Space Engineers

Space Engineers

Not enough ratings
Thermal Signatures - SkunkWorks Servers
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
File Size
Posted
Updated
342.057 KB
8 Oct, 2021 @ 9:17pm
12 Feb, 2023 @ 7:19am
20 Change Notes ( view )

Subscribe to download
Thermal Signatures - SkunkWorks Servers

In 3 collections by Asy93
SkunkWorks 4.0 Collection
65 items
SkunkWorks Servers v5.0 Mods
72 items
SkunkWorks Survival Server Mods
62 items
Description
This mod is a major revision of the mod created by cKerensky
link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2209564608


This mod was redesigned and created for SkunkWorks Servers and uses a custom script that allows thermal signatures to be detected across Nexus Sector Borders.

Full Changes:

- Fixed default config generation to broadcast 25km/300MW on large grids, 15km/29.5MW on small grids.

- Fixed scan so that it appropriately broadcasts power sources relative to large reactor output. (Included tiered power sources)

- Fixed script so that it appropriately broadcasts thrust heat output relative to a hydrogen thruster's output. (Includes tiered thrusters)

- Updated heat decay feature to dissipate to the average of your old and new heat, with a minimum loss baked in so you actually eventually get to 0.

- Thermal Scan generates a GPS which now also show how far you're broadcasting in KM

- Adjusted mod to ignore GPS creation for ships broadcasting under 1KM, so when you're sitting around your base, your idle ships aren't spamming gps.
- Also cuts down on cross-server messaging for the sync mod

- Added code to delete thermal signature gps entries periodically. Even though they're created as temporary, they can end up sticking around and causing clutter (e.g. if players mark them as visible always, or move sectors while they're visible)

- Made GPS stay up instead of disappearing after 5 seconds. They refresh every 12 seconds, and stay visible for 12 seconds

Shoutout to @Sisko for the work he put in to this!
7 Comments
ZERON1GHT 22 Mar @ 2:10am 
The mod does not work on NexusV3
Grumpy 2 Aug, 2023 @ 5:14pm 
I have a question about this mod. I originally tried to contact the original mod owner for the same problem but nothing came of it. When I try to use this mod with my friends it causes them to crash. The other mod did the same thing. I am running no other mods with it testing it and when ever people join me it just disconnects them. If you know of any solutions to this please let me know, thank you.
The_Yrri 24 Apr, 2022 @ 4:35pm 
thank you Asy!
I will look into the amount of changes and will quote this and original mods in reupload so if anyone stumbles across they know who did most of the work.
Asy93  [author] 24 Apr, 2022 @ 4:27pm 
Yrri,

Feel free to reupload. That <15000 essentially says any grids under 15,000 wont create a signal. That was a newer update.
The_Yrri 24 Apr, 2022 @ 11:54am 
Asy, appreciate you coming back to me so fast!
File you've referred is a great help in tuning heat output of the grid.
But I'm referring so some of the hardcoded items, like line 477:
if (isStatic || totalPCU < 15000 || !piloted)
{
//MyLog.Default.WriteLineAndConsole("Static");
return 0.0f;
}
And I do understand that it might end up as quite a rework of a code and nobody has time for it. But if something like this is in the works, I'd better wait than re-upload your work.
Asy93  [author] 24 Apr, 2022 @ 6:02am 
You can update some settings through the HeatGenerators.xml found in:

Folder:: Instance\Storage\CommonLanguageRuntimeLibrary
The_Yrri 22 Apr, 2022 @ 11:42pm 
Any chance we can move some of the settings to a dedicated file? I love and appreciate all the work that being done to original script but would be able to tune some aspects without reupload, like PCU thresholds and such.