Medieval Engineers

Medieval Engineers

Signal Beacon / Bonfire [0.7]
45 Comments
STORI3D PAST Productions  [author] 15 Sep, 2021 @ 7:33am 
The Twitter link shows a close-up one and then one on the mountaintop in the distance. (At least that's what the bonfire used to look like. When the game was completely reworked for release in early 2019 they borked a lot of the particles, I can't even remember now if the flame still looks right.)
Sillls 9 Sep, 2021 @ 8:32am 
Looks like you forgot the long shot pic. All of these pics are close up.
[J5]Great1 19 Apr, 2019 @ 9:25pm 
now gondor can call for aid...
Dan2D3D  [developer] 15 Feb, 2019 @ 9:03pm 
STORI3D, many thanks for updating :cozyspaceengineersc:

Hopefully when it's possible ;)
STORI3D PAST Productions  [author] 18 Nov, 2018 @ 7:45pm 
Yeah I always wanted it to be seen from a long way off, glad you’re enjoying it.
highflyinryan76 18 Nov, 2018 @ 7:38pm 
Makes a great light house
Dr Fraud 19 Oct, 2018 @ 3:55am 
This would be ideal alongside Peaceman's Water Mod for Lighthouses.
TheBoot 30 Jan, 2018 @ 11:04am 
Yeah, I'm guessing the mod and script are working exactly as intended and that it's the game itself that is unloading what it considers "unnecessary" stuff from memory. I doubt there's a fix. At least not a simple one.
STORI3D PAST Productions  [author] 30 Jan, 2018 @ 7:22am 
Hey BOBmg -- The flame is very high so you can see that from very far away. It doesn't make a lot of smoke. (I discovered that big wide smoke fields are frame-rate killers.) But as long as you have line-of-sight to the flame, you can see it from way far.
KerbalABX 30 Jan, 2018 @ 7:14am 
Does this make a lot of smoke so that you can see it far away?
STORI3D PAST Productions  [author] 30 Jan, 2018 @ 5:22am 
Hey TheBoot. Yeah I've noticed something similar with all fires, modded & vanilla -- the sound goes out when you log off and log back on. And like you say, you have to douse & relight to get the sound to work again. I'll ask Equinox if there's a fix for the damage not working, but I think you're right, it's probably all tied into some game feature or bug.
TheBoot 29 Jan, 2018 @ 7:36pm 
Noticed something interesting that I think is probably a game mechanic to save memory/cpu. I've noticed that unattended bonfires will go 'quiet'. You no longer hear the roaring flames. When in this state they also lose the damage from the local damage script. Dousing and relighting the bonfire restores the sound/damage. The light and particle effects always work.
TheBoot 25 Jan, 2018 @ 2:47am 
Looks like it does damage barbarians but there's a catch. You have to trick them to run through it. I built a bonfire and a barbarian spawned near me. He ran up to the bonfire and tried to destroy it with a wooden club. I ran up to him and then got him to chase me around the bonfire with him occasionally stepping into it. I think it would've eventually killed him but I got tired. It only took one sword swing instead of the usual 4 to kill him.
Can barbarians destroy your signal fire? To use as a deterrent/weapon against them the damage radius would have to be increased.
TheBoot 23 Jan, 2018 @ 10:49am 
Good point. What you'd need is mechanism that burns ALL the inventory items at the same time. Never thought about the claim block as a way to do that. I don't really play ME multi-player (although my game is set to friends only, not single-player). The claim block method sounds eminently more effective. LOL... imagine if you could make a bonfire that IS a claimblock?
STORI3D PAST Productions  [author] 23 Jan, 2018 @ 10:44am 
Hey TheBoot. Yeah, sadly that never gained traction coz of the game mechanics. It's WAAAAY easier & quicker just to set up a claim block and then feed all that stuff into the claim block. It goes away instantly and you can put dozens of things in, whereas a fire can only accept a few fuel items, then you have to wait & wait for them to burn. A shame, really.
TheBoot 23 Jan, 2018 @ 10:39am 
I read your idea of wanting to make it use almost anything for fuel in the future (burn down your enemy's stuff was the idea I believe). If you do implement that, I hope it's in the form the title alludes to; signal beacon OR bonfire. If you want to just make a signal (no fuel) you build Signal Fire whereas Bonfire is the resource eating monster variant. :D
STORI3D PAST Productions  [author] 19 Aug, 2017 @ 7:36am 
Hi again Nirk. I have fixed the problem and it should be working right again! Thanks for letting me know.
Martian Patriot 18 Aug, 2017 @ 11:31pm 
@STORI3D PAST Productions Thanks for the reply, can't wait to have it working again!
STORI3D PAST Productions  [author] 18 Aug, 2017 @ 7:33pm 
Hey Nirk - I just found this bug in my other flame objects too. Keen fixed a bug that ended up breaking my mods! It's a very easy fix though & I should have this patched up tomorrow morning.
Martian Patriot 18 Aug, 2017 @ 3:19pm 
In Creative I noticed this thing extinguishes itself in about 5 seconds. Is that suppossed to happen because I wanted it to be a constant light source.
titanius anglesmith 18 Apr, 2017 @ 6:56am 
iv been next a bonfire like this befor :) not that loud :D
STORI3D PAST Productions  [author] 18 Apr, 2017 @ 5:58am 
Hey Titanius, thanks for the feedback. So far you're actually the first to mention it being too loud. But I'm listening closely to what people say -- if that becomes repeated I can maybe tweak it down. My thought is, in real life a huge bonfire would not be an awesome place to stand right next to. Loud, hot, smoky, possibly smelly, sooty. So kind of the only way I could re-create that in game is to make it loud. I think it's realistic, but I don't want it to be a turn-off.
titanius anglesmith 17 Apr, 2017 @ 2:38pm 
too loud or just me ?
STORI3D PAST Productions  [author] 28 Mar, 2017 @ 6:55am 
Fixed! I needed to upload the Wooden Chest from the old "CargoContainer" type to the new "CubeBlock" type. Should be working fine now. Thanks for letting me know.
STORI3D PAST Productions  [author] 28 Mar, 2017 @ 6:44am 
Thanks reloader -- let me check this out.
donraffae 28 Mar, 2017 @ 6:27am 
not working in survival (can't craft)
STORI3D PAST Productions  [author] 14 Mar, 2017 @ 2:55pm 
Great! I'm glad
JO Tech 14 Mar, 2017 @ 1:48pm 
Yes! Thanks
STORI3D PAST Productions  [author] 14 Mar, 2017 @ 12:53pm 
Heya Conflict Gaming. Yeah I noticed the same thing about the same time! I had been placing them directly in the ground, which is how I missed it. Oopsie! I've updated the mod with the right positioning. It should update for you automatically. Let me know if it looks better for you now.
STORI3D PAST Productions  [author] 13 Mar, 2017 @ 5:32am 
Ack. Unintended consequences, @joemel4ever. Fear the bonfire!
Proscrito 12 Mar, 2017 @ 5:53pm 
Now i can get people to come to me, and shoot them in the face with a crossbow! another amazing mod Stori3d.
Kharak 11 Mar, 2017 @ 5:43am 
That could be awesome, like in Minas Tirith siege, when its night time and that the orcs throw fireballs in the city.

