Space Engineers

Space Engineers

Clangware Script (Grid-Virus)
10 Comments
Eevee 26 Apr, 2022 @ 9:25am 
this is cruel and evil and i am now making a e warfare ship
Acephelos  [author] 20 Jul, 2021 @ 5:27am 
Scripts must be enabled first, last I recall this was in the experimental settings. Then you use the Edit button, Browse for this script, Check Code, and then OK.

From there the script should just start working after a few seconds. It has been a while since I've played though, so let me know if I'm wrong in any of that.
Marisa Kirisame 19 Jul, 2021 @ 11:44pm 
How do i set up programmable blocks with this?
Endo 20 Feb, 2021 @ 2:09pm 
damn nice <3
Acephelos  [author] 20 Feb, 2021 @ 7:33am 
- Confirmed hinges are affected.
- Script affects entire construct rather than just the grid, this means sub-grids attached via rotors, pistons, and hinges are affected now too.
- Added a chance for rotors, pistons, and hinges to detach the head part.

Worked fine in my tests, let me know if anyone has any issues.
Endo 7 Jan, 2021 @ 1:06pm 
okay let me know if anything changes <3 thx
Acephelos  [author] 7 Jan, 2021 @ 6:28am 
It doesn't look like I can access it directly via in-game scripts but it is exposed via the Mod API. Either way to only meaningful property it gives access to is the "Enabled" property. It may be possible for my script to turn the block ON/OFF but we'd need to test it to be sure.

It's also possible that it could be disabled indirectly if the script starts messing with reactors and such. I'd do some tests and see how it goes.
Endo 5 Jan, 2021 @ 3:57pm 
can you try it?
Acephelos  [author] 5 Jan, 2021 @ 6:28am 
Good question, it can't currently, no. This was made before Safe Zones. I'm betting that Keen hasn't exposed the Safe Zone functions to scripts yet, so it's probably not possible as of now.
Endo 3 Jan, 2021 @ 7:25pm 
can it disable safe zones?