Space Engineers

Space Engineers

Shaostoul's: Gravity & Mass
54 Comments
Shaostoul  [author] 5 Mar, 2019 @ 10:08pm 
Hey guys, I'm so sorry to do this to you, but I need to work on my future for concern of not having one if I'm not careful. Please check out the video added to the description discussing me going on hiatus from modding Space Engineers.
Molten Carnage 29 May, 2018 @ 8:22pm 
Grav gen missing texture @ > 10m. Goes all purple
Shaostoul  [author] 13 Aug, 2017 @ 4:17pm 
If I were to do it, it'd require a lot of power. That's a fairly end game idea in my opinion. I guess we'll see what happens. There's a lot of really cool ideas being worked on that have a partial aspect of what you're wanting. So, I'll probably wait to see how they fair.
Rastro 13 Aug, 2017 @ 3:56pm 
Oh, yeah, that was the general agreement in the last conversation about it I saw.

Fun idea, not so fun to implement.

The idea came from jumping into and out of a planets gravity without worrying about crashing.
Shaostoul  [author] 13 Aug, 2017 @ 3:36pm 
Messing with gravity is not fun. Apparently a lot of stuff straight out doesn't work from a modded perspective. I might be able to script something that only affects what it is attached to but, it'll be a while before I try messing with that.
Rastro 13 Aug, 2017 @ 2:32pm 
There was some talk about making a field that could neutralize natural gravity, like how countering gravity generators would cancel out the gravity.

I don't think it yet went anywhere, though. The closest thing was an anchoring mod that kept something in a stationary position when powered to full.
Problem with that is you can't move, either lol
Shaostoul  [author] 1 Jan, 2017 @ 4:18pm 
That's pretty cool. I don't know if you'll see any mods like that in SE though. There were some people trying to make negative mass stuff but, I believe all of it didn't work.
big_blue_4101 1 Jan, 2017 @ 2:57am 
i hope all goes well for you.
I had actually been wondering and searching through the workshop to see if anyone had made a mod to effect the mass of ships. My reason being, I found through some research that the impulse drive used in the star trek universe utilizes a Drive Coil. Powered by Deuterium Plasma from several fusion reactors. My research stated that when the Drive Coil was powered, it created a subspace envelope around the ship that shift a large portion of its mass into subspace. allowing the impulse engines to move the ship using only a small amount of energy. And when the Coil was discharged, mass would reassert and dissipate kinectic energy. thereby slowing the ship.
Without the Drive Coil, at least 70-80% of the ship would be taken up by massive fuel tanks. and the ship would take significantly longer to get up to full impulse.
Shaostoul  [author] 1 Jan, 2017 @ 1:28am 
Yeah, I had planned on making a few different mass oriented things as well. When I get my financial situation all worked out, I'll most likely come back and work on everything I wanted to.
big_blue_4101 31 Dec, 2016 @ 11:10pm 
ok. would one of the planned functions be the ability to effect mass?
Shaostoul  [author] 31 Dec, 2016 @ 9:49pm 
It was going to include more stuff but, for now it's limited to a couple extra gravity generator designs that were suggested.
big_blue_4101 31 Dec, 2016 @ 8:00pm 
what exactly is the function of this mod?
Shaostoul  [author] 28 Oct, 2016 @ 7:28pm 
UPDATE: October 28, 2016

WARNING: Sometimes mods corrupt when updating. Locate the 9digit number in the URL that corresponds to a 9digit.sbm file in the AppData/Roaming/SpaceEngineers/Mods folder. Delete that SBM file and it will force a redownload.

Finally! It took a while for me to get the update out since I got home from Florida but, all is well! My cousin's brain surgery went fantastically and he's returned to work. It's lovely to be back in Washington and have everything back that I missed. IE: My computer, bed, and amazing well water. :P

Thank you everyone for your wishes and being patient during that difficult time.