Or in Troy, when the Greeks land for the first time and the Troyan shoot fire arrows at them.

Could be awesome.
STORI3D PAST Productions  [author] 10 Mar, 2017 @ 4:53am 
@sabre one -- now that would be cool. Flaming projectiles! I wonder if the Space Engineers code for adding particles to projectiles is quietly buried in the M.E. code too. Worth a look.
Sabre One 9 Mar, 2017 @ 9:21pm 
Suggestion. Add fire effect to projectiles. :D
Kharak 9 Mar, 2017 @ 9:31am 
The beacons of Minas Tirith!The beacons are lit!
STORI3D PAST Productions  [author] 8 Mar, 2017 @ 4:53pm 
I love love love that scene
Albus Eques 8 Mar, 2017 @ 4:30pm 
...And Rohan will answer! Muster the Rohirrim!
miK 8 Mar, 2017 @ 3:11pm 
Gondor calls for aid!
Coggernaut 8 Mar, 2017 @ 12:59pm 
Yea, I did a lot of experimenting with SE/ME code crossing... it DOES work for some lines of code! I should look into it some more... maybe we can get some really cool stuff :D
STORI3D PAST Productions  [author] 8 Mar, 2017 @ 12:57pm 
I found a particle that was originally the flame from a Space Engineers thruster! After a lot of futzing, I was able to turn it into a pretty good bonfire flame.
STORI3D PAST Productions  [author] 8 Mar, 2017 @ 12:52pm 
Hey Coggernaut. Yeah, actually any "FireLightBlock" item will work it. There is a hidden attribute called "<ParticleId>" that the FireLightBlock objects use. All you have to do is go to particles.sbc, find a particle you like, copy it and give it a unique ParticleId, and then add the <ParticleId> line to your modded block definition.
Coggernaut 8 Mar, 2017 @ 12:39pm 
Very good find! I assumed all flames where unmod-able, but you found an exception, torches! Who knew?

Awesome Work!!!
wolfgar7474 8 Mar, 2017 @ 11:29am 
Yes! Ive been keeping my eye on workshop. Thanks STORI
STORI3D PAST Productions  [author] 8 Mar, 2017 @ 11:16am 
Thanks much Dan! And I guess I could make two versions. Maybe when they fix both the campfire definitions & the pickup definitions, I can create a second version that uses both of those. And then just leave this one alone as-is.
Dan2D3D  [developer] 8 Mar, 2017 @ 10:40am 
Thanks STORI3D :BurningFirePlace: :tl2engineer:

I know the hard work you've been through :caster_wink:

And I knd of like it with the possiblity of picking up for some scenarios,
maybe publish 2 versions :riddle: