Space Engineers

Space Engineers

Survival Reborn: Spacewalk
Paradox Reborn  [developer] 30 Jul, 2022 @ 7:02pm
Discussion and Suggestions
Constructive criticism is a good thing, and so is informative praise. This is the place for all of that.

If you think I made a gigantic mistake in the way I designed this mod, this is the place to tell me why! If you can't be nice about it, at least be logical and provide some useful information.
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Showing 1-15 of 23 comments
Bl00DASP 4 Aug, 2022 @ 7:50pm 
personal opinion here: perhaps the collision speed for engineer death is a bit low? it feels like every time i stub my toe i die instantly, any way to get integration with configurable parameters so we can tweak things like this?
Paradox Reborn  [developer] 5 Aug, 2022 @ 12:04pm 
Currently, collision speed is set up to produce reasonable results from fall damage, and is rather generous to the player in face-first collisions. You start taking damage in collisions above 750 m/s/s or around 76 G, which I based partly on in-game fall testing and partly on car crash statistics. A 70-100 G collision is pretty lethal in real life.

I'd encourage you to take on the additional challenge that was thrown away by Keen's game designers and try to land at semi-realistic safe speeds. Keep in mind that 60 mph is around 27 m/s. Try hitting something at 27 m/s and see if you think the damage is reasonable for 60 mph.

All of that said, I can certainly understand wanting to tweak these values. I'll add configuration options to the feature wish list so users can change them according to preference.
FWIW, there is no such thing as a thruster that uses only hydrogen unless it is the pressure of the gas leaving the nozzle, which would be *ridiculously* weak. 'Hydrogen Thrusters' burn both hydrogen *AND* oxygen. Could you please tweak your mod to reflect this reality? (It would also make limiting the use your jetpack in space actually *MEAN* something as it also uses up your precious oxygen.)
Last edited by 'KeithFromCanada' Olson; 10 Aug, 2022 @ 11:08pm
Paradox Reborn  [developer] 11 Aug, 2022 @ 9:38am 
I have always assumed that "hydrogen" in Space Engineers is in fact two-part hydrolox rocket fuel, just with a simplified name. The only thing you'd gain by that change is being able to breathe longer if you don't use the jetpack. Causing jetpacks to consume oxygen is complicated because (under the hood) they're meant to run on a single gas. I could change that, but to do it well I'd need to make the oxygen consumption configurable, which requires an API and some additional work. For now, simplicity is king.

While it's out of scope for Spacewalk, I'm looking at possibly addressing this in the next mod in the Survival Reborn series, which includes features and tweaks related to energy and resources. What I'd like to do is simply change the name of the propellant from "hydrogen" to "hydrolox," but I'll have to look through all the different places the game uses the term "hydrogen" to determine how many odd places I'll have to edit SBC definitions. I like to avoid editing any definitions that I don't strictly need to, since so many mods make SBC changes and only one can edit each definition.

This isn't set in stone of course. There are alternatives. For example, I could make the jetpack "flames" look like vapor and run it on hydrogen peroxide, but then I'd have to add a way to produce H2O2, mod the survival kit and medical room to refill the suit with it, mod the HUD to check the player's character definition to determine what gas to read out on the HUD, etc. It's certainly possible, but not a priority at the moment. Likewise, I could make hydrogen thrusters on ships consume liquid oxygen as well, but a simpler solution is to change the name of the propellant to "hydrolox" and change its density to match.
Last edited by Paradox Reborn; 11 Aug, 2022 @ 9:38am
Dark_453 11 Aug, 2022 @ 9:55am 
Hi there paradox, I figured i would ask this before someone else does. If someone wanted to make changes for a DE. would you need to edit a config. since i know reuploading changed mods is a No no, i am not asking for me... but for anything else with same quest inc a friend of mine who new to steam.
Originally posted by Paradox Reborn:
I have always assumed that "hydrogen" in Space Engineers is in fact two-part hydrolox rocket fuel, just with a simplified name. The only thing you'd gain by that change is being able to breathe longer if you don't use the jetpack. Causing jetpacks to consume oxygen is complicated because (under the hood) they're meant to run on a single gas. I could change that, but to do it well I'd need to make the oxygen consumption configurable, which requires an API and some additional work. For now, simplicity is king.

