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Releases: viligante8/SpaceEngineers2BuildPlanner

Build Planner 1.1.0

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@viligante8 viligante8 released this 23 Aug 14:17

Queue up the blocks you're about to build, walk to a container, press one key, and get exactly the
components you're missing. The SE1 Build Planner workflow, rebuilt for SE2.

This is a plugin, not a data mod. You install it with a launch option, and it won't show up in
the in-game mod list.

Install

  1. Download BuildPlanner-1.1.0.zip below and extract the whole folder somewhere permanent — not
    inside the game folder, or the next update will wipe it. Something like C:\SE2Mods\BuildPlanner\.
    Keep the files together.

  2. Steam → Space Engineers 2 → Properties → General → Launch Options:

    -plugins:C:\SE2Mods\BuildPlanner\BuildPlanner.dll
    

    Use your real path, and quote the whole option if it has spaces.

  3. Launch. The log should say BuildPlanner ready.

Full instructions are in INSTALL.txt inside the zip.

Controls

Key What it does
Right-click a block, welder out Queue what that block still needs
Right-click a tile in the build menu (G) Queue that block
N Withdraw everything queued
CTRL+N Withdraw, keep the queue
ALT+CTRL+N Withdraw ×10, keep the queue
ALT+N Deposit your inventory
SHIFT+N Produce what's missing at a connected assembler
SHIFT+CTRL+N Produce ×10
SHIFT+ALT+N Clear the queue

All nine are rebindable in Options → Controls → Building. Open any terminal to see the queue,
bottom right.

What's new in 1.1.0

It works through any conveyor port now. Aim at a conveyor tube, a junction, a sorter or a
survival kit and it pulls from everything on that network — the way SE1's Build Planner did.
Withdraw, deposit and produce all do this.

Previously the block you aimed at had to hold something itself. This came from a player aiming at a
Survival Kit and being told it wasn't a container, then reasonably guessing that small conveyors
were filtering components out. Neither was the cause: in SE2 a Survival Kit is a respawn point with
a conveyor port and no inventory at all, so there was nothing to pull from it — while the containers
right behind it were unreachable, because the search could only ever start from an inventory.

Your log won't grow forever. It was appended to across every launch and never trimmed. It now
rolls at 4 MB keeping one previous file, so it can never use more than 8 MB however long you play.
It also writes about 60% less by default: four line types that fire every time you look at or away
from a block were most of the file, and they've moved behind an opt-in trace-input flag.

Deposit fixes.

  • It no longer strands items. If a container filled up partway through, the remainder stayed on you
    with nothing said about it. Every reachable container is now offered the item.
  • It tells you what's left over, in one message, instead of looking like plain success.
  • It reports item types rather than "stacks", which is what it was actually counting.

Clearer refusals. "Not looking at a container" used to cover both aiming at nothing and aiming
at something that turned out to be empty. The second now names the block and says nothing was
reachable through it.

Also fixed: two failure paths that would only have appeared after a Space Engineers update, where a
renamed engine method could have left queueing half-installed or published controls and terminal
buttons wired to nothing.

What it touches

No network connections, no processes started, no registry. It writes its own log, adds its nine
bindings to your control options like any other rebindable key, and moves items in your world.

Your antivirus may complain. Patching game methods in memory needs the same Windows calls an
injector uses. Those are in MonoMod, the library most .NET game mods are built on; BuildPlanner.dll
itself has none. The download isn't code-signed, so SmartScreen may warn too.

SECURITY.md has
the full account and commands to verify every claim yourself, including SHA-256 hashes for all ten
bundled dependencies.

Notes

This plugin patches game methods by name, so a Space Engineers 2 update can break it. If it stops
working, check %APPDATA%\SpaceEngineers2\BuildPlanner\BuildPlanner.log for a hook that failed to
install, and include that file in any bug report — its first line names the version.

Contains no Space Engineers 2 files. It compiles against your own copy of the game. The bundled
MonoMod, Mono.Cecil and iced libraries are MIT and their notices ship with it.

MIT licensed. Source: https://github.com/viligante8/SpaceEngineers2BuildPlanner

Build Planner 1.0.3

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@viligante8 viligante8 released this 23 Aug 03:32

Brings the Space Engineers 1 Build Planner / Easy Inventory workflow to Space Engineers 2:
queue the blocks you intend to build, then pull exactly the components you are missing from a
container with one keypress — no stack-grabbing, no "took 10, needed 11, walk back".

This is a plugin, not a data mod. It is not installed through the Workshop and does not appear in
the in-game mod list.

Install

  1. Download BuildPlanner-1.0.3.zip below and extract the whole folder somewhere permanent — not
    inside the game directory, or a game update will delete it. Keep the files together.

  2. Steam → Space Engineers 2 → Properties → General → Launch Options:

    -plugins:C:\SE2Mods\BuildPlanner\BuildPlanner.dll
    

    Use your real path, and quote the whole option if it contains spaces.

  3. Start the game. The log should say BuildPlanner ready.

Full instructions are in INSTALL.txt inside the zip.

Controls

Right-click a block with a welder out queue what it still needs
Right-click a tile in the build menu (G) queue that block
N withdraw queued components
CTRL+N withdraw, keep the queue
ALT+CTRL+N withdraw ×10, keep the queue
ALT+N deposit your inventory
SHIFT+N produce queued components at a connected assembler
SHIFT+CTRL+N produce ×10
SHIFT+ALT+N clear the queue

All nine are rebindable in Options → Controls → Building. Open any terminal to see the queue,
bottom right — left-click a block's icon to produce just that block, right-click to remove it.

What it touches

It runs as code inside the game and patches engine methods at runtime, so: no network connections,
no processes started, no registry. It writes its own log, adds its nine bindings to your game
options like any other rebindable control, and moves items in your world — which is what the
controls do.

