Space Engineers

Space Engineers

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Environmentalframework BETA
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
331.168 KB
28 Sep, 2023 @ 12:47pm
14 Nov, 2023 @ 1:12pm
5 Change Notes ( view )

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Environmentalframework BETA

Description
WORK IN PROGRESS

MANY BUGS ARE EXPECTED

https://github.com/chipstix213/EnvironmentHazard


For modders wishing to add this to their planet

needs txt file from the example planet with sbc file that contains the configuration.
additional XML to be added to the planet generator

Example mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3042718791

<ModExtensions> <ModComponents> <GameLogicComponent Name="EnvironmentHazardComponent" /> </ModComponents> <Group Name="PlanetHazzards"> <!-- edit below--> <!-- Damage from Gas Gient planet --> <Boolean Name="GasGiant" Value="false" /> <!--if true no other sections will be active --> <Decimal Name="GasLargeGridDamage" Value="10" /> <!--ammount of damage per cycle --> <Decimal Name="GasSmallGridDamage" Value="10" /> <!--ammount of damage per cycle --> <Decimal Name="GasPlayerDamage" Value="50" /><!--ammount of damage per cycle --> <Decimal Name="GasDmgHeight" Value="50" /><!--height above the surface damage will happen --> <!-- Damage from voxel--> <Boolean Name="Voxel" Value="false" /> <Text Name="VoxelType" Value="PertamSand" /> <Decimal Name="VoxelLargeGridDamage" Value="10" /> <!--ammount of damage per cycle --> <Decimal Name="VoxelSmallGridDamage" Value="10" /> <!--ammount of damage per cycle --> <Decimal Name="VoxelDistance" Value="10" /><!--Distance from hazardous voxel --> <Boolean Name="VoxelPlayerDamage" Value="true" /><!--allow player damage --> <Decimal Name="VoxelPlayerAmount" Value="15" /><!--ammount of damage per cycle --> <!-- Damage from Weather --> <Boolean Name="Weather" Value="false" /> <Text Name="WeatherType" Value="Dust" /><!--type of weather to cause damage --> <Decimal Name="WeatherLargeGridDamage" Value="10" /><!--ammount of damage per cycle --> <Decimal Name="WeatherSmallGridDamage" Value="10" /><!--ammount of damage per cycle --> <Boolean Name="WeatherPlayerDamage" Value="true" /><!--allow player damage --> <Decimal Name="WeatherPlayerAmount" Value="50" /><!--ammount of damage per cycle --> <!-- Damage from Atmo --> <Boolean Name="Atmo" Value="false" /><!--damage from general atmo--> <Decimal Name="AtmoDamage" Value="10" /> <!--ammount of damage per cycle --> <Boolean Name="AtmoGridEffects" Value="true" /><!--allow emp effects--> <!-- edit above--> </Group> </ModExtensions>
31 Comments
Zyrack BloodThorn 19 Mar @ 12:34am 
Love what your doing here and it really adds a new dynamic to the game! I am no modder by any means but I do have a question/request or two. 1.) Would it be possible to set the DMG to ships based off gravity vs. height? 2.) Would it be possible to bypass the saved speed limit so as gravitational pull increases, the speed of the vehicle/person increases (past the servers set values)? This would prevent people from simply saving their ship to Quantum Hangar if they get sucked into a blackhole for example. Just curious. And thx again, I appreciate your work!
Aer0Whiskers 28 Dec, 2024 @ 6:01am 
Ok, thank you for the response!
Chipstix213  [author] 28 Dec, 2024 @ 12:45am 
Not as this time. Just the amount of damage per program cycle.
Aer0Whiskers 26 Dec, 2024 @ 10:46pm 
Is it possible to adjust the cycle time?

Ex. Changing damage taken to 1 second vs taking damage every 10 seconds
Chipstix213  [author] 4 Dec, 2024 @ 11:03pm 
There could be if I actually implemented emp effects
Demaros 4 Dec, 2024 @ 4:25pm 
hey mate I have 2 questions for ya:
1) How does the AtmoGridEffects work in relations to the EMP effects, does it just randomly turn off blocks while flying through the atmo or is it something else?
3) Is there any way to tie the EMP effects to the weather type, i.e a thunder storm?
Chipstix213  [author] 9 Oct, 2024 @ 12:36pm 
Best guess you're actually attributing the scripts from other mods as being from here. The only one I know is using this is the black hole
Taeleus 8 Oct, 2024 @ 10:09pm 
As far as server config, I subbed to all the mods, enabled all the important ones, used star system generator /ssg commands, played with it a bunch, punched in all my settings in a datapad then ran /ssg readdatapad and bam. it makes a system. Only thing I did after that was went and setup the planetary asteroid rings using /ringast then tweaked the black holes gravity falloff
Taeleus 8 Oct, 2024 @ 9:09pm 
Im running like 185 mods with several of the planets including the colossal black hole mod. I believe alot of the planets have it configured (I flew to them, spawned in a ship and watched it go boom basically, but I think only Aphus or Bylen actually give a red text warning. If there is anything you want me to provide that could help feel free to let me know! Im still working on the server so theres no player data on it other than mine.
Chipstix213  [author] 6 Oct, 2024 @ 12:11pm 
for this beta its supposed to be per planet as the designer intended.

have you configured those planets to use this?

i'd like some feedback on possible server config as that's part of the next update.