Space Engineers

Space Engineers

Rust Mechanics
Suggestion
Guys i think this mod is beautful. Maybe we should leave suggestion here so we don't flood the comment section
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Showing 1-15 of 22 comments
Bačiulis  [developer] 3 Mar, 2022 @ 2:43am 
Good idea! Thanks
Rusted Droid 3 Mar, 2022 @ 8:26pm 
1. I suggest that you add config switch so Large grids will not lose blocks and separate to smaller ones (for performance).
2. blocks that are outside and touch ground rust more than block inside (Oxigen+heat).
Example Airlock
Blocks inside of base rust slover.
Blocks inside Airlock room rust based if on state of airlock IN/OUT.
Blocks outside of base + in front of airlock rust based on planet enviroment.
CTH2004 4 Mar, 2022 @ 11:13am 
Originally posted by Jack:
Guys i think this mod is beautful. Maybe we should leave suggestion here so we don't flood the comment section
  • A device that uses "electro-chemical fields to counteract the effects of rust (It stops blocks on the grid from rusting, as long as it's on. Be warned though, it's power hungry!
  • Rust happens faster with heat, so blocks near the thruster-damage area (IKf the thruster will damage it, one block away from that, will rust faster since it's being heated up, if the flame is touching it. Active thrusters also rust quicker, as do blocks that appear to be touched by the flame.
  • If you do the one above, the aeodynamic mod's heat can cause accelerated rust if you ai'nt careful!
Rusted Droid 6 Mar, 2022 @ 7:19am 
Originally posted by CTH2004:
  • Rust happens faster with heat, so blocks near the thruster-damage area (IKf the thruster will damage it, one block away from that, will rust faster since it's being heated up, if the flame is touching it. Active thrusters also rust quicker, as do blocks that appear to be touched by the flame.

Hmm... Yes Flame can damage the paint. We know that Cars rust more in "cold and wet" enviroment. :)
Also if you have salt from roads, that damage paint and that is why people wash cars after winter to get rid of salt.
Painted metal in room temp will never rust until you so some electro-chemical process like eletrolysis on the metal.
CTH2004 6 Mar, 2022 @ 6:16pm 
Originally posted by Rusted Droid:
Originally posted by CTH2004:
  • Rust happens faster with heat, so blocks near the thruster-damage area (IKf the thruster will damage it, one block away from that, will rust faster since it's being heated up, if the flame is touching it. Active thrusters also rust quicker, as do blocks that appear to be touched by the flame.

Hmm... Yes Flame can damage the paint. We know that Cars rust more in "cold and wet" enviroment. :)
Also if you have salt from roads, that damage paint and that is why people wash cars after winter to get rid of salt.
Painted metal in room temp will never rust until you so some electro-chemical process like eletrolysis on the metal.
Yup! That "electro-chemical" to prevent it is really just a way to explain away the "this device magicly stops rust on a ship".

Some mods add salt, so that should play a part perhaps? And, electrolosys? That's giving me the basis of an idea, I'll have to look into it.

And, being surrounded by voxels shouldn't count as air. That way, bases that are mostly burried won't rust, since all but one side is burried, and the other presurized!
Last edited by CTH2004; 6 Mar, 2022 @ 6:17pm
Usstan 19 Mar, 2022 @ 12:11pm 
Hey Bačiulis

Another suggestion would be to let powered grids be partially protected. Maybe something like below would be possible?

Add to RustConfig struct:
public double PoweredProtectionPercent; // Default value of f.ex 0.65

Then in ProcesssDamage do something like:
if (Config.rustconfig.PoweredProtectionPercent < Random().NextDouble())
continue;
V7I 25 Mar, 2022 @ 7:39am 
disable some textures from converting to rust?(wood, carbon fiber. . )

make it so rust spreads from a "seed" and when the seed starts rust can spread FAST but the seed takes a while to pop up?
Llama Del Rae 22 Apr, 2022 @ 1:56am 
Hey Bačiulis,

First of all great mod, love it, it's now going in my "all PvE games I play" list of mods.

The "only rust unpowered grids" feature is great, but I would like to request an update - can we please get a toggle-able feature to turn the rust mechanic on for textures, but not for damage / removal of blocks?

Or alternatively, can we have a 2nd set of integer paramaters added for damage or block removal, separate from texture rusting?

I love the texture rust - it adds an amazing immersive and gritty feel to my games, but it would be nice to be able to cut down on the maintenance a bit for games that are played only on worlds. Otherwise large bases / multiple ships / multiple supply bases etc become problematic for single player games.
Bačiulis  [developer] 23 Apr, 2022 @ 3:35am 
Llamasaurus Rae, no damage option is on my TODO list.
TabbHonmin 24 Apr, 2022 @ 1:56am 
I think it would be great to add the possibility to set the rusting speed in the config.
Llama Del Rae 29 Apr, 2022 @ 4:08pm 
Originally posted by Bačiulis:
Llamasaurus Rae, no damage option is on my TODO list.
Nice. I don't really know how to mod, but I can code, and after mucking around in the script I was able to disable the damage (but leave the rust mechanic). It's a really simple and super awesome script.
Llama Del Rae 29 Apr, 2022 @ 4:11pm 
Originally posted by TabbHonmin:
I think it would be great to add the possibility to set the rusting speed in the config.
Hey Tabb - this is already configurable in the mod. It's in the config script file in the mod folder. Look for:

new Planet { PlanetNameContains = "Earth", AverageMinutesToStartRusting = 300},
new Planet { PlanetNameContains = "Alien", AverageMinutesToStartRusting = 180},
new Planet { PlanetNameContains = "Pertam", AverageMinutesToStartRusting = 60},
new Planet { PlanetNameContains = "Venus", AverageMinutesToStartRusting = 10},

Change the value at the end for longer time between rusting. Also make sure you use only integers as I don't know how the script will behave with floats (ie 0.5 as a value instead of 1).

Configuring this isn't exactly "noob friendly" but it's there
Junrall 4 May, 2022 @ 4:11pm 
Hi Bačiulis,

I am loving the look of my flying "rust-buckets"!

Any possibility of adding a config option that allows us to set a limit on the overall damage done to blocks? Perhaps a percentage setting that is tied into the functional level of blocks. And now that I'm thinking about it... maybe another config setting that just stops the rust damage just before the Functional Hack level of blocks. When set, this config option should probably override the percentage setting.

I would love for my "rust-buckets" blocks to never degrade past the nonfunctioning point... may just right up to nonfunctioning :)

Thanks for the decay!
Last edited by Junrall; 4 May, 2022 @ 6:01pm
StrikeWyrm 6 May, 2022 @ 7:32am 
So two things that stick out
actively used parts of machinery rudt slower, so parts like thrusters on a ship would rust slower when actively used
Being able to add an exempt block as an admin on a server for server buildings (this is different than the powered/unpowered mechanic) would help a lot
Yual 6 Jun, 2022 @ 6:18pm 
Idk if it was already posted but any chance of having a version of this for cold biome? Freezing stuff during snowstorm etc. Could even block rotor/piston
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