a grid lost due to you uploading a blueprint of it to the workshop. The best way to share it to the workshop is to take it on a private test world with our mod pack on or to use our CATTUS server (if you are a patreon)
Problem:
!blocklimit mylimit
commandSolution:
!blocklimit mylimit
will confirm if it is player or grid limit); use !fixship
on the grid, followed by the below!blocklimit update mylimit
command to update all your limits
!fixship "grid name here"
with quotes around the ship name to fix. You'll know the grid name because you just loaded it from hangar so it should be in your chat box.!fixship
clears all projector data as wellProblem:
Solution:
!entities refresh
command – note: This command can crash your game client, so reconnecting is the recommended wayIssue link: https://github.com/N1Ran/DisabledProjectedBlocks/issues/2
Problem: We allow active refineries and assemblers to prevent a grid from being concealed, which theoretically lets them refine/assembler 24x7. However since Q3 2020 there has been a bug that prevents them from starting up again after a restart until a player visits them. Thus your grids will continue to refine/assemble from when you log off (assuming you visited those grids at least once) until server restart. It will then stop until a player (usually yourself) visits those grids again
Fear not! This is a client side HUD thing only – you aren't actually going any faster. Just the speedometers broke.
/images/misc/rts_speed_hud.mp4
So you've lost your grid. And now you cant remember where it is to get back to it. Luckily you can use a contract block to find it!
As long as:
Then you can find it with a contract block following these simple steps:
If a search contract fails it generally means the grid has no power. A repair contract configured the same way as above (except "repair" instead of search) will often function in its place.
If these steps fail to solve your problem, please open a ticket and let us help
!fixship
while looking at the grid.Interior Light Bounding Box | Light Armor Block Bounding Box | Interior light in voxels - Prevents convert to ship |
!entities refresh
may also correct it, however this sometimes crashes the game on useThis is a WeaponCore bug, the turret failed to initialize and it may not work properly, settings missing in control panel, etc.
To fix it: get out of your rover, and while looking at it, type twice in chat: !fixship