About Control Module - basically key binding for ships
From Steam WorkshopThis mod adds the ability for Timer Blocks and Programmable Blocks to be triggered/ran when the input (key/mouse/gamepad/game control) is pressed and/or released by a player controlling a…
This mod adds the ability for Timer Blocks and Programmable Blocks to be triggered/ran when the input (key/mouse/gamepad/game control) is pressed and/or released by a player controlling a cockpit/RC/seat in the same grid system.
The system is very flexible and you can make from a one key toggling a light to a really complicated mouse and keyboard coordination controllable by specific seats in the ship.
Vanilla PB can read movement and rotation
IMyShipController has MoveIndicator/RotateIndicator/RollIndicator which are now synchronized in all cases (SE v200), so if you don't need more than those you don't really need this mod. Also IMyShipToolBase has IsActivated, useful to detect clicks.
How to use
I have a guide with various examples and blueprints to get you guys started.
Please read: http://steamcommunity.com/sharedfiles/filedetails/?id=656456032
But if you want a really quick tutorial then just see the tooltip in the "Quick Introduction" buton in a PB or timer block.
The video is only a presentation, not a tutorial
The video by w4stedspace should be treated as a demonstration of what the mod can do, because the version used in the video is way older than the current one which is configured and coded differently, that's why you shouldn't use it as a tutorial, instead use the text guide I linked above.
Chat commands
- [h1]/cm help[/h1]
- Shows all inputs (keys, mouse buttons/axes, gamepad butons/axes and game controls).
- [h1]/cm showinput[/h1]
- Toggles printing in the HUD the inputs you're currently pressing, very useful for quickly finding the name of something specific.
- [h1]/cm updatetype[/h1]
- Testing command, this changes how the code executes internally, before or after simulation. By default it's set to before simulation and I left it there for people to experiment. Please try it and let me know if input feels laggy with before or after sim.
mod io?
Highlights
From source dataFootprint
A 226 KB download, rated a light load on a server.
Last update
Its author last shipped an update 10 mo ago.
Control Module - basically key binding for ships on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2025-12-20, released 2025-12-20, 226 KB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Control Module - basically key binding for ships.
Run Control Module - basically key binding for ships on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogVehicles & ships
Cars, boats, aircraft, ships and other things to drive or fly.
Compatibility
- Game
- Space Engineers
- File size
- 226 KB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorDigi, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
