Space Engineers

Space Engineers

Atmospheric damage & Hazards (BB)
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Update: 27 Jan @ 2:16pm

Non-functional CubeBlocks can be defined a block hazards, they will trigger effects the same way as damaged functional blocks would, but they do it all the time instead, even if fully built.

Update: 7 Jan @ 8:35am

- api for external mods, mods can attach their own configuration on top of the AtmosphericDamage.xml the users might have
- demo external mod to show how the api is used

Update: 5 Jan @ 5:18am

Entities inside of grids are not affected by wind

Update: 5 Jan @ 4:00am

Improved detection of blocks on very small grid fragments (below 5 blocks)

Update: 5 Jan @ 3:28am

code cleanup

Update: 5 Jan @ 2:53am

Acid and Radiation sound effects added to the mod, (Acid1 -> Acid4 and Radiation1 -> Radiation4) so you don't have to create your own if you want to have some audio effects alongside your damage

Update: 5 Jan @ 2:52am

- Improved detection of entities (for both acid rain and radiation type)
- Acid rain does not damage entities under roofs, inside other grids or inside terrain
- Radiation does not damage entities inside other grids (this is calculated by intersection of collision cubes, so it might sometimes lead to small grids right next to large grids being considered as "inside")

Update: 3 Jan @ 1:19pm

.Count instead of .Count()

Update: 29 Dec, 2024 @ 3:05am

SafeBlockList now correctly prevents reskin effects, not just damage effects

Update: 16 Dec, 2024 @ 10:10am

projected grids with damaged blocks which are configured as hazards (such as reactors for example) will no longer kill people :)