While it's out of scope for Spacewalk, I'm looking at possibly addressing this in the next mod in the Survival Reborn series, which includes features and tweaks related to energy and resources. What I'd like to do is simply change the name of the propellant from "hydrogen" to "hydrolox," but I'll have to look through all the different places the game uses the term "hydrogen" to determine how many odd places I'll have to edit SBC definitions. I like to avoid editing any definitions that I don't strictly need to, since so many mods make SBC changes and only one can edit each definition.

This isn't set in stone of course. There are alternatives. For example, I could make the jetpack "flames" look like vapor and run it on hydrogen peroxide, but then I'd have to add a way to produce H2O2, mod the survival kit and medical room to refill the suit with it, mod the HUD to check the player's character definition to determine what gas to read out on the HUD, etc. It's certainly possible, but not a priority at the moment. Likewise, I could make hydrogen thrusters on ships consume liquid oxygen as well, but a simpler solution is to change the name of the propellant to "hydrolox" and change its density to match.

Thank you for taking the time to do an in-depth explanation.
Paradox Reborn  [developer] 11 Aug, 2022 @ 6:00pm 
Originally posted by Dark-Summer:
Hi there paradox, I figured i would ask this before someone else does. If someone wanted to make changes for a DE. would you need to edit a config. since i know reuploading changed mods is a No no, i am not asking for me... but for anything else with same quest inc a friend of mine who new to steam.

I'm not sure what DE stands for, but you can upload derivative works according to the terms of GPLv3. This is a widely used free software license and you can find a number of explanations online, but the gist of it is: Credit the author (me), publish your source code (it's difficult not to due to the way mods work), disclose any changes you made to the original work, and release your own code under GPLv3 (typical share-alike clause).

The mod is still in development, so I haven't added configs yet. That's on my list of things to do later.
Maximus660 4 Dec, 2022 @ 9:06am 
Hey how about a - higher 'ox' consumption during sprint ? as in more intensive movement = more 'ox' consumed ?

Low 'ox' enviornaments would discourage sprinting, with closed visior or not...


Nice mod, keep up the good work :D
qm 25 Jan, 2023 @ 4:18pm 
Would you consider splitting the jetpack fuel refilling to a standalone mod? Because of the resync packet, it's the most technically complex part of this mod and would be a nice gameplay element to get on its own without being tied to jetpack thrust, player speed and acceleration, player oxygen and battery use, player gravity, collision damage... I think that's all the other features...

I get that one reason you grouped them was to ameliorate the cost of the player entity list tracking, but it still seems deserving of being its own thing.

As for feature requests, add a caveat of only refilling the fuel if standing on ground if within a gravity well; currently you can turn the jetpack off momentarily to refill, then back on, mostly negating the mechanic. In zero gravity, not allowing a refill from tank when floating might be a little too cruel.

Obviously another thing that'd be nice would be if refills from bottle always keep you topped off. Currently it's sorta dumb to have to burn down my jetpack fuel to get a bottle refill to kick in.

---

Edit: I ended up implementing this myself today. The additional code isn't the prettiest as I really just wanted it to work for a game of two people (also I'm not a C# programmer), so damned be the code quality, but it's functional. I ended up making all of the fuel management (player and bottle) only done on the server because having the client do it resulted in the client spending twice as much fuel?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2924506574
Last edited by qm; 27 Jan, 2023 @ 11:39pm
Paradox Reborn  [developer] 28 Jan, 2023 @ 8:23am 
Originally posted by qm:
Would you consider splitting the jetpack fuel refilling to a standalone mod? Because of the resync packet, it's the most technically complex part of this mod and would be a nice gameplay element to get on its own without being tied to jetpack thrust, player speed and acceleration, player oxygen and battery use, player gravity, collision damage... I think that's all the other features...

I get that one reason you grouped them was to ameliorate the cost of the player entity list tracking, but it still seems deserving of being its own thing.

As for feature requests, add a caveat of only refilling the fuel if standing on ground if within a gravity well; currently you can turn the jetpack off momentarily to refill, then back on, mostly negating the mechanic. In zero gravity, not allowing a refill from tank when floating might be a little too cruel.

Obviously another thing that'd be nice would be if refills from bottle always keep you topped off. Currently it's sorta dumb to have to burn down my jetpack fuel to get a bottle refill to kick in.

