Space Engineers

Space Engineers

DuraMax Armor
51 Comments
captainbladej52  [author] 25 Jun @ 6:23pm 
@Valeriowar: I have duramax reinforced cockpits as part of my main 2125 Era Mod. I kept this one limited to armor blocks for folks who wanted the armor, but not the greater tweaks of the main mod itself. I can see about splitting the cockpits off from the main mod and doing them as a standalone thing. However they would be dependent on this mod being used itself. Don't mind looking into getting that setup, you're just the first to ask about it here.
valeriowar 24 Jun @ 6:06am 
can you make also Duramax Cockpit?
valeriowar 23 Jun @ 12:51pm 
Fantastic Armor
captainbladej52  [author] 21 Mar @ 7:51pm 
-block variant group issue preventing the Era Refinery and Advanced Era Refineries from being properly grouped has been fixed.
-new icon for the standard era refinery to better differentiate it from the survival kit
captainbladej52  [author] 20 Mar @ 11:50am 
i've pushed out an update for you folks that should correct several icons not properly matching along with a slight weight reduction to the original duramax heavy variant of armor. to make it easier for myself and you guys I posted a discussion thread to get everything into one place and explain why the major change has taken place. If folks have issues, questions or concerns please let me know.
captainbladej52  [author] 31 Dec, 2024 @ 6:30pm 
@Sodium Chloride: in order to do what I wanted to accomplish I would've needed to set it block by block for every single variant that exists. Those are also resistance multipliers, not full on HP multipliers as components are where blocks derive their HP from. Where as with custom components I can get everything done at once, and have greater control over how hard/easy it is to manufacture the armor. This armor is meant to be stronger than vanilla obviously and thus not as easy to come by. There's plenty of ways I could have done it. However this way gives me the greatest control to accomplish my goals. Also should I have stuck with using vanilla components only, it also could've been effected by changes Keen themselves made. This eliminates those issues before they can ever become a thing.
Sodium Chloride 31 Dec, 2024 @ 1:20pm 
there are also block-specific hp multipliers
captainbladej52  [author] 31 Dec, 2024 @ 12:51pm 
@Sodium Chloride: because that would increase the durability of anything that used steel plates and not just the armor. Only way to increase armor durability without effecting other stuff was to make custom components.
Sodium Chloride 31 Dec, 2024 @ 10:22am 
why not just increase steel plate hp
captainbladej52  [author] 28 Oct, 2024 @ 6:08pm 
-Duramax heavy armor buffed to 11x vanilla heavy
-Duramax Medium and Duramax Light armors buffed to 7x vanilla heavy and light armors respectively.
-Advanced Era Refinery speed now 2x normal and material efficiency is 1.3

this will retroactively effect all existing blocks
captainbladej52  [author] 9 Sep, 2024 @ 10:56am 
@GodShake: There are armor replacer scripts and mods out there you can use to update blueprints and existing grids. However I've never used them so I'm not sure how good they are or how well they would work with my DuraMax armor. It can certainly be done. Far as existing means of doing it I'm not sure. I would advise joining the Keen Software House discord and perhaps asking some folks there who know more about that sort of thing than I do.
GodShake 9 Sep, 2024 @ 6:07am 
is there a script or something to replace vanilla armor with this?
captainbladej52  [author] 18 Aug, 2024 @ 9:08pm 
-issue causing basic era refinery construction stages to be rotated incorrectly has been fixed. this is cosmetic only.
captainbladej52  [author] 14 May, 2024 @ 5:54am 
-Advanced Era Refinery introduced. Refinery comes with 6 ports for upgrades and is compatible with vailla upgrade modules. I didn't intend to make a more advanced refinery but you folks wanted one so you got it. processes duron only
captainbladej52  [author] 17 Nov, 2023 @ 9:38am 
-hotfix correcting duplicate round panel entries into variant groups.
I accidentally copied it twice when adding them.
captainbladej52  [author] 17 Nov, 2023 @ 5:53am 
-New DuraMax Corner Panel and L Shape Panel introduced for large and small grid for all 3 armor types.
-All variants of Round Armor Panel and Round Armor Corner Panels should now appear in the same variant group.
Round Armors were there but left out of the variant groups due to an oversight.

