Space Engineers

Space Engineers

Easier Grid Takeovers
30 Comments
Piolp 21 Jun @ 2:01pm 
Free blowy if you update this. lol
Jeffers 18 Sep, 2023 @ 1:21am 
Is there a list of all items that must be hacked? I'm having trouble finding out what I need to hack
Sensational Being 5 Aug, 2022 @ 8:24am 
Ok the trick about setting a control seat to nobody when there isn't one to start with is great
jonn19  [author] 31 Jan, 2022 @ 6:56pm 
Hi Sir Vap, anything is possible but right now I'm having a SE break. I kinda feel the mission to locate a hidden RC should still be needed, especially if you're taking over a player's ship (encourage a hidden one or two on PvP servers!) Having said that am not immune from the WHERE THE HELL IS THE RC ON THIS THING? annoyance, have been there a few times myself.
Cigarette 18 Jan, 2022 @ 12:45pm 
Would it be possible to take some inspiration from Hostile Takeover and highlight required blocks when taking out the Grinder?

I have trouble finding the blocks, and i'm not the biggest fan on stripping down ships to find a RC block in the middle of nowhere in it.
jonn19  [author] 23 Feb, 2021 @ 2:46am 
Cool man. Yeah the block needs to see you as an enemy which IIRC it doesn't if you're in creative. That's to avoid issues if you're co-building a ship with faction mates, could change ownership of other blocks and lock people out of doors etc.

If you are playing survival and you are neutral with the grid e.g. trade NPC faction, you can hack the blocks and set them to Nobody. That will convert all blocks to owned by Nobody, which of course you can then just assign to yourself instantly.
kennet0508 22 Feb, 2021 @ 9:03am 
Update: You were completely right, by changing to creative mode, setting the block to space pirates (since i wasnt allowed to change ownership to space pirates in survival.) then going back to survival mode, "hacking" the remote control started turning the grid.

Its not optimal as it was cuite immersion breaking to do that entire process to get it, but what can you do, thanks for the help!
kennet0508 20 Nov, 2020 @ 11:40pm 
Nice! ill test it out in Survival and see if i can get it working
jonn19  [author] 20 Nov, 2020 @ 9:38pm 
Hi Kennet. Good question! I think that if you build a control block (I'd suggest remote control, cheapest in parts IIRC) and change its ownership to Nobody, then the other blocks will change ownership from e.g. SPRT to Nobody and you can just claim 'em.

I'd guess that it didn't work for you in creative because enabling access to all terminals in Space Master screen, means you don't get recognised as "enemy" in block-player relations code. Yeah turrets still target you but for some reason the block-player relations flag is what's reset with access all terminals. If you set to SPRT, then turn off access all, wait a few seconds then hack, you might find it works.
kennet0508 11 Nov, 2020 @ 4:05pm 
Any way to convert grids that do not have a pre existing control seat/Cockpit?

Example, i came across a distress signal, where there were no control seats,. how would one go about capturing that?

I tried building a control seat in creative and transferring it to space pirates, then preceed to hack it. but that didnt seem to do the trick
jonn19  [author] 30 Mar, 2020 @ 11:47pm 
Mod's definitely working on a vanilla DS and a Torch DS, so perhaps something's awry with the process.

To summarise: hack and rebuild (don't totally grind off) all cockpits, control seats and remote controls on a grid that's owned by a hostile NPC or player faction, within 5 minutes.

If that's not working please let me know, I'd like to ensure it's operational for everyone.
Aweewaw 30 Mar, 2020 @ 7:04pm 
Doesn't seem to work for me.
jonn19  [author] 21 Dec, 2019 @ 10:43pm 
Try that. Can't see how updates would have affected it, but did a bit of a simple rejig and seems to work.
While I was at it I removed the programmable block component, they're really not ship control blocks so a bit unnecessary.
Chadok 8 Dec, 2019 @ 11:55am 
As an old sage once said, * Sounds good, doesnt work *
madnessmaster 13 Nov, 2019 @ 10:25am 
is there a problem with the mod since the economy update? the mod does not seem to be working for me. do I need to build a control seat by hand or will hacking a existing seat work?
MTD Labs 29 Sep, 2019 @ 9:19am 
Trying to hack a SPRT ship and I've taken out all the control blocks, I have one claimed by me, but it's not hacking the rest of the blocks and there's no way I'm going on a scavenger hunt for the rest of the blocks...
Rekalty 20 Apr, 2019 @ 7:18pm 
Need to do some more testing, but it doesn't seem to work with static grids/bases. Works just fine with small and large grid ships though.
Stollie 28 Mar, 2019 @ 10:08pm 
Hey mate,

Something I added to my Reavers mod was that once the player 'hacked' one relevant block the other blocks on that grid would then get a way-point so the player knew where else to go to finish hacking the grid and take ownership.

Based on the idea that once an engineer had hacked one block he could access enough information to know where other blocks are used through the circuitry :D

Once the grid was hacked the way-point would then delete itself as well to prevent clogging up the way-point list.

Would love to see something similar added to this!
Letal 26 Mar, 2019 @ 3:12am 
Nice mod bro, i like more than the original.
seronis 3 Mar, 2019 @ 12:11am 
Havent looked at code yet but basically I want it to act closer to how the Hacking Computer mod works. Each 'control system' will try to convert one other system each tick even if you dont have control of them all. So just gaining control over one programming block or flight seat (etc) will start the ship hacking process. It also means as long as the ship still has even one control system remaining it is still defending itself and its hard to get a foothold on a ship with lots of systems as its likely one of them will hack your initially compromised system. On top of that I want specialized hacking computer and defense countermeasure blocks that have faster tick rates

Right now im brushing up on C# because my personal experience is with just C and C++ so it will be a bit before I can start. Just wanted permission to have an easier time if possible. And of course if you like anything in ANY mod I make you're free to borrow/steal whatever
jonn19  [author] 2 Mar, 2019 @ 10:00pm 
Heya seronis. No problem at all, go hard. Would appreciate it if you add me as a contributor, or pop in an acknowledgement. What changes are you planning to make? Hopefully I commented the code appropriately.
seronis 2 Mar, 2019 @ 12:21am 
Do you have any problems if someone uploads a customized version of this mod?
Stollie 29 Jan, 2019 @ 11:23pm 
Oh and can you add a config setting for the tick vs instant takeover? When I'm playing SP I'd prefer it just swaps after I've grinded out all the relevant stuff instead of waiting around for longer, lol
Stollie 29 Jan, 2019 @ 11:22pm 
Yeah Lucas's mod sometimes doesnt do what its supposed too. I think I looked in the code once before and had an idea why it doesnt always trigger when it should.

I'll give this one a whirl :D
jonn19  [author] 29 Jan, 2019 @ 11:06pm 
I was only joking around :) I'd really like to see a PvP assault team taking over another faction's grid by taking the control blocks, that would be epic
SourceStick 29 Jan, 2019 @ 6:46am 
Also I use almost 200 mods so it would not be a mod conflict.
SourceStick 29 Jan, 2019 @ 6:44am 
You haven't done this for nothing even if the original still works! This has little pit different system to capture ships/stations and the original only worked for NPC grids.
jonn19  [author] 29 Jan, 2019 @ 12:23am 
I did all that work for nothing?!?? haha maybe I had a mod coflict or something. All good, there are enough differences that it was worth my time IMO.
SourceStick 28 Jan, 2019 @ 9:34am 
I think that Meridius IX/Lucas and Ensou's mod still works at least for me.
Kothe 27 Jan, 2019 @ 4:26am 
Nice!