Space Engineers

Space Engineers

Eternum Void (Modpack) - OLD will be remade please have patience! :)
46 Comments
Omega Ryu  [author] 10 Jun, 2020 @ 2:07pm 
In time, ive had a lot on my plate lately
sand hanitizer 10 Jun, 2020 @ 10:52am 
hey man you gonna finish that update ever?
Mazafaka 9 Dec, 2017 @ 1:14pm 
Hey hou captain!

Is Your Eternum Void server available to join ?
Mazafaka 21 May, 2017 @ 2:08pm 
Hey - hey!
How You doing mister Author?
I still keep hope alive to join your Eternum Void server one day
None of other servers gives that exciting lost-in-space feeling

Wish You well
Omega Ryu  [author] 18 Sep, 2016 @ 1:36pm 
Hey yeah im doin well! The modpack will still have to wait untill dedicated servers are a working thing. atm i am running a simple survival world and it does not run stable enough to be a eternum void.. unless you wanna start over every day xD
so i am waiting for the networking to be stable enough to be actually playable with no massive bugs etc.
Mazafaka 15 Sep, 2016 @ 3:05pm 
Hey Hey!
Hope You are doing well.
How is your inspirational level, mister author?

Sincerelly yours hungry for Eternum Void )
Omega Ryu  [author] 20 Feb, 2016 @ 6:05am 
@Squid
Yup BIG (ok..ok. small) Badass black holes. however their radios is so huge you should be able to detect them from a distance. it will however be a ship-wrecking mechanic (think about 100+g at event horizon) but i will also try to implement radar like mechanics. there are a lot of mods that basically make a radar like function. i might even make a block(combination) that will make radar possible so navigation in the dark will be more like a hardcore survival adventure rader than playing russian rulette with your ship.

One of the things i need to figure out how to disable is the show sensor range option.
This because when you place antenna and enable that option you basically light up everything in the radius (50km?) and all the ships, asteroids etc become black spots. (basically breaking the core game mechanic...

Any help or advice would be usefull :)

ATM just waiting for the devs to fix most bugs and netcode implementation aswell as admospheric effects.
Omega Ryu  [author] 20 Feb, 2016 @ 6:05am 
@Drake Hyena
I will create a request page aswell so people can request segments of mods or just one specific thing.
Squid 19 Feb, 2016 @ 6:03pm 
You mentioned black holes? Oh wow. I played on a pitch black server for just a day or two well over a year ago (maybe it was even your one?), and it was scary enough with just asteroids around. xD

Sounds cool though. I think I'll subscribe to this just to keep it around for checking back on. A lot of these tweeks seem well thought out for pitch black play. I found it all a bit too much trying to cope in the dark last time, but a lot of little changes to the game such as GPS, as well as things like the sensor and spotlight tweeks here, would make it a lot more managable.

I still wonder if anyone ever found the small base and stealth fighter I left abandoned in the dark. :v
Drake Hyena 28 Jan, 2016 @ 9:50am 
Will there be only the skybox as a seperate workshop entry? Would be nice, because many of the modpack contents aren't my kind of taste.
Mazafaka 30 Dec, 2015 @ 2:59am 
We all be waiting with You)
Omega Ryu  [author] 25 Dec, 2015 @ 7:05pm 
Just to update most of the waiting people. there are signs keen will be messing with the max speeds of a world (make the depend on thrust/weights ratio and friction dependant on worlds) i will be waiting for such massive changes before i can implement a mod without having to revamp the intire mod again after the update.
Mazafaka 27 Nov, 2015 @ 4:51am 
@ Omega,
I wish You much inspiration and courage )
jarhead 26 Nov, 2015 @ 4:47pm 
thanks
Omega Ryu  [author] 26 Nov, 2015 @ 3:58pm 
@jarhead
With the jumpdrives in the game now excessive speeds are not longer required so i will tune down the speeds to a more stable number ;) (i will test with pistons landinggears and rotors)
jarhead 26 Nov, 2015 @ 3:53pm 
while your at it can you make a second version that keeps default large ship speed settings but increases small ship to 150ms

