Space Engineers

Space Engineers

UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar
62 Comments
Macca1508 15 May, 2022 @ 2:21pm 
No worries Jonn19 thanks for your work on this one great mod, aye not a game breaking bug for sure and as soon as I wrote that I had maybe an hour of it not happening so seems mostly good.
jonn19  [author] 14 May, 2022 @ 5:17pm 
Thanks for the comments team. Macca that issue comes and goes with different updates, I'm not sure how to fix it but I'm on the dumb end of the modder scale :) so hopefully someone else will.
Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
Macca1508 10 May, 2022 @ 11:08am 
Hi, great mod, anyone else getting when a ship moves and the head does not stay attach and while I leave it stays in place?
Shrekalekalakes 9 Mar, 2021 @ 3:53pm 
best mod in SE
jonn19  [author] 18 Feb, 2021 @ 4:54am 
Interesting Solestius, it works for me both SP and on a DS. I have had a couple of weird issues with mods not downloading properly, have you tried unsubscribing, restarting steam and resubscribing?
Solestius 17 Feb, 2021 @ 6:13pm 
I do not think this mod is save game friendly. Can you adjust this?
Solestius 17 Feb, 2021 @ 6:11pm 
I really like this mod and have used it in the past and want to use it again, however, it is no longer showing in the available mod list and I do not have it loaded as an active mod. Why is this happening?
Nickumtoo 23 Dec, 2020 @ 7:17pm 
If I may request it, would it be possible to give this the remote control block functionality as well? If not that's fine, it's not too difficult to hide a remote control block in builds, but it would be neat if my little buddy could actually pilot my starfighter for me. ^^
HeavyMetalClown 5 Dec, 2020 @ 7:33am 
Thanks a lot for the effort!
jonn19  [author] 4 Dec, 2020 @ 5:52pm 
HI Gnome, probably some change to the damage system in an update. Unfortunately when updates change parts of the system code there is no info about that so it ends up being a case of having to re-decompile the code and try to work out what's changed... I shall look into it.
HeavyMetalClown 1 Dec, 2020 @ 10:20am 
Ahoy there Jonn, just wanted to ask if you have any clue as to what could be causing this and how to fix it.
HeavyMetalClown 30 Nov, 2020 @ 4:42am 
Also just tried removing and replacing the droid in question.. No go.
HeavyMetalClown 30 Nov, 2020 @ 4:37am 
Alrighty, I tried using a drill, a grinder and a rifle on both aforementioned Interior Turret and a Survival Kit, neither is being repaired, despite being withing a block's range of the droid.
HeavyMetalClown 30 Nov, 2020 @ 4:29am 
I'll have a look. Though I also tried shooting it with a rifle, no dice.
jonn19  [author] 30 Nov, 2020 @ 1:52am 
Thanks Gnome. I wonder if it's 'cos you drilled... does it work if it's ground down a bit?
HeavyMetalClown 29 Nov, 2020 @ 6:06am 
Also, just noticed mine is NOT repairing an interior turret on me and mine's home base. If you like, here's some details.

Large grid.
The droid is diagonally 1 block away from the turret.
Everything's powered.
We drilled the turret a little (drill, not grinder) to test the repair capabilities.
The turret is at 94% health.

