Space Engineers

Space Engineers

[Dawese] Roleplay Hacking
32 Comments
xDreadbloodx 28 Jun @ 5:43am 
how can you build on a grid thats no t yours or does this block let you do this
not4you403  [author] 22 Jun @ 2:42am 
Hello Gassi94,
I didn't implement that as a feature.
The hacking device block will only hack the grid directly connected to it.

Kind regards! :)
Gassi94 20 Jun @ 9:25am 
Has anyone found or is there even a way to make a "hacking drone"?
I tried to attach the hacking device to a small remote controlled drone of mine, that I intended to "land" on enemy ships with a landing gear or a connector.
But every time I hack, the enemy ship/station won't get hacked to "Me" as owner.
not4you403  [author] 15 Jun @ 6:57am 
Beta-Version with EMP-Transmitter-Block out there!
not4you403  [author] 4 Jun @ 8:19am 
Development teaser of the new feature "EMP Transmitter" out there!

https://www.youtube.com/watch?v=RSxgQyVKUoU
not4you403  [author] 1 Jun @ 5:23am 
@Deightine:

Love to hear that nice words!

Exactly what the mod was created for - everything and everyone is a scavenger!

Some self advertising:
You could try out my mod "[Dawese] Roleplay Portable Radio. You may like it if you're a Fallout fan and if you're playing often without ships. :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490384397
Deightine 30 May @ 10:52am 
@not4you403:

You're most welcome. And thank you!

Your mod breathed enough life back into SE for me to get a few weeks of play out of it, which is more than any other mod has done in a long while. It gives a reason to actually try a pirate play--since all of the automatically generated grids tend to defend themselves, the only way to capture a vessel normally is to pretty much destroy it from range.

I've spent a lot of play time recently throwing myself bodily at vessels, dodging turret fire, locking on to locally dampen with them, approaching from blind spots, squeezing into cracks between engines and such, and then hacking them, so I can take over their Task blocks and later grind them down to pieces I can build from.

Totally bypassed mining for an entire playthrough. Made it a whole different game.
not4you403  [author] 29 May @ 10:42pm 
@Deightine:

Thank you very much for that valuable Input. I see the effort you put in it and I really apreciate that.

Minor spoiler:
A new block "EMP Transmitter" is going to be created next. It can be used to get access to the grid before hacking it.
I'm very sure that I'm going to use at least 80% of your ideas for it.

Thanks again for that great input! <3
Deightine 29 May @ 5:09pm 
@not4you403: (Continued... again.)

This occurred to me after writing the rest. But it's important to note how SE itself works, to explain how my own thoughts about this stuff come about...

All blocks conduct power and transmit data. Even a light armor block is both a power line and a data line. But it'd be messy sending signals that way without standards, so the network would have to encode and decode the data in ways that don't get interfered with by the conductors in between. Your hacking minigame is essentially a man-in-the-middle attempt to inject a privilege exploit.

That's why I think hacking could make more sense applied to circuit blocks (attacking closer to the appropriate hardware), but an EMP should be should be up close and a field effect. Every grid is a big lightning rod/antenna, but EM Radiation is already a problem in space, so an EMP is gonna need to use a lot of power and be set off really close to overcome that.
Deightine 29 May @ 4:57pm 
@not4you403: (Continued.)

I enjoy the tension of the hacking puzzle. But it requires that I get to a place where I can turtle long enough to do the minigame. An EMP would fill the need of getting me there without destroying the salvage.

In my opinion, a shining point of your mod is that it rewards planning to event play the mini game. A timed duration EMP would add one more tension layer as a risk while giving you a -chance- to hack the target at all, which is a reward.

Extra: There's an excellent chance for realism with an EMP--something like shutting off every block in a flat 500m radius immediately. Then if it takes out all of the 'smart' blocks on a grid, it toggles off the whole grid at once in a cascade (like the admin power-off command).

That way blocks turned off will turn back on at the end, but whole grids stay off until booted back up. Alternately, it could permanently damage any block with circuitry down to its 'Hack' line so you don't lose the important components.
Deightine 29 May @ 4:55pm 
@not4you403:

I have been thinking about EMPs for awhile, as I electronic warfare feels a natural fit for SE. But your example radius would be a godmode off-switch and minigames mean time in a menu, which is instant death when dealing with Pirate or Factorum ships. But making and charging a limited-duration 'EMP Inhibitor' tool could work.

Ie. You have to make, charge, and then get close (within ~400-500m) to use it. Losing it by dying before getting to use it would -hurt-. Increases need for planning and the 'damaged' lightning effect from the light blocks could immersively indicate the EMP pulse duration is still effective. When the sparking stops, well... probably dead to a turret.

