Space Engineers

Space Engineers

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Cosmic Radiation
   
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Type: Mod
Mod category: Other
File Size
Posted
Updated
8.369 MB
27 Jul @ 10:49pm
4 Sep @ 12:41am
19 Change Notes ( view )

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Cosmic Radiation

Description
Cosmic Radiation
While we wait to see what Keen cooks up for 1.207, this cosmic radiation system for Space Engineers integrates seamlessly with Eat.Sleep.Drink.Repeat! (EDSR) and Eat.Sleep.Drink.Repeat.Advanced! (EDSRA).

With the exception of player production of Anti-Radiation injections, it also works in Vanilla.

NOW INCLUDES STELLAR RADIATION AS WELL!
REAL SOLAR SYSTEMS & REAL STARS COMPATIBLE!
Add it in to my Proper Solar System world!

Description
Cosmic Radiation tracks your exposure (“Rads”) when you leave protected zones—atmospheres, gravity fields, or pressurized volumes. Accumulate too many Rads and you’ll start suffering health damage. Use shielding, habitat design, or medical treatments to survive in harsh space environments.

Key Features
  • Dynamic radiation accumulation based on:
    • Gravitational and magnetic field strength
    • Atmospheric presence and density
    • Depth underground (regolith shielding)
    • Line-of-sight exposure to stars (in a possible future update)
  • Health damage kicks in slowly after 80 Rads, grows increasingly lethal without treatment
  • Multiple mitigation methods: cockpit pressurization, airtight bases, gravity generators, and planetary shelter
  • Medical treatments:
    • Standard Medical Kits (−5 Rads in 5 sec)
    • Radiation Exposure Kits (-15 Rads in 15 sec)
    • Anti-Radiation Injections (easily produced, but toxic. -3 Rad in 3 sec, but also -3 Health)
    • Natural healing when sleeping in pressurized environments
    • Constant healing in an Earth-like environment
    All of the consumable medical treatments can show up in Unknown Signal pods.

Optional features!
  • [NEW] Stellar Radiation - The sun is a deadly lazer. Real Solar Systems/Real Stars compatible!
  • Damaged reactors leak radiation!
    Off by default. Toggle with /crreactor.
  • Damaged reactors can also leak heat from nuclear fuel decay!
    Off by default. Toggle with /crheat.
Reactor radiation and heat both increase by fuel load and reactor damage, but decrease by range and atmospheric pressure. Both are blocked when seated inside a sealed, pressurized cockpit block. Both are independent of one another. They are turned off by default because they are essentially feature creep and I don't want to force them on unsuspecting people who subbed before they were added.

If you don't see the new options in your pre-existing save game config file, delete the existing file, load the world, save and exit. You should then be able to access the new options.

Mod Load Order
  1. HUD Compatibility mod.
    Either Standard HUD or Modern and Fancy (Color) HUD, but not BOTH.
    Required if using EDSR or EDSRA. Without one, this mod will still function, but you will not see your radiation level, since those mods will overwrite the default HUD included in this mod.
  2. EDSR or EDSRA, but not BOTH.
  3. Cosmic Radiation (This mod)
Mod order in vanilla does not matter, except that any non-compatible HUD mod will override the default if it is higher in the mod load order. No HUD mod is required for Vanilla unless you prefer the "modern" version, and then you will need to grab the compatibility mod above in order to see your radiation level, and then go pay Adriano some love for creating such a great HUD mod.


Usage Tips
  • Pressurized single block cockpits grant baseline shielding.
  • Stay inside airtight structures for extra protection.
  • Spin up gravity generators to create artificial magnetic fields to block cosmic rays.
  • Put 10m+ of rock over your head to fully block cosmic rays if you can't build a pressurized structure yet. This works for asteroids, too!
  • Monitor your Rads on the HUD—treat exposure promptly to avoid rapid health loss.
  • Sleeping in a pressurized environment will slowly but naturally reduce your radiation levels.
  • Your radiation levels will naturally decay while you are on the surface of a fully Earthlike planet. The gravity and atmosphere of other worlds will also help, to varying degrees.


Future Plans
  • Fold in anything useful from 1.207
  • Radiation fields/belts for Real Gas Giants?
  • Faster radiation healing in Medical Stations
  • Configurable parameters for custom game modes
  • Split reactor radiation and heat into range of effect and line of sight components?
  • Spread shelter check raycasting workload over the span of the 100 ticks in between main loop cycles for performance?
  • Spread radiation and health damage between cycles as well, so that the HUD bar updates are more fluid?


