Space Engineers

Space Engineers

Player Suit - Power mod (only suit energy)
14 Comments
Lamer  [author] 9 Oct, 2023 @ 1:27pm 
- Changed description in other mods accordingly.
- Fixed this one (now hydrogen is back to vanilla value).
Lamer  [author] 3 Oct, 2023 @ 1:45pm 
ok thanks :)
Healy 1 Oct, 2023 @ 10:59am 
MaxPowerConsumption comes under <Jetpack> / <ThrustProperties> for one. Also I tried changing this value to something really high like 0.001, fired up space engineers, and pressed X. Hydrogen tank sapped completely in less than 2 seconds.

I have been trying to find a way to reduce power usage for quite a while (mainly to make oxygen relevant) with no success, the only constant I have found is SuitConsumptionInTemperatureExtreme which only affects energy use due to weather.
Lamer  [author] 25 Sep, 2023 @ 1:21pm 
@Healy can you link me where did you found this info?
I'm serious, if it's true I have to modify atleast the descriptions of all those mods.
I always thought that value referred to the power (battery) consumption related to the jetpack, but I may have been wrong.
Healy 23 Sep, 2023 @ 8:47am 
iirc MaxPowerConsumption affects the rate of *hydrogen* used, not energy.
Lamer  [author] 10 Aug, 2023 @ 6:38pm 
I think yes..
Keltskiy 9 Aug, 2023 @ 6:23am 
is this still going?
<†>Baigle1<†>™ 22 Apr, 2022 @ 12:48pm 
Further NASA listed VO2 consumption rates are clarified and calculated on my post at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2768172194

The vanilla game currently uses over 1300x more oxygen than the player needs continuously in real-world conditions.
<†>Baigle1<†>™ 23 Feb, 2022 @ 1:37am 
There are plenty of options available beyond that as well, including protection from all radiative emissions (thermal and radioactive sources including neutrinos theoretically), impenetrable armored exoskeletons (electron orbital bonds leading to strong force bonds/nuclear pasta), near complete immunity to lasers, theoretical inertial field displacement reducing any kind of acceleration or deceleration forces including those of projectiles and exhaust and possibly reducing weight, and many other capabilities, depending on the level of materials research someone would want to call it quits at.
<†>Baigle1<†>™ 23 Feb, 2022 @ 1:28am 
:steamhappy:
Lamer  [author] 22 Feb, 2022 @ 4:12pm 
Right now i don't know other ways to create mods, i am a mod creator for fallout 4 (a few years ago), i know how to change values in various files, but i don't have the skills to create a mod with material additions or other, or even modifying the characteristics of some components without modifying the game files.
However, what you say would be very welcome, having the possibility to create or buy different types of suits according to your needs would be fantastic! (like elite dangerous lol).
<†>Baigle1<†>™ 22 Feb, 2022 @ 12:58pm 
And if the suit utilized nano electro-kinetic energy harvesting from the character body so they didn't overheat in high temperatures, that energy could recharge the suit over time independently of a charging station or light source.

You could also say that other temperature differential harvesting technologies are used in warm, normal, and potentially cool environments to charge the suit from the player's body heat.

An excuse for lowering the energy consumption of the suit in freezing environments even further could also be that it is equipped with thin-solar films and futuristic heat pumps which operate on Stirling, Pulse Tube, Gifford McMahon, or other heat pump principles including gaseous rectification.

If these were made into a suit mod, it would be cool to see a status addition to the environment affects which states what modes are currently running.
<†>Baigle1<†>™ 22 Feb, 2022 @ 12:49pm 
- I've been reading about VO2 oxygen flux rates at rest versus maximal exercise to validate these questions. (250+ mL O2 / min) Hydrogen and Oxygen storage can be done in supercritical and liquid states for far higher suit storage volumes than vanilla, using any material from Aluminum, Steel, Titanium, Fiberglass, Carbon Fiber, to Graphene, or Borophyne (in order of increasing strength to weight ratio). Alternatively saturation, chemical, metallic, or densified storage states can be used for even higher suit storage volumes.
<†>Baigle1<†>™ 22 Feb, 2022 @ 12:48pm 
Hello,

Technically, if you could say that a suit mod is made from better materials that insulate against the cold of space better (easy to do, reducing energy supplementation needs), then you could also say that its primary seal bearings and air bladder are upgraded with polymers that are more durable, slippery, and more airtight versus Teflon and Flouridized Rubber compounds, which also means that it likely has a slower oxygen depletion rate to the vacuum of space, and that the character has to use less energy to move around... all of this reducing not only the power drain, but the Oxygen drain of the suit over time.

Can these base rate modifications be done without overwriting the game files, in case it interferes with say a hydrogen rebalancing mod, and for example could this instead be be done in a separate suit mod?

Thanks for the mod by the way, and I'm 90% expecting the reply to be that Keen SWH has to add those API features to the suit mods.