Space Engineers

Space Engineers

ModAdjusterV2
59 Comments
PeterRabbit 24 May @ 4:15pm 
The directory structure of the sbc files you are modifying doesn't matter as modadjuster is modifying the values of the objects inside the game API, rather than messing with sbc files directly. Just put your xml files in the modadjuster folder and it should work still.
REV4666 24 May @ 12:17pm 
can you change files that are not in the data folder? if you have a file that is like this: data\other\file.sbc how do you configure modadjuster? do i still put the xml file still in the modadjuster folder?
PeterRabbit 23 May @ 8:20pm 
ModAdjuster is ONLY for patching sbc files. If you want to tweak the cs scripting for a mod, you'll either have to reach out to the mod developer to get them to change their mod, or you'll have to create your own modified version (with the appropriate permission of course).
Eris 23 May @ 2:53am 
So can I get a definite answer on whether or not I can modify a cs file for weapon core weapons because I've been trying man and I ain't having no luck :steamfacepalm:
BigMonki 2 Mar @ 3:05am 
ive encountered a problem, every time i add ModAdjusterV2 into my world i cant load in anymore, it tells there is an error and i need to check the log? are you able to provide any assistance?
(DANIEL) 2 Dec, 2024 @ 7:16pm 
When I try to edit the recipe of components used in a block, the game does not load the textures and icons of the mod blocks from the edited file in the xml
boz 26 Nov, 2024 @ 6:00pm 
@PeterRabbit, there is a bug with any block that uses fuel. You must always include the "FuelInfos" section whenever you modify a block that uses fuel or it no longer accepts any fuel.
Space Ace 8 Nov, 2024 @ 9:28am 
Is this mod capable of altering a mod config's default state?
PeterRabbit 21 Oct, 2024 @ 1:36am 
If I use this mod to tweak an unrelated property of reactors, for example their MaxPowerOutput, it makes me unable to put uranium ingots into their input slots.
PeterRabbit 18 Oct, 2024 @ 11:42pm 
Notably, the exact same changes, but done using a standard .sbc file, does not cause the issue. If needed I can send over a minimal repro example.
PeterRabbit 18 Oct, 2024 @ 11:28pm 
If I adjust the integrity of components using ModAdjuster it causes the integrity of blocks to act extremely buggy, such as blocks placed in creative mode not having full integrity, or existing blocks losing integrity for no reason.
Arstan 7 Sep, 2024 @ 1:57am 
After spending some time working with this mod, and lots of experimentation, this mod is absolutely amazing. Thank you for your work good sir!
Arstan 5 Sep, 2024 @ 10:57am 
Do you have to make a seperate mod adjuster adjustment mod for each mod you adjust or can you bundle a bunch of mods adjustments into one mod adjuster mod?

If so, are we able to organize the files into mod specific folders and then reference file with path in the ModAdjusterFiles.txt? I am hoping to bundle a few edits together but I am running into a bunch of similar named files. I am also hoping not to bloat the mod list with multiple mod adjuster mods or having to merge several definitions into same named files.
DarkFight 1 Aug, 2024 @ 10:11am 
How can I use this with a Torch server?
Do I have to upload the customized files as a separate mod + this mod here + the mod in which I want to customize the files?
The_Swack 20 May, 2024 @ 9:01pm 
@Valkria Freyja yes you can use Mod Adjuster modify Weaponcore weapons.
Mr_Mosey 1 Apr, 2024 @ 9:19pm 
Does this work with other mod file types? I'm looking to make a few adjustments to the resource convoys in the Escape From Mars mod. The file containing the data for the convoys is a .cs file. Does ModAdjuster let me modify data in those types of files as well as .sbcs?
Valkyria Freyja 31 Jan, 2024 @ 12:36am 
Can you not use mod adjuster to modify Weaponcore weapons?
martin.andreev92 13 Jan, 2024 @ 9:28am 
Also another quick question.

Error: Error during loading session:System.InvalidOperationException: Nullable object must have a value.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at ModAdjusterV2.Definitions.AmmoDefinition.AmmoBasicProperties.Load(MyAmmoDefinition def)
at ModAdjusterV2.Definitions.AmmoDefinition.Load(MyDefinitionBase definitionBase, String path)

when I try to change the ammo def. Tried even with the whole file without any changes and it did not work.
martin.andreev92 13 Jan, 2024 @ 9:13am 
Ok, i think I figured it out. The breaks the log inside the \Roaming\SpaceEngineers\Storage\3017795356.sbm_Adjuster. Maybe when my change throws an error, it does not release the lock on the file? As when I delete the logs manually it works.
martin.andreev92 13 Jan, 2024 @ 8:58am 
Getting the same error again :(
Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()

Any idea, what i am doing wrong? if i get an error in my mod even 1 time, then everytime i try to use it I get this error. I saw its related to logs.
martin.andreev92 12 Jan, 2024 @ 5:41pm 
Ok, after Windows reboot it is working as expected, Strange.
martin.andreev92 12 Jan, 2024 @ 3:42pm 
Hi, I am getting a strange error, when I try to use it. Tried even inside an empty word with only the mod adjuster and i am getting.

2024-01-13 01:38:43.282 - Thread: 1 -> Error: Error during loading session:System.IO.FileNotFoundException: Unable to find the specified file.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ReadFileInLocalStorage(String file, Type callingType)
at ModAdjusterV2.Session.Logs.RenameFileInLocalStorage(String oldName, String newName, Type anyObjectInYourMod)
at ModAdjusterV2.Session.Logs.InitLogs()
at ModAdjusterV2.Session.ModAdjuster.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
Sardaukai 25 Dec, 2023 @ 8:41am 
That's normal,
you have to add the vanilla components in addition
Sometimes it replaces the whole parent, sometimes one one entry.
I also have to test a lot
SinOfDeath 17 Dec, 2023 @ 11:42am 
Thank you! figured out, my files were not converting from .sbc to .xml! so it loads everything now! though now i've run into an issue, were it only shows the modded components in the assembler tab and none of the vanilla :/
Sardaukai 17 Dec, 2023 @ 6:56am 
I just tested it and it works as intended.
Investigate the log file at Storage\ModAdjuster or the local error logs at ALT-F11 if you run it locally. At server/ds see the logs there.

