Space Engineers

Space Engineers

Rdav's Ship Health Bars
79 Comments
⌥ꏸЏᕊΣґᕊlΛↁΞ 14 May @ 7:02am 
@Dots it's still works fine. And also, this mod works best with this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1693064111
Rdav  [author] 21 Jun, 2024 @ 9:47am 
I have been told it is still working as of the last update, but I can't vouch for its stability
Dots 17 Jun, 2024 @ 11:29pm 
does this mod still work or should be avoided until updated?
Princess Lily 14 May, 2023 @ 3:35pm 
so lately ive been using this but i think it stopped working completely since when i turn the health on it wont show on the hud
Morthwyl 8 Dec, 2020 @ 3:08am 
I enjoy using this but every beacon gets focused until it gets destroyed XD
Is there a way to make my turrets ignore beacons?
Armistice840 4 Mar, 2020 @ 5:28pm 
would this be useful with the fleet command script as well?
xTUx Death Lord 14 Aug, 2019 @ 10:27am 
is there any way you can update this to show on a LCD screen and transmit that data back so you can have all your fighters health displayed on the screen in your ship and maybe display all ships health on a LCD screen in your base ?
TamTam2204 10 Jun, 2019 @ 10:58am 
dude when it reaches 0 it is, uhmm not there anymore
I sawed your boat in half! 21 May, 2019 @ 9:27pm 
is there a way to link this to programable blocks? I want to make it so my water mod ship sinks when it reaches 0
TheWorkingMan43 22 Dec, 2018 @ 11:01am 
Does this work for bases as well?
LordBrocktree4 30 Nov, 2018 @ 10:57am 
Can you make a script version of this that displys ship health on LCDs?
chell 21 Sep, 2018 @ 5:05am 
😢
Rdav  [author] 21 Sep, 2018 @ 1:19am 
I like the beacon block, so that's the way it's gonna stay. ¯\_(ツ)_/¯
chell 20 Sep, 2018 @ 6:27pm 
You should make it work with antennae, since I use those a lot more than beacons.
Rdav  [author] 20 Sep, 2018 @ 5:30pm 
Nahh, just the beacon block
chell 20 Sep, 2018 @ 4:29pm 
Does this work with antennae?
[7HBK] Elrond McBong 27 Jan, 2018 @ 9:02am 
is there a Possibility, that this mod can write the healthbar in the Custom Data that we can use it with MM's Automatic LCD 2, a Prog. Block Scriptversion or any other the Possibility to show the Data on a LCD?
Ungarr 22 Jun, 2017 @ 5:33pm 
dose this still work in resent updates
richard.e.jenkins 9 Jun, 2017 @ 5:55am 
Thank you! I wish I could code so I could do this too.
J0K3R6397 13 May, 2017 @ 8:46am 
[B0SS_302] 29 Apr, 2017 @ 9:40am 
This mod is BROKE!
:worker:get working on it!:worker:
[B0SS_302] 28 Apr, 2017 @ 2:36pm 
can you HELP ME?
I WANT TO KNOW IF MY SHIP HAS LOW HEALTH!!!
:FireStrike::life:
Rdav  [author] 26 Apr, 2017 @ 12:30pm 
This mod isn't that old :P less than half a year old!
Rock Brackenshield 26 Dec, 2016 @ 4:40am 
you could add a war at the end
Comrade Tea 21 Dec, 2016 @ 2:15pm 
Dood this is an awesome mod ty so much!
NixFaux 6 Dec, 2016 @ 9:43pm 
would it pick up thing connected via pistions and rotors... * im hoping it keeps them seperate
Snøfler 24 Oct, 2016 @ 12:13am 
Could we just get rid of armor block deforming.
Pez 23 Oct, 2016 @ 11:27pm 
How is the math calculated? If it were me I'd just knock half a point off for deforming and then another half point when completely destroyed. Also was there any guides that were pretty helpful?
kake 22 Oct, 2016 @ 8:21pm 
this mod seams awesome ^^ will install it :p

btw, maybe you can help me... I'm creating a script/mod too that show you the not full health blocks in a grid. But I have some issues with getting the health of a block... can you explain me how you managed this issue ? maybe it is not possible in ingame-script ?
Rdav  [author] 14 Oct, 2016 @ 11:59am 
@UI Pheonix, I believed that might be the case, the original decision was made because it takes a very little amount of damage for armour blocks to deform considerably, so the destroyed threshold is quite low.
Although I do see what you mean, I'll update it so it has to geta block below breaking threshold to trigger the destroyed effect, although this might mean that some raggedy beaten up looking ships will still show high health values.
Let me know what you all think, and I can change accordingly,
Snøfler 14 Oct, 2016 @ 11:15am 
@[UI] Phoenix
That just sounds like armor blocks behaving like armor blocks. Completely broken.
PhoenixTheSage 14 Oct, 2016 @ 11:02am 
Health values currently, are not very accurate. Unfortunate, because this is very nice for scenarios. A ship will eventually show as [Destroyed] before most systems are even inoperable.

