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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2761947340
the original author:
https://gtm.steamproxy.vip/id/laggorazh

I have added some things from BookBurner Atmospheric damage & Hazards (BB) mod:
https://gtm.steamproxy.vip/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://gtm.steamproxy.vip/id/lolmelon3/myworkshopfiles/?appid=244850
39 Comments
Morphy 3 Oct @ 2:40pm 
I've not tested it but I believe Nano Build And Repair [BaR] repairs damaged grids it monitors; weapons, wayward grinders, bad pilots, or rusting away would just be damage it needs to fix once it detects a block is damaged.

BaR cannot change the texture of a block so if it rusted before, that block will rust again eventually, becoming a slow drain on resources as BaR keeps going back to repairing it repeatedly.

The player will have to manually "repaint" the block's texture to a rust-proof one or edit the list of rust-proof textures in the setting file for that session.
Emperors_Nightmare  [author] 3 Oct @ 2:06am 
if you are asking if the skin of the block can be taken off automaticly instead of manual from the mod you said then no
megadeathclaw 2 Oct @ 6:21pm 
you might have misunderstood what i meant would the nanobots mod repair the rusted appearance from the rusted block
Emperors_Nightmare  [author] 22 Sep @ 5:31am 
no because it cant repaind the block so aslong it has the rust skin it will take danage
megadeathclaw 21 Sep @ 3:06pm 
does nanobots mod repair rust because it welds the whole grid
Emperors_Nightmare  [author] 29 Aug @ 3:33am 
so i guess youn can read so pls read the dicription thx is all explaind there
GermanGinger 8 Aug @ 2:38pm 
Are there any default skins that don't rust or is it just the safe zone by default?
Emperors_Nightmare  [author] 5 Aug @ 1:35pm 
i sadly dont have so much time anymore so it could take a while
NineSevenFive 5 Aug @ 6:24am 
I love the fact that you have continued this mod, I was wondering if there was anyway to further this by each planet having different attributes. Such as Triton turning blocks to frozen skin before rusting it or Pertam turning blocks dusty, and another example with the Alien planet turning skins mossy before finally rusting?
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.