Space Engineers

Space Engineers

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[VSI] Emissive Controls
   
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Type: Mod
Mod category: Script
File Size
Posted
Updated
551.187 KB
12 Apr, 2018 @ 2:54pm
7 May, 2020 @ 7:25pm
19 Change Notes ( view )

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[VSI] Emissive Controls

In 1 collection by Darkmist
Void Star Industries mods
5 items
Description
Here is another Void Star Industries gem: Emissive Controls. No more blinding white light for beacons or Azimuth Open Cockpits only the color you desire.

With this mod you can disable the base emissive color (using the "Emissive" layer) on any terminal block. For reactors, beacons and cockpits new terminal controls were added to help with your recoloring, but modifying the CustomData section for any other terminal block works too.

Adding the "[NoEmissive]" tag to the name of a terminal block will disable its base emissive layer. Removing the tag will try to restore the original emissive color.

NOTE: functional emissive layers (emissive0, emissive1, etc.) are not modified, so the different working states of blocks should still be displayed correctly. Also the red emissive for non working blocks is also shown even if you otherwise modified the emissive color.

Technical Information
Unfortunately despite how SE works inside, it is not possible to add terminal controls for the base TerminalBlock type, so I had to do them one by one hence the limited set of block types that have them. I thought these three that I added were either the most modded ones (reactors, cockpits) or the most troublesome (Azimuth Open Seat Cockpit or the vanilla beacon). If enough people want me to add controls for some other block type I will consider adding them.

The bright light emitted by the vanilla beacon is not controlled by the emissive color, so I added a separate change there. If enough people want it back (I doubt it though :)) I will remove it or make it configurable.

The format of the CustomData controlling the emissive color override is the following:

[Emissive] 255/0/0 0.95 True

The name is case sensitive, so it should be written exactly like this and each parameter should be on their own line. The first value is the new emissive color (0-255/0-255/0-255) followed by the emissivity value (0.0-1.0), followed by a boolean value (True or False) telling the mod if you want the color to overwrite the original one (I guess this will be True in most cases).

UPDATE 2018-04-15
I have added specific logic to make Cryochambers, Sensors and Jump Drives work. Enjoy!

UPDATE 2018-05-26
I have refactored the code so the mod is way less intrusive now. I hope this will greatly decrease those unforeseen and weird issues some of you have been encountering with some other mods. If there are still problems let me know.

UPDATE 2019-02-28
Updated for 1.189

UPDATE 2019-03-31
The last update adding the controls to any terminal block seems to have cause some confusion, so I added restrictions as to which blocks will have emissive override controls and logic. As of this update, only the following types of block will have the controls: Beacon, Reactor, Cryo Chamber, Jump Drive, Converyor Sorter, Cockpit, Interior Lights (for the bulb), Spotlight (see interior lights), Decoy, Gyro, Gravity Generators (both types), Space Ball, Upgrade Modules and Artifical Mass. Upgrade modules currently don't show the yellow "not connected" color on their empty ports if their emissives are overridden. It would need a lot of work to fix it (again because of the very restrictive Mod API) and I am not sure it's worth it. If enough people needs it I might take a look at it in the future.
Popular Discussions View All (1)
17
25 Sep, 2019 @ 1:10pm
Severe issues with this mod's gamelogic hijacking
Digi
121 Comments
PallyDanaRama 10 Mar @ 7:09pm 
I can play fine now, so long as I don't try to add back either of these mods, but is there any way to fix my ship so these mods can be used again? I really really want to change the default emissives.
PallyDanaRama 10 Mar @ 7:09pm 
I seem to be having trouble with any mod that alters emissive colors. I spent an hour or so tracing a crash back to the Azimuth Mod Pack, disabled it, and kept playing. Then I realized my doors all had their default green emissives back, which I really can't stand, so I figured maybe that was a feature of the mod I had to remove. Came here, downloaded this, and now the crash is back. Whenever I load into a world where my ship exists or try to load that ship into another world, it crashes with this mod.

All I did was make all the emissives white.
Darkmist  [author] 21 Sep, 2023 @ 6:46am 
You can make sure the mod is working for you by starting up a new world with just this mod. If it's working, just add your other mods one by one and check. If you find the culprit, let me know and I'll try to find out if it's possible to make them work together.
Mr.Steve 20 Sep, 2023 @ 7:46pm 
@Darkmist
Thank you, guess i'll try to figure out which one is breaking it, hopefully not all of them
Darkmist  [author] 20 Sep, 2023 @ 10:15am 
It is working fine. Are you using Azimuth mods perhaps? If yes please read below...
Mr.Steve 20 Sep, 2023 @ 5:58am 
Not working with latest update it seems?
dRuPpI 5 Apr, 2023 @ 12:34pm 
....Works fine
Faceless 26 Mar, 2023 @ 9:00am 
never mind, its working fine on my end. I am not using a crazy alot of mods too.
Faceless 26 Mar, 2023 @ 8:57am 
is this mod broken?
Darkmist  [author] 17 May, 2022 @ 8:19am 
Possibly...