Shooting a few areas armor with gatlings on a 2000 block ship (not destroying the armor even) can bring the ship to report 70% while 95%+ of the ship remains untouched.
RdecaPesa 12 Oct, 2016 @ 2:17am 
There is probably a reason for not using cockpit, don't you think so?
Vas 30 Sep, 2016 @ 5:49pm 
@Xx935xX Can also add the thing to remote control blocks which are kind of a cockpit.
Rdav  [author] 30 Sep, 2016 @ 7:57am 
I'm looking into the world corruption issue, I believe it to be something very simple, so I should be able to fix it soon, although if anyone has the issue simply disable the mod from the world and reload, it should not be doing anylasting damage
Ryo 27 Sep, 2016 @ 7:56pm 
@Rdav Tried to run the mod in Dev with the Realistic thrusters, Re-entry & Wings mods, causes a world corruption crash in new worlds. It might have to do with the Planetary lander starting off with a beacon already in as well.


(Taking the mod off does help the world load properly)
DragonEpic 27 Sep, 2016 @ 12:03am 
@Vas
Or drones.
Vas 26 Sep, 2016 @ 5:02pm 
Rdav, try using cockpits and if you check the option in one cockpit, it checks it in all. If you have no cockpits, its basically not gonna be a functional ship anyway. :P THough I guess that won't help for satellite based weapons that have no cockpit. Hmm.
stinky 26 Sep, 2016 @ 4:45pm 
Yeah, it loads normally if i take it off, i can make worlds without it and with other mods no prob, it may just be temporary though. Thanks for trying to help anyway, awesome mod!:steamhappy:
Rdav  [author] 26 Sep, 2016 @ 10:43am 
@Vas
I'd say that would be bad luck! :P Although I'm working on that problem, should be making it tied to the ship itself rather than the beacon block so beacon is just used for toggling on/off

@Sol Survivor,
I've been playing with it a lot these last few days and have not been able to reproduce the issue, if you take the mod off the world settings does it load normally?
Vas 26 Sep, 2016 @ 5:14am 
But what happens if the beacon is the first block that's destroyed? :P
stinky 25 Sep, 2016 @ 4:18pm 
nope, doesnt work in stable

stinky 25 Sep, 2016 @ 3:46pm 
@Rdav
Im not using any other mods, I'm going to see if it works in stable
Rdav  [author] 25 Sep, 2016 @ 3:41pm 
@Sol Survivor
It was developed in Stable, however, I have done a lot of testing in Dev and never had that issue, are you using in combination with any other mods?

@MeM
It already does that :D terminalblocks are judged with higher priority so if destroyed will deal more damage

@Everyone
Thanks for all the comments folks! Really appreciate the feedback :D
stinky 25 Sep, 2016 @ 3:32pm 
does it work in the development version? i've tried putting it in multiple worlds, and it just corrupts the world file. Any possible fixes?
EveSix 24 Sep, 2016 @ 4:19pm 
I feel like a way to improve the system is to put more weight on key componets of the ship like reactors, batteries, thrusters, and cockpits. Just to better represent ship health as a hit that damages the hull, but destroys more blocks is less damaging than a hit that destroys the reactor room, but destroys fewer blocks. Like destroying all reactors or destroying the main cockpit would reduce health by 95%.
Commander Joir 24 Sep, 2016 @ 11:57am 
@MiiTCH /YouTube sorry, was on another computer and on that the "]" looked like a 1.
Snøfler 24 Sep, 2016 @ 11:42am 
Could this be used as a basisis for a ship integrity mod?
robthew 24 Sep, 2016 @ 10:35am 
i think it is one of the best pvp mods ever made!
Souzen Yurama 24 Sep, 2016 @ 9:16am 
awesome...nice idea!!