Space Engineers

Space Engineers

Neon tubes + (replacement)
17 Comments
ZEN_2255 1 Dec, 2024 @ 11:44am 
Wow, that's cool!
Splitsie 29 Nov, 2024 @ 6:47pm 
This is fantastic, I'm so glad you made it as a replacement so blueprints can remain 'vanilla' even if they're in use :)
BinaryKiller Recoded 29 Nov, 2024 @ 3:15am 
Okay, this is rather neat. Why isn't this vanilla??
Black Tortoise 28 Nov, 2024 @ 4:30am 
More steam awards for thee, Sir Ass!
AssHunter  [author] 28 Nov, 2024 @ 4:15am 
- Added a new non-replace mod (link in description)
- Changed name of this mod
Black Tortoise 27 Nov, 2024 @ 3:41pm 
+1 for non replace version :-P
Sevyrs 27 Nov, 2024 @ 3:13pm 
I don't often sub to mods but man I'd like to have this one. Subbed and upped.
AssHunter  [author] 27 Nov, 2024 @ 11:37am 
When I was talking about the light radius I meant only the visual aspect - the modded tubes can look like vanilla, just an emissive texture without visible static lighting. But since you are so concerned about energy consumption and PCU - ok, I will load an additional mod, without vanilla tubes replacing
Katarina [WolfCraft Industries] 27 Nov, 2024 @ 7:08am 
regarding a "non replace" version mentioned below, the reason for that is even if you set the light radius to 0, its still a light source that needs to be processed /calculated. it doesnt "magically" disappear so it will still use performance.
especially if you scale this up by hundreds or thousands of times.
also, i cant remember so correct me if i'm wrong, but i think you cant go lower than 0.1 on light radius.
so yea, +1 from me for a non replace version!
C3-C0 27 Nov, 2024 @ 6:20am 
Finally! I was waiting for this mod for a while! 10X
Dragon Fire 813 26 Nov, 2024 @ 7:04pm 
Weather you do make a non-replacement version or not, your mod is still pretty neat. If I'm wrong on any of the facts I stated let me know. After almost 9,000 hours in this game I feel like I'm pretty knowledgeable on how most of the game's systems work, but I'm not a modder and I could still easily be wrong.
Dragon Fire 813 26 Nov, 2024 @ 6:59pm 
Consider a couple of scenarios such as: a low power build where you don't have much power to spare for extras like lighting. Neon as emissives means you could still quite a lot of awareness of where the grid is or parts of it is. Another scenario would be if you were in a situation of low power or not enough power production, neon as emissives means you could use them awareness lights for halls or similar (like if your suit was dead and had a mod that enhances darkness), and have signs that would still be visible as long as your grid had any power. Also I believe lights effect performance way more than emissives do and get de-rendered (I think based of settings) sooner than the emissives do.
Dragon Fire 813 26 Nov, 2024 @ 6:58pm 
In vanilla neon use no power (I think technically they and conveyors use 1w for the entire grid and sub-grids). While lights however use the same amount of power no matter what their settings are as long as they are on. 80w might not seem like much, but can quickly add up if you go heavy on them.
AssHunter  [author] 26 Nov, 2024 @ 10:13am 
@Dragon Fire 813 It's pretty easy to do. But I don't see the point. If you want to have a block similar to vanilla tubes - for a mod tube you can just set the light radius to 0, and choose the desired color. Or mb do you mean something else?
Dragon Fire 813 26 Nov, 2024 @ 7:47am 
Can you make a non replacement version? Having both would give more design options.
Cool mod though, Honestly surprised that no one has done this already.
HeraldOfDoom 26 Nov, 2024 @ 4:14am 
Oh Yeah!
50 COW 25 Nov, 2024 @ 11:56am 
Awesome!