Space Engineers

Space Engineers

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Clangware Script (Grid-Virus)
   
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4 Aug, 2019 @ 5:26pm
20 Feb, 2021 @ 7:24am
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Clangware Script (Grid-Virus)

Description
Clang comes. This is Clangware; a script designed to bring Clang's mischief to a grid of your choosing. The intended usage of this script is for role-play/scenario/sabotage.

You can get the Anti-Clangware (Anti-Virus) script that counters code like this here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826424955

WHAT IT DO:
This script subtly and randomly breaks things; causing weird things to happen to the target grid and by default takes roughly 65 minutes to come into full effect. As time goes on the script intensifies, causing more damage faster and more obviously. The simpler the grid, the less damage this script can do.


CONFIGURABLE FEATURES:
  • Clangware Level: The intensity and frequency of mischief. Not meant to be changed by the user, but it can be.
  • Affect Rate: How many seconds between affecting blocks. Default is 6, more info in the script.
  • Escalation Rate: The base number of seconds per Clangware Level. Default is 90 seconds.
  • Level Limit: The maximum Clangware level the script can get up to. Default is 10.
  • Other Grids: The script will include connected grids. Default is false.
  • Only Other Grids: The script will only target connected grids. The programmable block's owner will still have to match that of any connected grids for this to work! Default is false.


USAGE SCENARIOS:
  • Build a programmable block on your enemy's grid, arm it with this, then generously donate the block to them. They'll slowly go mad until the source of the chaos is discovered.
  • Or Build the block on your ship, set it to affect only other grids, and dock with an ally, or neutral station, to subtly sabotage them while your docked.
  • I'd personally like to see a derelict station slumbering with this, only to be claimed, powered on, and freak out the new inhabitants.


AFFECTED BLOCKS:
The following blocks will have their behavior modified RANDOMLY by the script based on the Clangware Level. At Clangware Level 1 any capable block may be turned ON/OFF.
  • Lights (Level 1)
  • Doors (Level 1)
  • Air Vents (Level 1)
  • Batteries (Level 1)
  • LCDs (Level 2)
  • Gas Storage (Level 2)
  • Sound Blocks (Level 3)
  • Pistons (Level 6)
  • Hinges (Level 7)
  • Rotors (Level 7)
  • Thrusters (Level 8)
  • Gravity Generators (Level 9)
  • Timer Blocks (Level 9)
  • Gyroscopes (Level 10)
  • Radio Antennas (Level 10)
  • Warheads (Ok, so these only arm and start counting down. Level 10)


CLANGWARE LEVEL ESCALATION:
The Clangware level increases after the level has been in effect for a period of time based on: Escalation Rate x Level. This is why it takes 65 minutes by default to get the full experience. At higher level limits there's the potential for things to get really ugly, though I haven't tested it yet.

Don't forget to rate the script here in the workshop if you like it, it'll help others find it.
10 Comments
Eevee 26 Apr, 2022 @ 9:25am 
this is cruel and evil and i am now making a e warfare ship
Acephelos  [author] 20 Jul, 2021 @ 5:27am 
Scripts must be enabled first, last I recall this was in the experimental settings. Then you use the Edit button, Browse for this script, Check Code, and then OK.

From there the script should just start working after a few seconds. It has been a while since I've played though, so let me know if I'm wrong in any of that.
Marisa Kirisame 19 Jul, 2021 @ 11:44pm 
How do i set up programmable blocks with this?
Endo 20 Feb, 2021 @ 2:09pm 
damn nice <3
Acephelos  [author] 20 Feb, 2021 @ 7:33am 
- Confirmed hinges are affected.
- Script affects entire construct rather than just the grid, this means sub-grids attached via rotors, pistons, and hinges are affected now too.
- Added a chance for rotors, pistons, and hinges to detach the head part.

Worked fine in my tests, let me know if anyone has any issues.
Endo 7 Jan, 2021 @ 1:06pm 
okay let me know if anything changes <3 thx
Acephelos  [author] 7 Jan, 2021 @ 6:28am 
It doesn't look like I can access it directly via in-game scripts but it is exposed via the Mod API. Either way to only meaningful property it gives access to is the "Enabled" property. It may be possible for my script to turn the block ON/OFF but we'd need to test it to be sure.

It's also possible that it could be disabled indirectly if the script starts messing with reactors and such. I'd do some tests and see how it goes.
Endo 5 Jan, 2021 @ 3:57pm 
can you try it?
Acephelos  [author] 5 Jan, 2021 @ 6:28am 
Good question, it can't currently, no. This was made before Safe Zones. I'm betting that Keen hasn't exposed the Safe Zone functions to scripts yet, so it's probably not possible as of now.
Endo 3 Jan, 2021 @ 7:25pm 
can it disable safe zones?