Your antivirus may complain. Patching methods in memory needs VirtualAlloc/VirtualProtect
and LoadLibrary, which is also what an injector does. Those calls are in MonoMod, the standard
.NET patching library most game mods use; BuildPlanner.dll itself contains none.

SECURITY.md has
the full account and the commands to verify every claim yourself, including SHA-256 hashes for all
ten bundled dependencies.

Changes since 1.0.2

Mostly correctness work found by re-reviewing the previous release rather than trusting it.

  • The deposit remainder is one notification instead of one per item. Reported in game: a deposit
    that left both Cobalt and Silicon behind showed only the Silicon. The log proved both were raised,
    so the HUD had dropped one — it caps stacked notifications at two. The remainder is the thing you
    most need to see, so it no longer competes for that slot.
  • Deposit reports partial results at all. Placing 100 of 500 plates and saying only "deposited
    1 item type(s)" looked like success while you walked away still carrying 400.
  • Deposit no longer stalls on large bases. Tracing wrote one line per container touched, each a
    separate file write on the game thread.
  • Two failure paths that would only appear after a Space Engineers update are handled properly.
    A renamed engine method could previously leave queueing half-installed, or publish nine rebindable
    controls and four terminal buttons wired to nothing. Losing a feature to a game patch is fine;
    silently keeping a broken one is not.
  • Right-clicking a build-menu tile is never a silent no-op.
  • Engine-wide input tracing is opt-in (trace-input flag file). It writes to the game's log,
    so it should never have been on by default.
  • Added SECURITY.md, an antivirus note, and a "what it touches" section in the README. The safety
    information previously shipped only inside the zip, where you could not read it before installing.
  • Corrected several engine claims in the documentation that did not survive being checked against
    the shipped assemblies.

Notes

This plugin patches game methods at runtime, so a Space Engineers 2 update can break it. If it stops
working, check %APPDATA%\SpaceEngineers2\BuildPlanner\BuildPlanner.log for a hook that could not be
installed, and include that file in any bug report — its first line names the version.

Contains no Space Engineers 2 files. The plugin compiles against your own installed copy of the
game; the bundled MonoMod, Mono.Cecil and iced libraries are MIT and their notices ship with it.

MIT licensed. Source: https://github.com/viligante8/SpaceEngineers2BuildPlanner

Build Planner 1.0.2

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@viligante8 viligante8 released this 23 Aug 01:54

Brings the Space Engineers 1 Build Planner / Easy Inventory workflow to Space Engineers 2:
queue the blocks you intend to build, then pull exactly the components you are missing from a
container with one keypress — no stack-grabbing, no "took 10, needed 11, walk back".

This is a plugin, not a data mod. It is not installed through the Workshop and does not appear in
the in-game mod list.

Install

  1. Download BuildPlanner-1.0.2.zip below and extract the whole folder somewhere permanent — not
    inside the game directory, or a game update will delete it. Keep the files together.

  2. Steam → Space Engineers 2 → Properties → General → Launch Options:

    -plugins:C:\SE2Mods\BuildPlanner\BuildPlanner.dll
    

    Use your real path, and quote the whole option if it contains spaces.

  3. Start the game. The log should say BuildPlanner ready.

Full instructions are in INSTALL.txt inside the zip.

Controls

Right-click a block with a welder out queue what it still needs
Right-click a tile in the build menu (G) queue that block
N withdraw queued components
CTRL+N withdraw, keep the queue
ALT+CTRL+N withdraw ×10, keep the queue
ALT+N deposit your inventory
SHIFT+N produce queued components at a connected assembler
SHIFT+CTRL+N produce ×10
SHIFT+ALT+N clear the queue

All nine are rebindable in Options → Controls → Building. Open any terminal to see the queue,
bottom right — left-click a block's icon to produce just that block, right-click to remove it.

What's new since 1.0.0

Use this build. 1.0.0 has been withdrawn; 1.0.1 was superseded before it saw much use.

Everything below has now been exercised in a real world — plugin load and all ten hooks, deposit
spilling across containers, tools staying put, and the full queue → withdraw → produce loop with the
terminal panel.

  • Deposit no longer strands items. It stopped at the first container that accepted anything, so a
    container filling up partway through left the remainder on you with nothing said about it. Every
    reachable container on the conveyor network is now offered the item, and each transfer is logged.
  • A failed hook no longer disables unrelated features. Installation returned early as soon as any
    one method lookup failed, so a single renamed engine method could silently take the welder hook,
    the build menu and the terminal panel down together, while the log mentioned only key bindings.
    Each group now installs and reports independently — which matters, because a game patch is the
    expected way this plugin breaks.
  • Deposit reports item types rather than "stacks", which is what it was actually counting.
  • Release artifacts no longer contain absolute build paths. The 1.0.0 DLL and PDB embedded the
    paths of the machine that built them. Debug symbols are no longer shipped, and packaging now fails
    outright if a build path reappears.
  • Added an MIT LICENSE, and corrected the third-party notices to reproduce the real copyright lines
    and credit iced as its own project rather than as part of MonoMod.

Notes

Runs entirely on your machine — no network connections, and nothing written outside
%APPDATA%\SpaceEngineers2\BuildPlanner\.

Contains no Space Engineers 2 files. The plugin compiles against your own installed copy of the
game; the bundled MonoMod, Mono.Cecil and iced libraries are MIT and their notices ship with it.

This plugin patches game methods at runtime, so an SE2 update can break it. If it stops working,
check %APPDATA%\SpaceEngineers2\BuildPlanner\BuildPlanner.log for a hook that could not be
installed, and include that file in any bug report — its first line names the version.

MIT licensed. Source: https://github.com/viligante8/SpaceEngineers2BuildPlanner