(traveling at 1250ms can cause glitches on some systems [like mine])
Omega Ryu  [author] 26 Nov, 2015 @ 2:20pm 
@jarhead
Tnx :) I have no clue what works and what does not work with the mod as of this moment.
The last time I updated this mod was before all the rebalancing made by KEEN...
So i suspect the thrusters to be severely underpowered (they increased it by 3-5 times) and use a lot less energy aswell... and it seems KEEN also removed the lasers from the turrets by default haha
I have no clue how much is changed on each of the modifications I made...
BUT!
I will rebuild this complete mod for support with DX11 in mind and possibly also working with DX9 for those who run old shit.
It'll take some time but I might include new blocks aswell (depends on how fast i can get the hang of the 3D modding)
*mumbles something about real black holes that pose a danger to players & ships*
jarhead 25 Nov, 2015 @ 5:59pm 
@Omega
I know how you feel.
Thanks for the mod.
Omega Ryu  [author] 25 Nov, 2015 @ 2:51pm 
@Mitrino,
Hey! yea me to haha xD
I am having some private issues atm regarding time and money (dont we all haha) :steamfacepalm:
But! I already have BIG plans regarding the new Eternum VOID server *mubles something about intro play and bigger scarier stuff*
:steamhappy:
Mazafaka 25 Nov, 2015 @ 10:54am 
Hi!
Looking forward to see Your server up someday...
jarhead 18 Jul, 2015 @ 5:05pm 
I hope they do. (i like dx11 but i also like other skyboxes for different maps)
Omega Ryu  [author] 18 Jul, 2015 @ 5:00pm 
@jarhead yes i know but its a survival server in pitch black... people who dont know this will log in and have a normal skybox... its like cheating without knowing your cheating :P but i guess with the forthcomming bugfixes that they will make skyboxes moddable again.
jarhead 18 Jul, 2015 @ 4:53pm 
I just meant the skybox for the background and lighting (if they wanted to) so the rest of the mod is activated like normal (by the server or in world settings).
Omega Ryu  [author] 18 Jul, 2015 @ 4:50pm 
@jarhead that would require everyone that played on the eternum void server (average of 40 a day and over 200 unique visitors a week) to change their skybox everytime they want to play on eternum void and people who do not do this do not have the disadvantage of playing in the day (so it takes away the challange).
jarhead 18 Jul, 2015 @ 6:15am 
ok thanks (found out if you want the skybox in DX11 you just have to put it in the defualt game files direclty while keeping the rest of the mod in the mods folder)
Omega Ryu  [author] 18 Jul, 2015 @ 12:35am 
@Jarhead, My mod is fully compattible with DX9&11 except for the skybox. i will see if i have some time the comming week :)
jarhead 17 Jul, 2015 @ 2:18pm 
If you made the newer one so it was compatable with both DX9 and DX11 then I could use DX9 (as I do now) until keen fixes the DX11 skybox stuff. (I just use DX9 so I can have a custom skybox and because of it not being as good PC wise I am limited to having less then 1m blocks and less than a total of 4500m diameter solid asteroid (or equivalent of them spread out)
Omega Ryu  [author] 17 Jul, 2015 @ 5:04am 
@jarhead,
I'm sorry. I can do that yes but at the moment i have halted my modding untill KEEN fixes most dx11 bugs and reimplements modding of the dx11 skyboxes. after that i willl revamp my mod and hopefully make a story based intro to my eternum void server. during the revamping i could seperate mods.
jarhead 12 Jul, 2015 @ 6:17am 
can you do a second mod pack that only has:
skybox
solar
thrusters
sensors
lights

the ships and meteors kill my system and i already have my own spawn ships and a mod that removes turret lasers
Omega Ryu  [author] 26 May, 2015 @ 4:37pm 
@kiselkoff
Haha yes they are ;) im going to launch an update somewhere this week for the modpack that will feature an upgraded sensor for up to 1000m range (but is much more expansive than normal sensor) ;)
Rear of a Thousand Flames 26 May, 2015 @ 11:15am 
Me and friend are trying your mod at your serv right now, sudden asteroids during flight are sudden!
Omega Ryu  [author] 13 Apr, 2015 @ 7:45am 
@b 0 t t i n i

