Space Engineers

Space Engineers

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Rust Mechanics V2
   
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Type: Mod
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29 Oct, 2024 @ 10:11pm
12 Nov, 2024 @ 4:45am
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Rust Mechanics V2

Description
I Will try puiting it on on se2 later ont too (not guaranteed)


This is a Fixed and modified Version of the Rust Mechanics Mod
i had to change some parts in his code
and i changed his blacklist from

BlockSubtypeContainsBlackList:

How it works: When the script runs, it checks each block. If a block’s type is on the blacklist, the script skips that block and doesn’t do anything to it.

to

SkinSubtypeIdBlackList:

How it works: When your script runs, it checks the skin ID of each block. block's skin ID matches one on the blacklist, the script skips that block and doesn’t do anything to it.


to make it easier to use now you can just give the block one of the set skins and it would not rust

Blocks will slowly rust over time while in atmosphere of configured planets.

All blocks that is not covered by other blocks or airtight spaces in all directions will be affected by rust.

By default Earth, Alien, Pertam Venus and more (that is any modded planet that has "Venus" in it's name) planets are configured.

Grids inside SafeZone that has damage disabled will not take rust damage.

Rusting of powered grids can be disabled in config.

Server side only scripts! (work on Xbox dedicated servers, tested)

!!WARNING!! This mod is still somewhat experimental. Bugs are expected, please report if encountered. Also careful adding this to your already build world without backup saves.


F.A.Q

- How to repair rusted block?

Wield it up and paint. Only texture needs to be applied to fix rust.

- Does weather affect rusting?

No. Weather effects are not implemented,

Configuration

This mod can be configured per save game:

Create and save game with this mod added.
Open Storage directory of your save, i.e.:
C:\Users\<User Name>\AppData\Roaming\SpaceEngineers\Saves\<Some number>\<Save Game name>\Storage\<Some number>.sbm_RustMechanics
ConfigRust.xml file should be inside.
Make sure to edit the latest version if there is more than one!
Also need to re-config every time mod is updated with changes to config options.
Open it with Notepad or other text editor

You will see planets config:

<OnlyRustUnpoweredGrids>false</OnlyRustUnpoweredGrids>
<RustDamagesBlocks>true</RustDamagesBlocks>
<Planets>
<Planet>
<PlanetNameContains>Earth</PlanetNameContains>
<AverageMinutesToStartRusting>300</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Alien</PlanetNameContains>
<AverageMinutesToStartRusting>180</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Pertam</PlanetNameContains>
<AverageMinutesToStartRusting>600</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Venus</PlanetNameContains>
<AverageMinutesToStartRusting>10</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Triton</PlanetNameContains>
<AverageMinutesToStartRusting>120</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Mars</PlanetNameContains>
<AverageMinutesToStartRusting>90</AverageMinutesToStartRusting>
</Planet>
<Planet>
<PlanetNameContains>Titan</PlanetNameContains>
<AverageMinutesToStartRusting>90</AverageMinutesToStartRusting>
</Planet>
</Planets>
<SkinSubtypeIdBlackList>
<string>Concrete_Armor</string>
<string>Wood_Armor</string>
<string>Silver_Armor</string>
<string>Golden_Armor</string>
<string>Plastic</string>
</SkinSubtypeIdBlackList>
</RustConfig>

OnlyRustUnpoweredGrids - will rust only unpowered (abandoned) grids if set to true.

RustDamagesBlocks - blocks will get damaged when rusting if set to true. Only texture change when set to false.

More planets, vanilla or custom can be added. PlanetNameContains is any part of planet name. AverageMinutesToStartRusting is how much minutes on average will it take for rust to start appearing on blocks. The further rusting depends on block integrity. I.e. it will take about 20 times more for large light armor block until block completely dissapear.

Any vanilla or modded Skin names can be added to the list.


Integrations

Any modded planet that has atmosphere can be used with this mod.

Any modded skin will rust or not.

