Space Engineers

Space Engineers

Atmospheric damage & Hazards (BB)
33 Comments
Emperors_Nightmare 28 Oct, 2024 @ 2:08am 
take my points
Emperors_Nightmare 28 Oct, 2024 @ 2:07am 
oh i like it
thx for the replay
BookBurner  [author] 28 Oct, 2024 @ 1:32am 
Shinda Akuma there is an option to configure the damage in a way, that it first applies rust skin, then heavy rust skin and only heavily rusted blocks then take damage
Emperors_Nightmare 28 Oct, 2024 @ 1:30am 
are they similar to Rust Mechanics?
Aksay-161 23 Jul, 2024 @ 1:52am 
Полная херня.
BookBurner  [author] 12 Jul, 2024 @ 3:42am 
okey, I will add it to the feature requests and get to it this weekend :) If you think up anything else, feel free to add to it on my discord
Revale08 11 Jul, 2024 @ 5:56pm 
I think labelling a particular suit as a safeskin would work yes, as i have the default astronaut suit set to lower movement to encourage its use as an EVA suit. thew player could weigh up the use of that suit in damaging environments :)
PepperJack 11 Jul, 2024 @ 12:45pm 
keep in mind it would ideal not hurt when inside buildings though
BookBurner  [author] 11 Jul, 2024 @ 7:46am 
Revale08, would an optional attribute similar to SafeSkinList work for you?, meaning, you would be able to declare character models, which are not affected by the specific atmospheric damage?
Revale08 11 Jul, 2024 @ 1:47am 
Would be amazing if its possible to also add a config parameter of selected player suit. Currently im trying to set up a save where my engineer starts in the modded 'No Suit' Variant via the mod 'Get Your Suit on'. The suits in that have different movement speeds and encourages a player to swap suits in airlocks. I think that would play well into atmospheric dmg configs based on suit too.
BookBurner  [author] 4 Jul, 2024 @ 10:48am 
PepperJack at the moment we have a condition for specific skin, SafeSkinList, but we can have list of protected subtypes or material types
PepperJack 4 Jul, 2024 @ 4:18am 
Maybe add a material check to the block so if it’s not a metal it won’t rust.
Grebanton1234 3 Jul, 2024 @ 8:01am 
Sounds good, thanks!
BookBurner  [author] 3 Jul, 2024 @ 7:59am 
Grebanton1234, definitely possible, I will add it to the feature requests and code it as soon as I get around to it :)
Grebanton1234 3 Jul, 2024 @ 7:07am 
Great mod! Really makes setting up some things easier. Do you think it would be possible to add a blacklist for specific blocks to prevent them from getting damaged? For example concrete from the concrete mod logically wouldn't rust
BookBurner  [author] 17 Jun, 2024 @ 2:09am 
Revale08, this is fully configurable, if you disable damage on large and small grids (set to 0 ) in the Damageconfig and HazardDamage entries and only set in on characters, you will effectively reach this exact behaviour :)
Revale08 16 Jun, 2024 @ 4:27pm 
Not sure if this use case has been considered, but I would love if it could be utilised solely as a mod to enable environmental damage on players only.
BookBurner  [author] 19 Oct, 2023 @ 11:10pm 
Nitz, ping me your config on the discord, It works in creative and local survival too. But most likely something is misconfigured. I prepare my configs for our server in the single player as well :).
Nitz 19 Oct, 2023 @ 8:56pm 
Does this only work for servers? I've tried using this mod in Creative mode and after the initial load, the config generated and I edited it just like the example. At first it worked, blocks started to change paint from light to heavy rust. But they weren't taking damage. After changing "WeatherOnly" to "true", and adding a weather conditions, nothing happened when I started a weather event via Admin Menu. Even the rust effect stopped working now.
Calmaria 14 Jul, 2023 @ 2:53pm 
@BB, Ill do that,ASAP :) Thanks
BookBurner  [author] 8 Jul, 2023 @ 3:25am 
Calmaria, you can try the new weather conditions ;)
BookBurner  [author] 3 Jul, 2023 @ 10:00am 
yeah, this script has no shield api, so it damages the blocks directly
Calmaria 3 Jul, 2023 @ 8:38am 
I copied/pasted it, and it worked this time, prob a typo on my part :) im waiting now, to see if its going to destroy the large grid blocks .

BTW, Energy shields, does not protect ;)
BookBurner  [author] 3 Jul, 2023 @ 1:38am 
<PlanetName>EarthLike</PlanetName>

just this
Calmaria 3 Jul, 2023 @ 1:37am 
I started a new "Earth Station" world, added this mod, and "Energy shields"

Tried adding the planet name "EarthLike" and the specific "planet name, neither one is triggering damage.

<PlanetName>EarthLike-1490369077d120000</PlanetName>
<LargeGridDamage>50</LargeGridDamage>
<SmallGridDamage>50</SmallGridDamage>
<DamageSource>Atmospheric Damage</DamageSource>
<CharacterDamage>1</CharacterDamage>
<DistanceFromSurface>4000</DistanceFromSurface>
<DamagePlayers>true</DamagePlayers>
<AcidRain>false</AcidRain>
<Radiation>true</Radiation>
<TickRate>1</TickRate>
<MaxDamageQueue>10</MaxDamageQueue>
<RustEffect>true</RustEffect>
<RustOnly>false</RustOnly>
<EnableSafeZone>true</EnableSafeZone>
BookBurner  [author] 3 Jul, 2023 @ 12:21am 
Calmaria, this exact feature is already on my dev board, we don't need it for our server so I am not rushing it, but I am definitely going to implement it :)
Calmaria 2 Jul, 2023 @ 6:24pm 
I am wondering if I could link this to a specific weather, also, do you know if energy shields mod will protect from it?
BookBurner  [author] 23 Jun, 2023 @ 1:28am 
@McGiver I can try, but I have to check with the original author first, I usually do stuff that is directly useful for our server, but I am not against fixing other things :))
McGiver 22 Jun, 2023 @ 8:08pm 
can you take Hazard Mechanics mod and do something about :steamhappy:
BookBurner  [author] 28 May, 2023 @ 11:27pm 
sure, just search for BookBurner on the Keen's discord :)
Chipstix213 28 May, 2023 @ 11:15am 
thanks, are you on discord anywhere? if your willing to entertain my stupid questions 😅
BookBurner  [author] 28 May, 2023 @ 10:35am 
Feel free to :) I look at how other mods are made all the time. It is better than reinventing the wheel again :D.
Chipstix213 28 May, 2023 @ 9:26am 
Hi I've been working on a similar idea but instead of user configuration I'm intending on reading values from planet generator using mod extensions API.

Would you mind if I take a look at your implementation?