---

Edit: I ended up implementing this myself today. The additional code isn't the prettiest as I really just wanted it to work for a game of two people (also I'm not a C# programmer), so damned be the code quality, but it's functional. I ended up making all of the fuel management (player and bottle) only done on the server because having the client do it resulted in the client spending twice as much fuel?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2924506574

I'd advise you not to worry too much about your code quality as long as you're able to maintain what you've written. Best practice for Space Engineers mods is to focus on performance, which includes minimizing the number of function calls since the mod profiler (part of Keen's code that pokes and prods at yours) has an unreasonable performance impact for numerous function calls. Good job getting it working!

I designed this as an overall character movement overhaul, and, as you noted, combining this into a single mod reduces performance impact from character entity listing. I'm really a stickler for minimizing performance impact because I want to give players as much freedom as possible to install what they want without bogging down the game. Once I add a per-world config, users will be able to toggle individual features on or off, and adjust certain parameters that aren't part of the SBC files. (Configs might also make the mod compatible with things that would otherwise interfere. For example, someone could use my gravity/impact tweaks and SBC but shut off my jetpack tweaks and install yours.)

I also noticed the issue with bottles not topping off the jetpack. At one point I was planning a right-click-to-refill function, which I may still do once I get some free time. Otherwise, I'll probably add a configurable or toggleable automatic top-off function.
Last edited by Paradox Reborn; 28 Jan, 2023 @ 8:24am
starseeker 17 Mar, 2023 @ 7:31am 
Hello again I have been using this mod for awhile now and i wonder if you have used it in space for a long term? Basically I feel like the fuel usage is too high it runs out far to fast when in space it doesn't take much thrust to move you when the engineer is in zero g just wanted to know if you are going to take a look. I just have an issue with the duration the jet pack lasts basically if you forget a bottle you could be drifting in space forced to respawn. At constant thrust it last for about 30 seconds and i feel like that is not alot of time in space. In gravity I understand but zero g should be much more usable long term
Paradox Reborn  [developer] 31 Mar, 2023 @ 9:53am 
Gravity doesn't change the jetpack's fuel flow or how much energy it takes to accelerate - that's an unrealistic vanilla behavior that I've removed. Jetpack fuel management is a survival challenge that doesn't really exist in vanilla.

You're meant to use a hydrogen tank in space if you need to move around a lot in EVA. The small tank built into the suit is mostly for rescuing yourself if you fall off of the ship or making a short maneuver from one ship to another. Inertial dampeners will waste a lot of fuel if you use them, since they constantly fire the thrusters to bring you to a halt.

I have a rework in mind that would allow the jetpack to refuel after a few seconds of not providing thrust rather than having to be completely shut off. This will improve quality-of-life in space.
DanSticks 29 May, 2023 @ 7:32pm 
Heya.
Me and my cousin are using this mod currently and we love how it encourages you to be grounded without completely removing the ability to fly.
We were wondering if there was a way to reduce the amount of time it takes to refuel jetpacks at medbays. Currently it feels like we spend most of our time there XD
If not could it possibly be implemented in some kind of settings menu?
code 2 Aug, 2023 @ 11:53am 
Is it possible to detect the existence of a nearby block and modify the jetpack settings on the fly? Basically like a short radius jetpack enabler similar to how Satisfactory allows you to hover as long as you're near a power pole.

My biggest use case for a jetpack is building a ship or rover in a dedicated bay but all the mods/scripts that change jetpack behavior do it world wide. I don't want to deal with a severely nerfed jetpack just to go up 10m to weld a panel on my ship or deal with clunky scaffolding for a 2 second change, but I also don't want to be able to hydroman to space at all or go flying at 100m/s across the planet.
Originally posted by code:
Is it possible to detect the existence of a nearby block and modify the jetpack settings on the fly? Basically like a short radius jetpack enabler similar to how Satisfactory allows you to hover as long as you're near a power pole.

My biggest use case for a jetpack is building a ship or rover in a dedicated bay but all the mods/scripts that change jetpack behavior do it world wide. I don't want to deal with a severely nerfed jetpack just to go up 10m to weld a panel on my ship or deal with clunky scaffolding for a 2 second change, but I also don't want to be able to hydroman to space at all or go flying at 100m/s across the planet.

One thought would be to add an 'afterburner' mode by double-tapping.the {use_jetpack} key. It would use 10(?) times the fuel for 5(?) times the thrust. That would be handy for saving yourself from a fall/accessing higher ledges/etc. without being as OP as the vanilla jetpack.
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