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
-
Download
BuildPlanner-1.1.0.zipbelow and extract the whole folder somewhere permanent — not
inside the game folder, or the next update will wipe it. Something likeC:\SE2Mods\BuildPlanner\.
Keep the files together. -
Steam → Space Engineers 2 → Properties → General → Launch Options:
-plugins:C:\SE2Mods\BuildPlanner\BuildPlanner.dllUse your real path, and quote the whole option if it has spaces.
-
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