Space Engineers

Space Engineers

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[Dawese] Roleplay Hacking
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
8.633 MB
14 Mar @ 10:08am
13 Jun @ 11:17am
6 Change Notes ( view )

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[Dawese] Roleplay Hacking

Description
Description
This mod allows you to hack any grid and make it your own!

Whether it's enemy Space Pirate ships, abandoned stations or an other players grid - you can take control through an immersive little role-playing minigame.




Feature 1: Hacking Device Block
  • A new block "Hacking device" which can be placed on large grids and small grids.
  • Custom terminal actions embedded into the original system of SE.
  • Random AI generated logs telling a little roleplay story.
  • Ability to take over any grid via a roleplay quest.


How to use - Version 1 (Hacking username and password)
  1. Place the "Hacking device" block on the grid you want to hack.
  2. Access the terminal of the block.
  3. Search roleplay log files for a valid username.
  4. Select the user with the slider.
  5. Bruteforce the password until all checkboxes are checked in the correct sequence.
  6. Click on the "Hack" button.

How to find the username
You must search the logs for a fullname of a person wrapped into double quotes.


How to use - Version 2 (Dangerous cracking)
  1. Place the "Hacking device" block on the grid you want to hack.
  2. Access the terminal of the block.
  3. Spam click the "Dangerous crack" button like you never did before. But beware: Cracking may have side effects...

Occuring side effects while cracking
There is a 5% chance of hacking the grid without username or password (cracking). On fail, there is another chance of 10% to trigger a circuit error, which damages all blocks containing computer component below their functionality integrity - except weapons, batteries and reactors.




Feature 2: EMP Transmitter Block (Beta)
  • A new block "EMP Transmitter" which can be placed on large grids.
  • Custom terminal actions embedded into the original system of SE.
  • Configurable toolbar action.
  • Ability to shut down any grid using a special weapon block.

How to use
  1. Place the "EMP Transmitter" block on your grid.
  2. The block has a button / toolbar action "EMP Attack".
  3. Starting the action costs 3 MWh of power (one full battery) instantly.
  4. The action needs 10 seconds to load up.
  5. After loading up the action triggers by itself.
  6. Every grid in a cone of 30 degrees and in a range of 500 meters in forward direction of the EMP transmitter block is going to be affected for 60 seconds.
  7. During this time, every block is shut down every second.
  8. After that, every block is going to be enabled again.




Known bugs
  • EMP Transmitter block: Sounds and visuals aren't shown at non-server players in multiplayer.




Future features and ideas
  • Improved style of dialogs.
  • Sound effects.
  • Different Levels of difficulties for grid sizes.
  • Different percent chances for dangerous crack. (obsolet?)
  • Timer based "deactivation" off hostile weapon systems on success.




Implemented for next release and waiting for testing




Dev notes: Used channels
61429;

Discord contact
"clickbait_virus#3502"




Mod License

License Terms

1. Usage Rights
- The use of this mod is permitted under the conditions of this license.

2. Restrictions
- **No Reupload**: It is not allowed to reupload this mod, neither in its original nor in a modified form.
- **No False Authorship**: This mod may not be claimed as your own work.
- **Integration into Other Mods**: If this mod is integrated into or used as part of another mod, the original creator must be clearly credited and linked.
- **Intellectual Property**: The entire content of this mod is and remains the intellectual property of the original creator.
- **No Commercial Use**: It is not allowed to make money in any way using this mod.
- **Content Utilization**: Any utilization of the contents of this mod is only permitted if explicitly acknowledged. The original creator remains the intellectual property owner of this API as well.

3. Disclaimer
- This mod is provided without any warranties. The creator is not liable for any damages that may arise from its use.

---
© [2025] [Dawese / not4you403 / clickbait_virus]
32 Comments
xDreadbloodx 28 Jun @ 5:43am 
how can you build on a grid thats no t yours or does this block let you do this
not4you403  [author] 22 Jun @ 2:42am 
Hello Gassi94,
I didn't implement that as a feature.
The hacking device block will only hack the grid directly connected to it.

Kind regards! :)
Gassi94 20 Jun @ 9:25am 
Has anyone found or is there even a way to make a "hacking drone"?
I tried to attach the hacking device to a small remote controlled drone of mine, that I intended to "land" on enemy ships with a landing gear or a connector.
But every time I hack, the enemy ship/station won't get hacked to "Me" as owner.
not4you403  [author] 15 Jun @ 6:57am 
Beta-Version with EMP-Transmitter-Block out there!
not4you403  [author] 4 Jun @ 8:19am 
Development teaser of the new feature "EMP Transmitter" out there!

https://www.youtube.com/watch?v=RSxgQyVKUoU
not4you403  [author] 1 Jun @ 5:23am 
@Deightine:

Love to hear that nice words!

Exactly what the mod was created for - everything and everyone is a scavenger!

Some self advertising:
You could try out my mod "[Dawese] Roleplay Portable Radio. You may like it if you're a Fallout fan and if you're playing often without ships. :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490384397
Deightine 30 May @ 10:52am 
@not4you403:

You're most welcome. And thank you!

Your mod breathed enough life back into SE for me to get a few weeks of play out of it, which is more than any other mod has done in a long while. It gives a reason to actually try a pirate play--since all of the automatically generated grids tend to defend themselves, the only way to capture a vessel normally is to pretty much destroy it from range.

I've spent a lot of play time recently throwing myself bodily at vessels, dodging turret fire, locking on to locally dampen with them, approaching from blind spots, squeezing into cracks between engines and such, and then hacking them, so I can take over their Task blocks and later grind them down to pieces I can build from.

Totally bypassed mining for an entire playthrough. Made it a whole different game.
not4you403  [author] 29 May @ 10:42pm 
@Deightine:

Thank you very much for that valuable Input. I see the effort you put in it and I really apreciate that.

Minor spoiler:
A new block "EMP Transmitter" is going to be created next. It can be used to get access to the grid before hacking it.
I'm very sure that I'm going to use at least 80% of your ideas for it.

Thanks again for that great input! <3
Deightine 29 May @ 5:09pm 
@not4you403: (Continued... again.)

This occurred to me after writing the rest. But it's important to note how SE itself works, to explain how my own thoughts about this stuff come about...

All blocks conduct power and transmit data. Even a light armor block is both a power line and a data line. But it'd be messy sending signals that way without standards, so the network would have to encode and decode the data in ways that don't get interfered with by the conductors in between. Your hacking minigame is essentially a man-in-the-middle attempt to inject a privilege exploit.

That's why I think hacking could make more sense applied to circuit blocks (attacking closer to the appropriate hardware), but an EMP should be should be up close and a field effect. Every grid is a big lightning rod/antenna, but EM Radiation is already a problem in space, so an EMP is gonna need to use a lot of power and be set off really close to overcome that.
Deightine 29 May @ 4:57pm 
@not4you403: (Continued.)

I enjoy the tension of the hacking puzzle. But it requires that I get to a place where I can turtle long enough to do the minigame. An EMP would fill the need of getting me there without destroying the salvage.

In my opinion, a shining point of your mod is that it rewards planning to event play the mini game. A timed duration EMP would add one more tension layer as a risk while giving you a -chance- to hack the target at all, which is a reward.

Extra: There's an excellent chance for realism with an EMP--something like shutting off every block in a flat 500m radius immediately. Then if it takes out all of the 'smart' blocks on a grid, it toggles off the whole grid at once in a cascade (like the admin power-off command).

That way blocks turned off will turn back on at the end, but whole grids stay off until booted back up. Alternately, it could permanently damage any block with circuitry down to its 'Hack' line so you don't lose the important components.