Space Engineers

Space Engineers

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Block Picker
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Type: Mod
File Size
Posted
Updated
441.138 KB
21 Apr, 2023 @ 4:35am
30 Aug, 2023 @ 4:38am
4 Change Notes ( view )

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Block Picker

Description
Block Picker - An eyedropper for block types

Block Picker adds eyedropper functionality to block types. Press Ctrl-G while looking at any block, and you will get a build cursor for this block. Its as simple as that!

Blocks can be picked at about the same distance as they can be placed. For more control when trying to pick small blocks, like Interior Lights, you can also get out your welder or grinder, and their selected block will be picked instead.

Color and Skin will not be picked at this time. Space Engineers does not currently let mods interact with the skins much at all, and faced with these limitations, I decided it was better to leave it out entirely for now. But of course you can always press Shift-P to pick the color from the block you are looking at, as well.

Note: This may bypass research requirements, or other block building limitations. However, some care has been taken to try to support common ways of disabling blocks, to allow a wider range of usages.
50 Comments
Ronchi 29 Mar @ 3:12pm 
does this only work in creative ?
Stef 16 Jan @ 2:05pm 
I'll give my contribution: if you changed the default G key (that opens block selection panel) then Ctrl+G won't work, you need to do Ctrl+ the key u binded to open that panel!

Took me a year to figure out XD
Time is killing me. 4 Nov, 2024 @ 10:17am 
thank you:steamthis:
HyratelWyvern 24 Sep, 2024 @ 11:36am 
This covers a sorely needed gap in functionality. Bless.
Devilers 20 Aug, 2024 @ 11:22pm 
Upon pressing Ctrl+G on `Automaton Timer Block` which is linked oiny to two blocks (programmable block on left + event controller on right side) getting this exception:



BlockPickerSession: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.GetCurrentBlockForBlockVariantGroup(Int32 idx, MyBlockVariantGroup variants, Boolean respectRestrictions)
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.UpdateCurrentBlockToLastSelectedVariant()
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.SetCubeSize(MyCubeSize newCubeSize)
at Sandbox.Game.Entities.MyCubeBuilder.ActivateBlockCreation(Nullable`1 blockDefinitionId)
at Sandbox.Game.Entities.MyCubeBuilder.Activate(Nullable`1 blockDefinitionId, Boolean groupwideDLCCheck)
at nevcairiel.BlockPicker.BlockPickerSession.HandleInput()
brantje 18 Aug, 2024 @ 11:26am 
Is it possible to disable the automatic switch from small grid to large grid?
Reiyuka 6 Aug, 2024 @ 11:03am 
This is a great plugin. It would be a little greater if maybe it worked with projections, as well as regular blocks? Maybe I'm just doing it wrong! :)

Also, it would be helpful if it started with the orientation of the block being picked.
UEAdmiral 23 Jul, 2024 @ 3:34pm 
For those like me, who find that the Control-G keybind doesn't work with Block Picker, check whether you have rebound the Toolbar Config function!

The key command for Block Picker is NOT Control-G de jure; it is Control-G de facto. Technically speaking, the key command is Control + [Toolbar Config Key], which DEFAULTS to G, but is not necessarily G !

Maybe I'm a bit pedantic on the subject; however, I would suggest author edits the mod description accordingly.

Beyond that, thank you for the mod! I know it's going to be a huge help now that I figured out why it wasn't working for me!
kinngrimm 23 Apr, 2024 @ 7:43am 
F.e. the armor replacer mod, changes block armor type, but not the shape. I would imagine a Block Changer to do both, for a selection of blocks. Whereby that selection as said below can be of all blocks of one type, or added addtional different block shapes/materials and then be replaced by a predetermined stored other block of chosen shape and material.
kinngrimm 23 Apr, 2024 @ 7:38am 
Thanks a lot for this mod. It has become a staple for my creative mod list.
I hope you are open to suggestions for expanding your mod, if not maybe someone else could pick em up :).

With different shortcuts, select all blocks of the type you are currently holding(selected by shift g or a block chosen from the toolbar). These then are marked by colored boxes like one of the pluginloader script for projectors allows for.
Add or remove additional blocks to that selection by yet some other shortcuts(shift +, shift - and looking at the block).
and then have those blocks swapped out all at once with a different block that is f.e. stored in the clipboard.

That then would allow for an intuitive mass change of blocks on the whole grid, with the capability of finetuning the selection of blocks that should be changed or left out from that change.