Feel free to add me so I can invite you to join if you need to inspect the issue personally. Otherwise, I'll try to keep up with this here thread.
HeavyMetalClown 29 Nov, 2020 @ 5:58am 
Thanks for clarifying! And don't worry about the BB-series thing! 'Twas but a suggestion!
jonn19  [author] 28 Nov, 2020 @ 4:59pm 
Thanks Gnome. A "terminal block" is anything in the list when you open the terminal on a ship/station - essentially non-armour blocks. I think the astromech will repair any of these that are nearby, although he can only fix (damaged) not rebuild (destroyed) blocks, and he is not very fast at it.
Yeah I used to have a R5 model as well but both models were lower poly and looked pretty ordinary, and the heads didn't turn. I am slow and average at the modelling side of things and it's a bit of a long arcane tricky process especially with the multi-model thing for an animated head so I don't have plans to bring back R5 or add BB at this point, sorry :( Maybe one day. Or if anyone else who loves the Blender work wants to do that bit, you're welcome to use the scripting.
HeavyMetalClown 28 Nov, 2020 @ 11:09am 
Hey there, excellent mod! What exactly does "Terminal blocks" entail? As in, the little fella only repairs cockpits and such? Also, I'd love a BB-series droid with the same functionality. Just putting the idea out there.
jonn19  [author] 28 Apr, 2020 @ 9:41pm 
Hi kingkilla. He won't play a sound "on command" but you can control which sound he will next make.
For example, you could make bool target = false, iterate through your largeturretbase blocks and if one returns True for HasTarget set target = true, then at the end of the loop do Me.CustomData=(target ? "Play: 1" : "Play 5"); which will make his default sound 5, and if there's a target, sound 1. Hope that makes sense.
kingkilla 28 Apr, 2020 @ 10:06am 
so if running say whips radar mod is there a way to have him play a sound anytime an enemy comes within range ether way love the models and the chatter
jonn19  [author] 31 Dec, 2019 @ 5:12pm 
Hi kingkilla. The vanilla ingame code doesn't support events so the best way is to check status of blocks on a timer, and write the "Play: #" line into the CustomData field if a condition is met. For example, you could get all terminal blocks using GetBlocks and then check each for IsBeingHacked. But actual triggering via an IsBeingHacked event isn't supported.
Does this make sense?
kingkilla 31 Dec, 2019 @ 7:18am 
these are great and work well but i was wondering if if there a list of commands for triggering sounds on certain events
Hadesinferno1 15 Sep, 2019 @ 12:12pm 
These are the droids I'm looking for!
Dansky 31 Aug, 2019 @ 8:53am 
Mr john19, These droids are excellent :)
Comrade Corwin 22 Aug, 2019 @ 10:22pm 
I would love to see a video of this little guy, but no one has reviewed your new version... Just from the description, this seems amazing!
C4PTRAMPAGE 22 Jun, 2019 @ 3:47pm 
@jonn19
just an idea, make the bottom of the block an invisible conveyor port so it can take the items it needs for repairs from a grids inventory system.
Gspann53 7 Jun, 2019 @ 1:19pm 
could you maybe add more types of r units? such as the ones with the more square or rectangular heads?
jonn19  [author] 7 Jun, 2019 @ 6:57am 
Ha thanks Detran... I thought it was amazing that I got the head to animate! Turning a block into an entity that can move around, now that would be miraculous.
WaterChain8 and RedBaron97, I'm very time limited at the moment, but fingers crossed will get back to SE in a few weeks. See if I get a chance to do some more modding then.
Malfabeto 1 Jun, 2019 @ 4:05pm 
I don't know if someone has already asked, but... there's any way or script to just make them walk freely through my station?
WaterChain8 30 May, 2019 @ 3:10pm 
thx John for the response if ur looking for models I may have some that'd be of use from Gmod though I'm not entirely sure if they'd work. But if ur intrested gives a shout :)
High Lord Baron 27 May, 2019 @ 9:35am 
Hey man, great work! But could you add a head-only version? Would make it easier to fit on fighters! And more R-Series would be awesome!
jonn19  [author] 26 May, 2019 @ 5:45pm 
Hi WC8, yeah there was a low-poly R5 in there. I will hopefully get around to putting a higher quality R5 model back in... one day...
WaterChain8 25 May, 2019 @ 9:01am 
Hey John didn't there used to be another R series droid in the mod? and if so is their any chances of it or other varients coming to the mod?
Resh 23 May, 2019 @ 3:58pm 
I was thinking. Sometimes the droid just can't line up exactly how you want (depending on your ship design) My friends and I were wondering if you could add a new option for the two droid types, a 1x1 small box that's just the animated head. We don't know if that would be super hard but thought it was an interesting idea! Thanks for the response and good work, the mod is awesome.
jonn19  [author] 23 May, 2019 @ 3:54pm 
Thanks for the update Bucket. Yeah head glitch I've seen too, at modded velocities. Hopefully will get time to look into it, that kind of stuff should only happen approaching light speed!
Resh 18 May, 2019 @ 3:50pm 
Seems to have fixed itself with a server reset
Resh 18 May, 2019 @ 2:25pm 
We have the head glitch but he also doesn't seem to be repairing systems. any ideas?
FyerbrandTactics_ttv 20 Apr, 2019 @ 9:14am 
These are amazing I love them so much.
Slight issues in MP hosted by a friend at high velocities today where R2's head wouldn't keep up with the ship during animations. Not a huge deal to me, but it weirded my friend out.
He Who Laughs 16 Apr, 2019 @ 4:27am 
Hah yeah that definitely is a larger construction than what I was testing it on, with the recent update you made I'll test it some more, I'll see if it has anything to do with being on the surface of a planet perhaps. Otherwise I'll just accept that the issue is on my end. Great work as always, and thanks for the update!
jonn19  [author] 15 Apr, 2019 @ 9:45pm 
Thanks again for the testing Man Who Laughs. I've done a bit of a tweak to the repair part, and tested putting ten of 'em onto this weapon of a build: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093113437 and I don't get any simspeed drop, so very keen to see how you go with another test. Also flipped the heads around the right way at build time, fiddled to make him not scream randomly, sorted an issue with the multiple-positioning thing, etc.
He Who Laughs 15 Apr, 2019 @ 11:52am 
Did some more testing, and unfortunately the issue persists. It seems to work alright when placing an R2 unit in a relatively empty area, then you won't notice much slow down, if at all, but as soon as I place him on or close to a moderate sized construction, it brings the simulation speed down to a crawl.

Hoping there is a possible solution available, I miss the little guy's chirps.
He Who Laughs 14 Apr, 2019 @ 11:05pm 
jonn19, I'll test a bit more later today when I get a chance, I noticed the issue when you introduced the repair ship within 10m function, so I don't think it has anything to do with the animation addition/feature. Will get back to you with some more info soon.
jonn19  [author] 14 Apr, 2019 @ 10:51pm 
Hy szek definitely a possibility. I just grabbed a free release version of the model and simplified it to avoid chewing resources; that takes quite a while though so I can only do when I have downtime between work contracts. ManWhoLaughs have you found this issue persistent? I have not been able to replicate much performance hit.
Captain Mark S 14 Apr, 2019 @ 7:21pm 
Are R4 and R5 Astromechs a possibility in the future?
He Who Laughs 4 Apr, 2019 @ 10:17am 
Hoping this can be fixed, even if it means adding a static variant of the astromech back into the mod as an option, with the sound emitting function.
He Who Laughs 4 Apr, 2019 @ 10:11am 
Looks like the recent updates has also made the astromechs more performance heavy, having R2 aboard the Falcon now slows the simulation speed down a whole lot, so I have to remove him... :(

Strange how one little thing like the astromech hit my performance a lot, damn.
He Who Laughs 4 Apr, 2019 @ 12:29am 
Ah I see, sure thing, also I am not sure if this is on purpose but the astromech head is backwards upon placement.
jonn19  [author] 4 Apr, 2019 @ 12:25am 
Thanks; not actually a bug, it was always in there as a random sound before I had the idea to make it the damage sound :) Maybe I'll make it super rare unless triggered.
He Who Laughs 3 Apr, 2019 @ 11:59pm 
Bug report: The damage scream sound emits at random when the droid isn't damaged or being damaged.