The new corner panel and L shape panel are new variants that are not yet avaialbe in the vanilla game. Essentially I got annoyed with them not existing and made my own variants which means more blocks for you folks.
captainbladej52  [author] 3 Nov, 2023 @ 1:01am 
-missing center armor panels added for all 3 variants of DuraMax armor
-Issue that caused DuraMax Light Armors to become clones of Medium Armors has been corrected after bug report.

This was never intended to happen and I had to recreate the light armor variant entirely and try to match the values as best I remembered. If folks see major bugs or issues or think you see a major bug or issue, by all means please let me know. I try to catch stuff before it goes out but I'm a one man team and don't always catch everything. Bug reports are highly appreciated and the worst I can tell you is that it's not a bug, or I'm working on a fix already. If there are issues I will do my best to fix them.
captainbladej52  [author] 2 Nov, 2023 @ 11:20am 
No, that's not supposed to happen. I'm working to resolve it.
팬텀요원 2 Nov, 2023 @ 8:35am 
Max Light Armor and Medium Armor seem to be the same. Weight and defense are also the same. Is this a bug?
captainbladej52  [author] 31 Oct, 2023 @ 9:27pm 
-Issues with preventing the Duramax Large Armor Quarter Panel and Duramax Small Armor Quarter Panels from being in the correct variant groups has been corrected for all 3 variant types
-SmallArmor2x1SlopedPanelDuraMax and the LargeArmor2x1SlopedPanelDuraMax block are now in the correct block variant groups.
Fair warning this particular fix resulted in a subtype ID change to the small block variant. I fat fingered it and forgot to capitalize the M in DuraMax which resulted in a Subtype ID change. unfortunately this means small variants of that block will need to be replaced potentially.
captainbladej52  [author] 12 Oct, 2023 @ 7:03am 
For those of you that use the standalone variant of the armor and not the rest of my 2125 era mod I have a question for you folks. To make the armor you need to refine some Duron Ore. Currently as it sits now Duron Ore in this mod variant is only found in asteroids in space. I plan to add an ability for it to spawn on planets and moons for folks who want to have access to it without always having to go into space. Now my question for you folks is this. Would you want me to add Duron Ore to planetary spawns as part of this mod as a baseline thing? Or would you prefer it to be a standalone companion mod similar to the Planetary Ore Spawns of my 2125 mod? I leave this up to you people.
captainbladej52  [author] 12 Oct, 2023 @ 6:56am 
-Scaling issues with DuraMax Armor was discovered and fixed.
Armor's damage resistance values were not scaling properly or applying at all in some instances. Some blocks may feel stronger than previous due to proper scaling values being applied.
-DuraMax Variants of the new rounded panels have been introduced.
captainbladej52  [author] 3 Jul, 2023 @ 6:35am 
@butts: apologies that i'm just now seeing this. I haven't been in steam for awhile. I don't mind helping you how I can but I would advise joining the Keen Software House discord as those guys can help you far more than I can in there.
Butts 18 May, 2023 @ 6:32am 
Hey captainbladej52, love the mod and was wondering how you went about making models? I figured you grabbed the original models and remade them into these ones with your new materials and ores, wondering If you had a discord or something I could discuss this on?
captainbladej52  [author] 26 Feb, 2023 @ 1:12pm 
@elias oriley: do what you gotta do for your guy's stuff. I wasn't sure what you wanted to do for actually getting the stuff. last time i knew of someone disabling an ore spawn like that they wanted it to be only obtainable from the NPCs, which was kind of what I was assuming.

Assuming you're applying this to an already active world, asteroids that were generated before the change may still contain duron ore. The ones generated after the change won't. As for putting Duron on planets I've been looking into doing this, I just haven't made a final decision just yet as to how I planned to distribute it onto the planets. I will be doing the same with my full era mod's custom ores. If you have a request far as distribution, now is the time to submit it.
elias oriley 26 Feb, 2023 @ 9:18am 
I modded a Planet with Duron on it ;-)
Should be fine, or is the stuff on the planet go missing when we put it away from the astroids?
captainbladej52  [author] 26 Feb, 2023 @ 6:50am 
@elias oriley: you can do that but be warned there are no other sources of duron aside from buying it off the NPC factions or meteor impacts if you do that. currently it's set the way that it is because putting it on the planets would introduce potential compatibility issues with other mods modifying planetary ores. I will eventually be doing more with it but that's the least disruptive way I could come up with in the mean time.