I messed with it some days before it works. It is also very picky with comments at the xml file
SinOfDeath 16 Dec, 2023 @ 11:30pm 
hello! i was wondering if this will allow the adding of lines that are not in the original mod? i am trying to change the ingot requirements for tiered tech blocks components with that of another mod. so far i can make it work by changing and adding the new ingot ids in the og mod folders and run it locally and it works. when i go to use your process, the only lines that seem to be edited are the original lines, without adding in the new ones
Titan Nya 29 Nov, 2023 @ 7:31am 
That's also why so far I only made change for me locally and not reupload anything, but not having update on mods and checking manually (I have a txt with what mod I copied and what I did) is a pain so gonna test this out in this new gameplay
xXShadowNinjaXx 25 Nov, 2023 @ 9:52am 
@Digi Yea that makes sense, and before I modify someone's work I always ask them first, I know I'm not entitled to something someone worked so hard to create.
Jan van Pommes 24 Nov, 2023 @ 7:45am 
So ... i really did everything exactly like described, but this does not do anything :(
*Sad man noises* ...
Barcker0815 3 Nov, 2023 @ 5:55am 
Best ever
bugor610Z 1 Nov, 2023 @ 2:40am 
nice
Digi 22 Oct, 2023 @ 10:54pm 
@xXShadowNinjaXx Main reason is you're not entitled to reuploading people's work, you need to ask for permission, just like for this very mod says in its own description.

With this mod you can only upload partial sbc for the things you want to change and nothing more, and have the original mod as a dependency. Another benefit is because this allows partial edits, you still benefit from updates from the author if they change something else in the same definition that you're not overriding.

This is also not exclusive to mods, you can do the same thing to game content where you change only specific things without overriding everything else about the definition, this makes it way more compatible with future game updates.
xXShadowNinjaXx 22 Oct, 2023 @ 12:49pm 
Can someone explain to me how this is better than just going into the mod file editing it there, then uploading it?
Austris 7 Oct, 2023 @ 12:29am 
this is what i wanted for so long
PepperJack 17 Sep, 2023 @ 8:53am 
nevermind it was something in my game files. After validating my game it started working.
PepperJack 17 Sep, 2023 @ 8:16am 
my game crashes now with this mod. Is anyone else having this issue
TheRestartPrincess 14 Sep, 2023 @ 7:03am 
@Titan Nya if you change the mod in this way you will not recieve external updates. Because now it will be your personal MOD edit that only you can change. The Mod code would not be the same as the original upload, so no updates.
TheRestartPrincess 14 Sep, 2023 @ 6:58am 
so this would make it a lot easier to update abandoned mods, for people who are still teaching themselves to code and understand file structures?
Titan Nya 13 Sep, 2023 @ 5:22pm 
That's a great way to not make a copy of a mod to change just 1 thing in it! not gonna use it now as I don't have inspiration to play the game really much but for next gameplay and if a mod make me interested I'll give it a go (there is at least 1 mod that make a change to a definition that another mod overwrite in my subs and so far the only way I found to make them work was to make a local copy to merge them, hopefully this would change that so if a mod is updated I don't need to make change myself :p)
[BR]SharkStrike 11 Sep, 2023 @ 6:51am 
An explanation to better understand:
It allows you to configure an original mod, without having to make another publication in the workshop.
If so, that's wonderful! That would be the end of these repeated mods.
bobmichael301 11 Sep, 2023 @ 6:27am 
Does it work for multiplayer server?
jackobrian 10 Sep, 2023 @ 7:57am 
If can rewrite the categories and rearrange the groups of items, you'll win my heart.
Myth 10 Sep, 2023 @ 7:48am 
This seems tricky to get to work for multiplayer...
Paradox Reborn 16 Aug, 2023 @ 9:55am 
It would appear that this allows multiple mods to modify different parts of the same definition while remaining compatible with one another. Am I understanding its capabilities correctly?
MEGATRON 16 Aug, 2023 @ 6:52am 
Whoa... Wow... Cool! ...


...What's this?!
Ash Like Snow  [author] 15 Aug, 2023 @ 8:32pm 
Spogie: that limitation was a bug and has been fixed; you should now be able to replace icons and models with files in your mod.
Audio definition are unfortunately not able to be edited by mods. However, from a quick browse of the game code I would recommend that you try creating your own audio definition and specify the full paths of the files in Waves, e.g.
D:\SteamLibrary\steamapps\workshop\content\244850\etc.
Ash Like Snow  [author] 15 Aug, 2023 @ 8:09pm 
Roshag: It will not work for non-vanilla data, that is loaded by the specific mod (i.e. MES) and can't be accessed by others. As for what config types it works for, it currently works for everything that I thought relevant. However if you run into something that it doesn't work for let me know.
BDCarrillo 15 Aug, 2023 @ 5:56pm 
Finally I can customize my XBox experience!
Spogie 15 Aug, 2023 @ 5:27pm 
In the user guide, it states not to use <icon> <Model> and <BuildProgessModels> ;
1. Does this limitation include <Waves> for audio files
2. If I have new Icons, models or Audio files in my new mod folder, could I replace them?
Math 15 Aug, 2023 @ 11:38am 
What does it do?