(To be continued.)
not4you403  [author] 29 May @ 2:39am 
@Deightine:

Glad to hear that, thank you very much!

I really appreciate that you're sharing your feedback and your ideas.

I'm going to think about your ideas!

What do you think of a new block "EMP Device" which can only be placed on "electrocal circuit blocks"? There could be another small minigame to solve. After solving, it could take some seconds, then playing a cool "EMP sound effect" and shutting down everything one by one in range of 1500 meters for 2 minutes? Including shutdown soundeffects everytime and maybe some lightning.

Opinions and thoughts appreciated.
Deightine 28 May @ 8:22pm 
@not4you403:

Still working out very well and is indispensable to how I like to play.

A few more thoughts:

- Hacking is honestly really powerful in SE--for balance, might be good to require the hacking device only work if stuck to blocks that actually contain circuitry to access the grid. Maybe if the block uses Computer, Radio, or Detector components?

- Considering its usefulness in electronic warfare, perhaps a one-use tool that broadcasts a 1.5 km signal by siphoning power? Slap it down and then run for cover, basically. Even better as a sticky projectile from a launcher.
not4you403  [author] 11 May @ 5:55am 
Released version 1.2.0. New feature: Dangerous crack button. Read the description for more informations.
not4you403  [author] 8 May @ 10:34pm 
@Deightine:
Thank you very much for your feedback! <3

I'm going to implement some of your ideas.

I thought about @Deapris ideas again and I'll try to mix it at least partially into the mod too.

Thanks to all again!
Deightine 8 May @ 8:12pm 
This is wonderful. I absolutely adore it.

Feedback:

If I'd change anything, it'd be to make the brute pattern puzzle harder by adding boxes based on grid processing totals. That way if you want to hijack a station, its going to take longer, meaning more time to get shot during. That would also let you put a scaling difficulty on your dangerous crack idea. But rather than blowing up, I'd suggest burning out (max-damaging but not destroying) all grid-connected AI blocks, broadcasters, event controllers, timer blocks, control consoles, etc, The 'electrical circuits' essentially.

The current four boxes are great for anything in the small to medium sizes the game auto-generates (like mining carriages, etc), while a full scale carrier should probably be at least 6 boxes.
Ackerley 8 May @ 7:14am 
不会用的国人玩家可以回复我。
not4you403  [author] 24 Apr @ 11:07am 
@pokemon00992010:
Did you add the mod to your savegame ingame after subscribing to it? The block is called "Hacking Device".
pokemon00992010 24 Apr @ 8:34am 
either im dumb or something wrong with my game but i cant find the block
Deapri 9 Apr @ 2:09pm 
Ouch, the implementation makes sense in that regard wishing to keep overhead to a minimum, it's a very nice and fun addition even still, appreciate the effort involved here.
not4you403  [author] 9 Apr @ 1:35pm 
Thank you all very much for your feedback!
@Deapri: The reason there isn't a time limit is that I want to address "slower" gamers too. I really thought very much about the difficulty of the minigame. :)
But in future, there will be a "Dangerous crack"-button, which hacks the grid in a chance of 35%, but triggers a big explosion on failure after some seconds.
Deapri 9 Apr @ 6:25am 
I rather like this, I wonder if it would be plausible to combine the two systems, having the hack password and story part combined with the time elapse attempts to defeat defenses like hacking computer does? It is a nice touch either way adding the little mini-game and stories.
creo qe si 6 Apr @ 4:55pm 
Hey man, I wanted to leave a quick appreciation comment on how you gave an ETA (on small grid usage) of 7 days and delivered in less than 24 hours, great job!
FragAttorney 5 Apr @ 12:12pm 
Thank you! I have always felt like there needed to be something like this in survival. I can't wait to try it out.
not4you403  [author] 5 Apr @ 6:24am 
Improved screenshots are available now!
Thank you very much for your feedback! <3
admeraltopaz 4 Apr @ 6:07pm 
I've been searching for a mod like this for months
Thanks
Kara Vaki 4 Apr @ 2:14am 
I admit that screenshot had me very confused aswell, may I suggest updated it so that it shows the actual cost?
not4you403  [author] 3 Apr @ 1:09pm 
@Nalesh: In reality, it needs 1x steel plate, 1x const. comp., 1x computer and 1x display. The screenshot is just old.
Nalesh 29 Mar @ 11:29am 
1 steel plate seems a bit weird for a build cost, shouldn't it have some computers?
not4you403  [author] 24 Mar @ 2:54am 
Small grid version is available now!
not4you403  [author] 23 Mar @ 11:26am 
Love to hear that!
Small grid version will be released in ~7 days. Extra for you. <3
Hungrymarv 22 Mar @ 9:28am 
Will there be a small grid version? could it be more expensive to make? great mod btw