If you would be to disable it, you can go into the local files for the mod on your machine into the voxel materials file and set the SpawnsInAsteroids to false, or delete the voxelmaterials file.
elias oriley 26 Feb, 2023 @ 6:29am 
Hey hey, we want to get rid of the duron in the astroids. Is it possible to remove it via coding?
captainbladej52  [author] 2 Jan, 2023 @ 3:12pm 
Hotfix - updated block variant groups and some under the hood stuff in attempt to fix EraRefinery not showing on console
captainbladej52  [author] 29 Dec, 2022 @ 7:04am 
Hotfix to add block categories that should make armor blocks and Era Refinery easier to find for PC and console players both.
captainbladej52  [author] 21 Dec, 2022 @ 1:46am 
I know this will make DuraMax armor harder to produce as a result of this update. I wanted to eventually add a custom ore to replace cobalt and this update does that. Currently it’s only available in the asteroids as it’s more work to add the ores to planets and comes with potential compatibility issues I wanted to avoid. I will look into getting this added planetside down the road when I am more confident in my ability to add items like that to planets. Spawn rate of the Duron ore is higher than cobalt to make up for this and can be deposited from meteor impacts.
captainbladej52  [author] 19 Oct, 2022 @ 6:03am 
@Butts: Balance wise the armor is balanced around the weapons in my era mod which deal anywhere from 15%-25% more damage than vanilla weapons.

Far as adding additional shapes I would need to see the shapes in question and what they have going for them. If you're wanting super specific shapes from specific mods I would likely need to work with that particular modder to do so, assuming that modder is cool with it. Otherwise I can try replicate generic shapes that are similar but couldn't promise anything specific.
captainbladej52  [author] 19 Oct, 2022 @ 6:03am 
@Butts: The armors are named the way they are because originally I only intended for there to be one type of DuraMax armor, which is the original heavy variant. That's why it doesn't have a suffix after DuraMax. The light variant came about due to weight concerns I had with having only one tier of my armor. Not everything in game needs ultra heavy armoring and the excess weight. The Light variant was meant to give DuraMax type levels of strength without being super heavy on weight. Because tbh the vanilla light armor is basically tissue paper. medium variant was meant to be the go between of the 3 tiers and to strike a balance between weight and protection. In terms of craft, the medium variant is meant for items needing a bit of heavier armor, but not wanting to add much weight. And the heavy variant is the going for broke variant if that makes sense. Typically beefier dreadnoughts and stations.
Butts 17 Oct, 2022 @ 12:01pm 
Love this mod is exactly what I was looking for! works flawless although I noticed the ingame naming is "Light", "Medium" and one without a prefix (am assuming its the heavy one based on its requirements). Maybe a couple name changes is needed? Otherwise love this and cant wait to use!
P.S would you consider doing the model shapes for the additional armor shapes from mods such as 'AQD Armor Expansion'?
captainbladej52  [author] 3 May, 2022 @ 4:45am 
Transition armor blocks from latest update added to mod
captainbladej52  [author] 27 Mar, 2022 @ 7:32pm 
@Shniklefritz: Far as the technical side of it, the armor blocks are basically just the vanilla armor blocks with altered durability values. The models themselves are recycled Keen models and are the exact same as the standard armor blocks in terms of their models. Only performance difference should be in how much damage the DuraMax blocks can take vs their vanilla counterparts. I've not had any issues reported with the blocks for some time. Last issue that was reported to me was the display name issue with the DuraMax Grids and DuraMax Light Grids that was corrected awhile ago. If you're having an issue then by all means describe the issue and if it's something on my end I can fix I will.
Sweetums 25 Mar, 2022 @ 12:13pm 
Do you suspect any performance issues with these blocks? I don't know much about the technical side or what goes into it, but are LOD's effected?
captainbladej52  [author] 6 Feb, 2022 @ 10:14pm 
Mod has been updated to reflect post warfare 2 values. Armor has been rebalanced around a pending update to my 2125 era mod which will bring stronger versions of the new vanilla weapons. I have outlined the changes above as well as what changes were made and why.
captainbladej52  [author] 8 Oct, 2021 @ 9:40am 
-display name issue causing DuraMax Grid and DuraMax Light Grid to both display as DuraMax Grid as been corrected. this is a display name change only
captainbladej52  [author] 13 Sep, 2021 @ 11:22pm 
-issue preventing DuraMax Light Plate from showing in blueprints corrected