In the description it has a link to the server. ;)

and in the steamgroup (also linked above) there is more information & the links

on another note i am pulling the server offine today for some harneeded hardware maintenance so if "eternum void" is offline its due to that
b 0 t t i n i 13 Apr, 2015 @ 6:59am 
for sure? i was playing and it felt so crazy but diffrent and i kept on playing thinking, i nmeed help. whats the server called?
Omega Ryu  [author] 13 Apr, 2015 @ 6:19am 
@b 0 t t i n i

TNX! :) i also have a dedicated server running a map with this so if you like you can join the group and play.
b 0 t t i n i 12 Apr, 2015 @ 6:38pm 
this is cool !
Omega Ryu  [author] 8 Apr, 2015 @ 2:42am 
@NightEyes

No I'm sorry but there is no way to do that in space engineers yet.
It's light or no light (dimm light is possible). Think of it as your lightswitch at home, you can turn it on and off or use the slider to change the brightness. but you can't change the colour or change the light to lets say ultra violet..

However I will update the mod very soon with more enhanced spotlights that will light up to 750M at max settings. (will cost a LOT more power ;) )
NightEyes 8 Apr, 2015 @ 2:38am 
Definatly a form of hard mode. Though due to limitations of Space Engineer, light sources not visible past about 100M away. As a posible way to improve, if there was a way to make cameras work as IR/thermals by making cameras ignore the zero light. limitation.
Omega Ryu  [author] 6 Apr, 2015 @ 1:54pm 
@Sai
Oooh haha ok xD I'm sorry I misunderstood than haha.
I guess solarpannels could be refitted to use radiation... light is just a wavelength like gamma rays
*sourche= http://en.wikipedia.org/wiki/Electromagnetic_radiation
sv_memes 1 6 Apr, 2015 @ 1:21pm 
I was talking about real life, But thanks anyway for explaining me how it works in game, every information is welcome. It always good to know how things works in games so we can not only look at them in a different way, but edit them when necessary.
Omega Ryu  [author] 6 Apr, 2015 @ 10:56am 
@Sai

In the game there is a "direction" of light programmed, this is identical to the place the sun is placed in the vanilla skybox.
this "direction" of light just tells the solarpanels that they touch the surface of the panel and the game than calculates for how much % this is (like 50%) than the solarpanels just give 50% of the max energy they are programmed for.
I completely removed the sun & the light comming from the sun's original direction in my skybox but the "direction" remains there so solarpanels still work even without a sun...

So i renamed the solarpanels to give a hin that they catch radiation (Role play) and i changed the maximum output of the solarpanels so it would feel different in game.

So basically there is no radiation or light that effects the solarpanels... just a shader vector that has a "direction" of influance.

i hope this awnsers your question?
sv_memes 1 6 Apr, 2015 @ 10:47am 
Is it really possible to have "solarpanels" working of off other types of radiation? I was asking myself this very question a few weeks back, and couldn't find the answer anywhere online.
Maexchen 3 Apr, 2015 @ 4:22pm 
my bad missunderstood it
Omega Ryu  [author] 3 Apr, 2015 @ 3:05pm 
@Maexchen
I made the mod(s) myself. I only took inspiration of other mods.
Maexchen 2 Apr, 2015 @ 10:08pm 
how did u manage to merge all these mods into one ?
Omega Ryu  [author] 28 Mar, 2015 @ 3:10pm 
@BlackRedDead
I have updated my description with the links to my inspiration and the reasons why i have made my own.
BlackRedDead 28 Mar, 2015 @ 9:25am 
hmm... the thruster and spotlight changings are nice^^
can you give me links to your inspiration, want to look into it ;-)
(dont want to copy&release something already exists!)