-This update brings everything to the current Stable SE version.
-Steam thrusters were quieted and white box shouldn't appear.
-Glass should be fixed.
-Many texture fixes to be in line with the new renderer.
Shaostoul  [author] 4 Jul, 2016 @ 7:08pm 
It might of broken on download, so delete the 491321455.sbm in the appdata/roaming/spacengineers/mods folder
Pegas519 4 Jul, 2016 @ 3:32pm 
dev branch
Pegas519 4 Jul, 2016 @ 3:32pm 
yeah, also is not listed in the Builder G menu
Shaostoul  [author] 4 Jul, 2016 @ 12:21am 
It shouldn't of. Disappeared from your ship?
Pegas519 4 Jul, 2016 @ 12:03am 
gravity gen disapeared?
Spock The Builder 3 Jul, 2016 @ 8:44pm 
@Magadash - There are already a few mods that give expanded grav generators, with a 900m and 1200m option
Shaostoul  [author] 1 Jul, 2016 @ 2:34pm 
UPDATE:
-Steam Thruster 'should' be fixed and quieted down.
-Added support for the new variants system. (4000+ lines of code later)
-Cleaned up some code.
-No errors beyond "None File Extensions" present on release. I was able to place, grind, and weld all blocks without crashes.

The mod was released via the development branch, however no code changes took place that will break it for the stable branch. You will get a prompt about this, but you should have no issues.
Shaostoul  [author] 8 Mar, 2016 @ 10:47am 
I don't believe I can increase the size of the gravity generator field.
Дед Исай 8 Mar, 2016 @ 12:02am 
You can make the generator of gravity field with increased radius ? At least in the part of ... Very large station and you have to put the generator 4 . It is sometimes problemmy at the boundaries of the field . X2 or X3 think it would be normal for mega constructions
Shaostoul  [author] 28 Feb, 2016 @ 8:27am 
SMALL UPDATE:
-Glass texture changed temporarily.
-Many textures fixed, were behaving very weird, still more to do, lemme know if you see anything specific.
-Catwalk Stair should no longer be crashing
Shaostoul  [author] 2 Feb, 2016 @ 7:24am 
BIG UPDATE:
-Near every single texture has be reworked to be better designed for better compression and smaller size.
-SLANTED FORCE FIELDS! I know, I know, took forever.
-DisplayName changes. Viewing block names in game should be significantly more pleasant.
-Assembler/Refinery storage capacity tweaked.
-New Gravity Generator
-Airlock door reworked a little bit to stop clipping issue.
-Airlock collision reworked slightly to hopefully stop so many explosions from unmerging.
-Hollow rotor is a little less explodey... Use with extreme caution.
-Many block position fixes, blocks finally showing up in block menu properly.

As with all big updates, if you have corruption errors. Delete the 9digitmod.sbm file located in appdata/spaceengineers/mods and redownload. No SubtypeID's were changed, so no blocks should vanish.
Hannover 26 Nov, 2015 @ 11:35am 
Good mod
Shaostoul  [author] 26 Aug, 2015 @ 1:01pm 
That's a strange issue. I'll see if I can resolve it.
gdvhev 26 Aug, 2015 @ 4:07am 
Don't know why but it seems to affect components(not players) even if you reduce the range. I have a small ship with the generator with approx. 20m on each dimension, if I walk away then I lose the gravity field but if I drop a component it is still affected like if it was inside. Turning off that specific generator stops this from happening so I'm quite sure it's that
Dragon Crisis Core 23 Aug, 2015 @ 6:24pm 
Be interesting if you had a gravity gen that applied gravity to the grid of the ship.
Shaostoul  [author] 8 Aug, 2015 @ 7:52pm 
UPDATE: Fixed the collision mesh.
Soulkeeper 5 Aug, 2015 @ 10:15am 
ok cool
Shaostoul  [author] 5 Aug, 2015 @ 4:18am 
There'll be more options available in time. For now it's more or less just a gravity generator reskin. I'll have more stuff come out in the coming weeks.
Soulkeeper 5 Aug, 2015 @ 2:37am 
Is this a simple retexture fore gravety generatore ore moor options to control the mass ?
And can i use 2 fore a mass drive , if theare are extra mass options ?
Bekos if i place a G generator with the gravety aiming up and have a mass block, or a gravety force whats greather, the mass can be canseld out til 0 if you like :steamhappy: <fore 2 directions up and down you would need to do this fore forward and back to >,<how moor mass how moor space i need to place g generators.
can you if its not already ,put the Gravety slithe bar to 25 g ore -25 g ? and not 1 ore -1
Shaostoul  [author] 4 Aug, 2015 @ 8:12pm 
I guess we'll see how Keen deals with the new issues they've made.
Derp & Junk 4 Aug, 2015 @ 7:43pm 
The whole autopilot needs an overhaul, last I checked it wouldn't let me interrupt it before concluding its run cycle and when I did manage to stop it I then couldn't use the ship for much. Also I am in agreement with sage that it should be able to slide into a waypoint and get itself going to the next one without a full stop.

