Space Engineers

Space Engineers

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[bugged-rewrite pending]Dynamic Asteroids
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Type: Mod
Mod category: Asteroid
File Size
Posted
Updated
8.008 MB
6 Jun, 2024 @ 3:30pm
30 Mar @ 12:25am
146 Change Notes ( view )

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[bugged-rewrite pending]Dynamic Asteroids

Description
Works well with Gravity Collector

Creates fields of entity asteroids around the player in SpawnableAreas. They can split apart when taking damage, eventually down to the floating object items that can then be picked up.

The areas in which they spawn can be set through a config in the world's storage folder under [SpawnableAreas] or by the command

/dn createspawnarea {radius}

you can remove them with

/dn removespawnarea (name)

Features:
- performant, non-voxel Entity asteroids that break apart when damaged into smaller chunks
- configurable maximum and minimum asteroid size
- chat command to create/remove new asteroid zones
- many config options (located in the world's Storage folder)
- multiplayer-friendly handling of entities per player
- compatability with FrameShiftDrive (DisableZoneWhileMovingFast)
- compatability with Real Gas Giants (EnableGasGiantRingSpawning)


Current Issues:
- godawful area check, if overlapping with a planet, causes lagspikes
- vanilla explosions don't damage the asteroids due to a strange bug
- weaponcore projectiles might phase through asteroids
- grabbing an asteroid entity in multiplayer desyncs the collision hitbox with the model
- mass may be unrealistic

Planned:
- option for clusters around vanilla asteroids


Repository:
https://github.com/StarCoreSE/TSTSSES-ModRepository
Popular Discussions View All (1)
1
20 Oct, 2024 @ 12:52pm
Config
Invalid
80 Comments
VS-lockon 8 Jan @ 3:27pm 
bug how
James 13 Dec, 2024 @ 8:11pm 
This is amazing.

Could you share a quick breakdown of what the values in the AsteroidSettings.cfg file do? Most of them are obvious, but some are unclear as to what units are being used and what the parameter actually affects.
Invalid  [author] 29 Oct, 2024 @ 6:08pm 
yeah this mod was a tech demo I tried to turn into an actual gameplay feature, it's extremely hard testing custom entities in multiplayer. I will need to entirely redo the structure
[RTB] Sarianos 29 Oct, 2024 @ 3:08am 
@Invalid
I'm assuming that at some point there'll probably be a guide made for actually configuring this mod but in the mean time you mentioned that you're hooking into Real Gas Giant's ring system, could you perhaps explain how one might configure this to spawn these 'roids inside of said rings?
Polygon Cherub 23 Oct, 2024 @ 11:17am 
Nice!
Invalid  [author] 23 Oct, 2024 @ 10:07am 
@Polygon Cherub
doable, now have a plan for a refactor into making this more like a framework internally. the roids should soon be mass consistent based off of the keen ore "components", so small ones will deflect off
Polygon Cherub 21 Oct, 2024 @ 4:26pm 
Silly question; But do you think there's a way the small ones can NOT cause damage when colliding with ships?
Invalid  [author] 20 Oct, 2024 @ 11:00pm 
@PanicOregon
probably, i'm hooking into RealGasGiant's ring influence stat for determining where in a sphere around the player it could spawn. Will look into that once I make the breaking apart better
PanicOregon281 20 Oct, 2024 @ 11:36am 
Is it possible to create a zone/ring around say the Alien planet?
For instance I want to use the PlanetaryAsteroidRings, with this mod.
ecl1pse_eRR0R 14 Oct, 2024 @ 11:56pm 
AV Rings of Saturn?