To make rust maintenance more realistic it is recomended to use this mod together with Paint Gun mod, while disabling vanilla painting


Acknowledgements

Mod is based on Atmospheric Damage script by Rexxar. Could not find the original link, if someone has it, please let me know.

and Bačiulis Rust Mechanics mod

the Original version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2761947340
the original author:
https://steamhost.cn/steamcommunity_com/id/laggorazh

I have added some things from BookBurner Atmospheric damage & Hazards (BB) mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981291508

Note
the Modi.io version
https://mod.io/g/spaceengineers/m/rustsimulation


all know skins 4.11.2024

<string>DigitalCamouflage_Armor</string>
<string>CarbonFibre_Armor</string>
<string>Clean_Armor</string>
<string>SciFi_Armor</string>
<string>Golden_Armor</string>
<string>Silver_Armor</string>
<string>Glamour_Armor</string>
<string>Disco_Armor</string>
<string>Wood_Armor</string>
<string>Battered_Armor</string>
<string>CowMooFlage_Armor</string>
<string>RustNonColorable_Armor</string>
<string>Heavy_Rust_Armor</string>
<string>Rusty_Armor</string>
<string>Neon_Colorable_Surface</string>
<string>Neon_Colorable_Lights</string>
<string>WoodlandCamo_Armor</string>
<string>Concrete_Armor</string>
<string>Retrofuture_Armor</string>
<string>Hazard_Armor</string>
<string>Weldless</string>
<string>Corrugated</string>
<string>Plastic</string>
<string>Wartorn</string>
<string>Frozen_Armor</string>
<string>Dust_Armor</string>
<string>Mossy_Armor</string>
<string>None</string>

ONLY SAFE ZONE WORKS NOT SHIELD

i try if i can maintain this version for longe

Check out my other stuff:
https://steamhost.cn/steamcommunity_com/id/lolmelon3/myworkshopfiles/?appid=244850
30 Comments
Lells 13 Feb @ 5:53am 
Nice, I always wished the first one would let you do this based on the texture of the block, as it seemed silly to me that plastic would rust.

@DamiWRC Maybe you could trick it somehow by using a merge block (which can be toggled on/off when you connect)? I'm not sure how this mod handles sub-grids though, which is the only way I know to merge small grid to large grid. It's maybe something to look into though.
DamiWRC 21 Jan @ 7:01am 
Gotcha, thanks for the response!
Emperors_Nightmare  [author] 21 Jan @ 5:39am 
@DamiWRC
impossible as far as i know
DamiWRC 20 Jan @ 10:47am 
Hi, I don't have idea about modding SE, however would be possible to make that when a small grid(A rover) is inside of an airtight space(a garage), it will not get rusted? Or is it impossible to make?
Emperors_Nightmare  [author] 2 Dec, 2024 @ 7:28am 
@DarkFight @Basistoph you are not the first that asked that. i tryed it and faild one time so it will take time i can try again in my holydays in 3 weeks
Basistoph 1 Dec, 2024 @ 7:15am 
I really like this mod, on Planets you have always something to do. But is it possible to extend the functionality of "rust" to space too? for example molecular decomposition through cosmic radiation so you have to maintain your Ships and Stations (if not in Safezone)
DarkFight 1 Dec, 2024 @ 7:05am 
hello i would be interested to know if there is a way to rebuild the mod so that the damage is the other way around, so that the damage is everywhere except on planets.
Emperors_Nightmare  [author] 15 Nov, 2024 @ 10:09pm 
@Fenrir
sry for that but i do this too insure that the mod will nod currupt your world
Fenrir 15 Nov, 2024 @ 1:32pm 
I love this mod. The only issue I have is everytime you update it your changing the config file which then nukes my settings to the new file. rather than going over 3.1 alpha the mod updates and then its 3.1 alpha and I dont catch it till my base is half gone or corroded as I play with powered grids do not degrade.
Emperors_Nightmare  [author] 12 Nov, 2024 @ 4:46am 
@Argaz The Dark
your problem is now fixed sry that it took so long