The weight issue, well I don't use it because it is a bit buggy for me, but unless I miss my guess the autopilot seems to be unable to calculate the proper ship thrust to inertia slide scale as weight changes. Actually having a script or block that displays your inertia and thrust info would be THE biggest improvement I can think of at this time, for the whole game. You need to know how long it will take you to stop or get going, the weight and speed don't really matter as much.
Shaostoul  [author] 4 Aug, 2015 @ 7:12pm 
I've been seeing a lot of people fumbling about with it already. Having some serious discussion about potential issues arising from it though and how to combat it. Possibly involving some balancing of thrusters and what not.
Derp & Junk 4 Aug, 2015 @ 6:56pm 
Oh yeah, that, be interesting to see how it affects autopilot.
Shaostoul  [author] 4 Aug, 2015 @ 5:29pm 
Nah, just hoping their physics changes wrap up this Thursday. Like with cargo weights mattering now.
Derp & Junk 4 Aug, 2015 @ 4:58pm 
Planets?!? Right, NDA. Just wink once for yes.
Shaostoul  [author] 4 Aug, 2015 @ 4:17pm 
No, I don't work for Keen. I just a modder that's made some cool friends as a result of modding/helping/teaching people.

I don't actually play the game that much... I mostly just mod, cause I think it is fun. I may start this Thursday, cause of reasons.
Derp & Junk 4 Aug, 2015 @ 4:02pm 
So you work for Keen? That's cool. So why don't you have even a single ship in your shop?
Shaostoul  [author] 4 Aug, 2015 @ 3:27pm 
Well, I know about Sage, I just didn't get the whole batman bit of your comment.

I'd say the difference between Sage and I, presently is that he has a public presence via his YouTube stuff, so you get something to watch. My stuff is fairly behind the scenes.

I get to do cool things, like see stuff before it's released to the public (see the bottom portion of the post) http://blog.marekrosa.org/2015/07/announcing-goodai-keen-software-house_7.html

I do a crap ton of stuff modding related. I had started a second modding tutorial series on YouTube https://www.youtube.com/user/Shaostoul (first tutorial series was outdated and confusing people, so I hid it all), but my PC died that was able to film, so that stopped (hence the GoFundMe). I teach tons of people via the Official KeenSWH skype chat how to mod and what not.

I signed a NDA, so I can't really talk about much else that I wish I could talk about.
Derp & Junk 4 Aug, 2015 @ 3:07pm 
You haven't watched his videos? Ectosage, SAGE Channel, youtube. Dude has update and tutorial vids for everything, lots of interesting experiments and builds, even some artsy stuff and a lengthy multiplayer LP with tazoo, arron74 and scotsdragon with assorted guest drop ins. He's one of the top authority figures on all things SE, his pal tazoo even is involved in some scenario level design for Keen, and he's on the in crowd with the devs. But he is in his own words "blind as a bat", terrible at spotting ores for mining etc.
Shaostoul  [author] 4 Aug, 2015 @ 2:58pm 
I don't understand the comment about Sage, but it's okay, it's not exactly straight-forward.
Derp & Junk 4 Aug, 2015 @ 2:55pm 
Well you have a very interesting style, sort of vanilla but curved.
Derp & Junk 4 Aug, 2015 @ 2:54pm 
OK now I just feel stupid, apparently SAGE isn't the only contender for the title of batman.
Shaostoul  [author] 4 Aug, 2015 @ 2:49pm 
-Go to the SE workshop here: https://steamhost.cn/steamcommunity_com/app/244850/workshop/
-At the bar that says Home -Browse - Discussions - About
-Click browse should bring a drop down menu, click collections
-On the right you should see a button that says "Create Collection"

hope that helps!
Derp & Junk 4 Aug, 2015 @ 2:36pm 
Well me right now I'm dealing with a glitch with the game where if you have too many mods and blueprints off the shop you can't load the list. Apparently 200 pages of subscribed shop content is game breaking, so I'm having to fav, unsub, then I guess I will have to start setting up world saves with mods since I can't figure out how to create collections.
Shaostoul  [author] 4 Aug, 2015 @ 2:36pm 
Yeah, it was along the lines of planning ahead.
Derp & Junk 4 Aug, 2015 @ 2:33pm 
Ah, I see
Shaostoul  [author] 4 Aug, 2015 @ 2:23pm 
I'll be adding mass blocks to this eventually. Figured I'd just title it that way now, since it's how I have it setup in code.