Space Engineers

Space Engineers

Cloaking Device (Updated)
Showing 1-10 of 13 entries
< 1  2 >
Update: 23 May, 2019 @ 3:51pm

Update: 11 Apr, 2019 @ 12:36am

Update: 26 Feb, 2019 @ 4:47am

Ha, my old version pre-dated PCU. Now it's a chunky 2000. A rocket launcher is 800, figured this was at least twice the technology of one of those...

Update: 26 Feb, 2019 @ 4:24am

Major update, basically full re-code. Info in main description.

Update: 8 Jun, 2017 @ 5:46pm

Patched to stop CTD when pasting in creative or building blueprint in survival.

Update: 13 May, 2017 @ 8:10pm

Closed possible exploit from detaching merged grids whilst cloaks. Props to JoeyN15 for spotting that!

Update: 13 May, 2017 @ 5:50pm

Tweaked power check code: if cloaking device is active but grid's max power exceeded, block will turn off. The cloak effect will disappear as usual, and there will be the usual 5s timeout before it can be reactivated.

Previously the ship would partially decloak when power was exceeded but not fully recloak, due to the timeout factor.

Update: 12 May, 2017 @ 3:12pm

Update: improved effect on AI turrets, patched a crash issue on world unload if engine unloaded an attached, hidden block before the cloaking device.

Update: 11 May, 2017 @ 4:54pm

Hotfix -crashing when activated, if your grid had a block that couldn't be cast to a MyEntity reference (?!?? possibly from a mod.)

Update: 10 May, 2017 @ 6:58pm

Changed fade-in/out effect setup, and included effect on attached rotor/piston ends and wheels.