-2x1 Slope Base Inv Construction model pathing issue corrected
captainbladej52  [author] 7 Sep, 2021 @ 9:45am 
light and medium type armors added
captainbladej52  [author] 16 Jun, 2021 @ 3:38pm 
@Abisius: I've corrected the issue and the block should now appear in the groupings. I copied and pasted the name directly from the Armor SBC into the groups SBC. As dumb as it sounds, the only thing I notice that changed was the T in Tip being capitalized now in the groups SBC. So a T not being capitalized was preventing the block from showing in the groups. Weird.
Abisius Xarvenius Carbensius 16 Jun, 2021 @ 2:24pm 
@captainbladej52
DuraMaxArmorSlope2Tip would be the screen name

seams to me as if the groups are a bit mixed up but that could also be form a different sollowing of blocks inside a group, so a edge that is first reached before a half block is reached instead of vise versa for example.
captainbladej52  [author] 16 Jun, 2021 @ 2:10pm 
@Abisius: What is the display name in game of the block that's having issues? I will see what's up with that block.
For the grouping of the blocks, it should be exactly as it appears in the vanilla groupings. To know which blocks went to which groups, I used the vanilla heavy armor groupings as the template. In one of my test worlds I put one of each heavy armor block down on the ground according to its groupings in one of my test worlds. I placed a DuraMax block next to it to know what went where, then changed the SBC file accordingly once I marked what went where. Groupings should match what was on screen for vanilla heavy armor groupings as of this patch.
Abisius Xarvenius Carbensius 16 Jun, 2021 @ 1:09pm 
@captainbladej52
first thx for getting so fix to work
second i would like to point out that the tip of the long slope is still ungrouped or atleast not selectable inside the groups
and also a request:
would it be possible to group the blocks the same way as the vanilla blocks are grouped?
captainbladej52  [author] 14 Jun, 2021 @ 11:56pm 
@Abisius: Much appreciated for reporting the issue to me about the menus. While I was trying to fix that I actually discovered 2 more issues. Several blocks were still using vanilla components and I had to convert those over. Also noticed some missing icons that were added. Ended up having to basically rebuild the block grouping file. As to why one of the blocks wasn't scrolling, I screwed up the block pairings. All of this should now be corrected.
Abisius Xarvenius Carbensius 13 Jun, 2021 @ 7:56pm 
@captainbladej52
if you view the block groups in the g menu it shows that there are block in the groups that cant be reached while scroling throug hthe blcok group in the toolbar.
for example the group shows the 3 different rounded armors (so round amor edge, round armor ramp, round armore inverted edge) but in the toolbar you cant scroll to the round armor ramp only to round armor edge and round armor inverted edge.
captainbladej52  [author] 13 Jun, 2021 @ 7:47pm 
@Abisius: can you clarify what you mean by you can't scroll to certain blocks outside the g-menu? Are you meaning that it will show a round armor block, but that armor block isn't part of the groups or which?
Abisius Xarvenius Carbensius 13 Jun, 2021 @ 7:26pm 
@captainbladej52
a small bugreport:
the blockgrouping is a big bumpy, it says i nthe g-menu that there ar eblocks inside that you cant scroll to outside the g-menu (for example the roudn armor block) also scrolling through is works only in one direction
also it would be very nice if we could get the blocks sorted closer to the vanilla sorting inside the blockgroups.
captainbladej52  [author] 12 Jun, 2021 @ 1:56pm 
@Abisius I have updated the description with a sepcs section outlining the differences. The numerical components is the same as vanilla armor types. If a block required 5 metal grids, it will require 5 DuraMax grids. the DuraMax Plate and DuraMax Grid each weigh one additional kilo than their vanilla counterparts. DuraMax Plates weight 21 kilos and the Grids weigh 7 kilos compared to the 20 kilos of vanilla steelplates and vanilla metal grids which weigh 6 kilos. This is part of a larger project I am working on and depending on how further testing goes, the additional kilo of weight may not be sticking around.