Space Engineers

Space Engineers

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[QoL] Mechanical Keybinds
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
900.498 KB
24 Oct, 2020 @ 3:45pm
9 Apr, 2023 @ 9:48pm
26 Change Notes ( view )

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[QoL] Mechanical Keybinds

In 1 collection by DraygoKorvan
Quality of Life Mods
7 items
Description
A Quality of Life mod to bring more engineering in Space Engineers.

Control your pistons, rotors, and hinges with movement keypresses!

Bind mechanical blocks to control keybinds
You can bind a mechanical block to the following controls (Default binds in parentheses):
  • Left/Right (A/D)
  • Up/Down (Space/C)
  • Forward/Backward (W/S)
  • Pitch (Mouse Up/Down, Up Arrow/Down Arrow)
  • Yaw (Mouse Left/Right, Left Arrow/Right Arrow)
  • Roll (Q/E)

Important! To control the mechanical blocks you must add them to a block group that includes the controlling cockpit. Only one group at a time per cockpit is supported.

On the controlling cockpit you need to add the Control Mechanics action to the cockpits toolbar.

To take control of the mechanical blocks change the Control Mechanics action bound to the cockpit to On. Note, if you add or remove blocks from the block group you need to turn control mechanics Off then On again if it is enabled when you modify the group.

Advanced Options
You can set the home position of the Mechanical block.
Block can be set to return to the home position if the input is 0 or if control is released.

Basic Setup Instructions

You can find the controls for the mechanical block added to the bottom of the terminal controls for each block:



Set the Bind and Control Velocity. Control velocity is multiplied by your input and will control the final velocity of the mechanical block.



Add the mechanical block to a block group that contains the cockpit from which you want to control the mechanical block from.



Add the Control Mechanics action to your cockpits toolbar. Toggle this to on to take control of your mechanical blocks.




TBD: Auto reverse when block reaches a maximum/minimum
Potential TBD: Gimbaled input

Discord
Discord[discord.gg]
Popular Discussions View All (6)
10
27 Jul, 2021 @ 1:43pm
[Bug Report] Blcok data resets on grid unload/load on Dedicated Server
WalrusMan
3
26 Jun, 2022 @ 2:14pm
[Bug Report] Mech Keybinds control crashes DS
BDCarrillo
2
28 Oct, 2020 @ 1:12pm
[Bug Report] Remote Block
Calcipher
353 Comments
Breakman 25 Dec, 2024 @ 8:35pm 
@hanniah yes if you only have 2 mechanical blocks. but if you want more control or have more blocks this is much easier and more fluid in its movement
Breakman 25 Dec, 2024 @ 8:34pm 
never mind, i figured it out. for anyone who did not know like me the "set and move" toolbar actions change the limits. they don't just tell it to go to a specific place. i was using this function to sow and deploy my drill crane. but each time i did that it set the limits on the rotor. sad there isn't a function to move to a set distance without making that the limit
Breakman 25 Dec, 2024 @ 8:06pm 
I have a crane with a drill on the end. everything works. however the rotor sometimes glitches and cant go past 0 degrees one direction but it can go all the way around in the other direction. and the direction is not always the same. not crippling but wonder if you have any thoughts on this.
Hanniah (she/they) 24 Dec, 2024 @ 9:35am 
Isn't this replaced by the custom turret controller?
Alfafiles 19 Dec, 2024 @ 2:55pm 
:steamthumbsup: :steamhappy: (12/20/2024) The mod still works, EVERYTHING is OK!

Please note that all the blocks you want to control MUST BE IN ONE GROUP, and the cabin itself must be in THIS GROUP, then add the cabin to the bottom menu of quick commands, selecting the "Control Mechanics" item when adding and switch to the "ON" mode
Seven 8 Dec, 2024 @ 9:18pm 
Nevermind... I figured it out.
Seven 8 Dec, 2024 @ 9:17pm 
I'm trying to get this to work on a small grid and it doesn't seem to do anything. I'm not sure where I'm making the mistake, I'm following the guide here but no joy...
MaxStone 5 Dec, 2024 @ 1:09am 
it does work for me, but trying to add in timers to control the rotors as well is messing stuff up. IDK if its because of me, or the mod, but it was working quite well before i messed it up
OG Puss 28 Nov, 2024 @ 6:28pm 
doesn't work
AWeebGaming 19 Nov, 2024 @ 5:29pm 
Is there a way to have let's say a single rotor to have two possible ways of control? Like, if I saw it want pitch and roll to be controllable in a rotor, is it possible?