Credits
Original Cosmic radiation by 2Borderman (inspired by Vanilla Survival Experience by Rocket)
Eat.Sleep.Drink.Repeat! by Bačiulis
Eat.Sleep.Drink.Repeat.Advanced! by Sardaukai
HUD - Modern and Fancy (Color) by Adriano
Real Solar Systems by Echthros, with special thanks for making such an easy to utilize API!

Other Inspirations
Radioactive Reactor Smoke by Chipstix213. Basic idea, no code or assets used. Mine is just brute force simple and doesn't change the particle effects like his does. His is likely much more efficient. I just wanted an option that used the same radiation mechanic used in CR.
Popular Discussions View All (2)
6
5 Sep @ 11:26pm
PINNED: BUG REPORTING
cptnoname
1
15 Aug @ 12:45am
PINNED: Config file contents
cptnoname
47 Comments
Anarch Cassius 4 Sep @ 11:13am 
Wow, was really not expecting to them to go this far but I'm happy.

Don't discount the fact this mod may have inspired them to try though, and it may still come in handy for extending features and tying into RSS in the future.
cptnoname  [author] 4 Sep @ 11:03am 
I won't be removing any code from this one, I'd just default to off for the things Keen covers. I would think that it should work just fine as it is for anyone who turns Keen's radiation off. I'd definitely hijack their Geiger counter audio 😏
TheVillain 4 Sep @ 8:57am 
honestly this mod feels more fleshed out and better designed than the survival Rad system (from what I've seen) which is...well kudos to you but yikes :D

Glad you enjoyed the process of learning and creating, cant say thats always been the case for me when modding/tinkering. Many a broken mess that just didnt work out in my scrap pile.

I'd like to see this implemented in the 'vanilla' system if/when that is possible as this feels more authentic to me. But your time to spend, not mine to ask for.

Thanks for the rads, i'll raise a Nuka Cola to this
cptnoname  [author] 4 Sep @ 8:22am 
From the looks of things, Keen actually has pretty much everything here covered as of Monday. The only thing they're NOT doing is the basic Cosmic Radiation itself. I'll probably convert that to use the new (slightly less interesting) "exposure level" dosimeter HUD, RIP Geiger counter though, and call this one done then, keeping the asteroid shelter system in place, which was only needed to block the more penetrating cosmic rays anyway.

You 'should' be able to remove CR from your existing worlds and switch to the new systems without any hassle, but unless they've used the exact same naming conventions that I have, you'll likely lose your saved Rad levels.

It's been fun and I learned a lot. Plus I've been bitching at them for quite a while to actually add survival into their survival gameplay, so I'm stoked.
cptnoname  [author] 3 Sep @ 11:37pm 
@Anarch Cassius, I think I'll just let the map builder or the player set the strength through the multiplier in the config file. I would like to hook it into the new particle effects that Echthros has provided, though. I think that would be great if the periodic/random flares and things that you can make now also triggered an additional radiation hazard. If there's a way to connect regular RSS solar intensity, I can probably make a config setting for it, though. I was surprised how easy it was to integrate the mod.
Anarch Cassius 3 Sep @ 9:35pm 
Amazing! This and RSS together have given me better modern alternative to like 3 mods, this week alone.

Van Allen belts and other rad zones could work through the new zone effects in RSS, especially if there's a torus shape for the belts, I know it has Sphere and Cone.

Also, does it scale with the star strength yet? Ideally it should be affected by visible light and/or solar strength factor or make max strength part of the distance configs when they go in.
TheVillain 2 Sep @ 4:23pm 
hey man, i'm digging this
no rad belts required - just need to keep shaking down passer by ships until I get some mushrooms to make injectors with
and fully embrace being an undergrounder
cptnoname  [author] 2 Sep @ 3:22pm 
It would get worse in reality, but probably not by too terribly much. The sun manages to deflect a lot of it at range. I'm treating cosmic rays as omnidirectional whereas stellar radiation is point source and much less penetrating.

I have stellar radiation decreasing with range when you use RSS/Real Stars. Currently, it's as strong as cosmic rays at 15000 km, the range of Earth if you use a solar system map like mine that uses a 1:10000 scale for distances. I need to make it configurable.

I also have the strength of protection you receive from the planet reduce dramatically if it's much smaller than 50km radius, in an attempt to model small worlds that lack any appreciable magnetic field. Phobos or Deimos, at least on existing maps that I've seen, won't offer any protection unless you're surrounded by a few meters of regolith.

I'll be adding some quick and dirty radiation belts as soon as I figure out an algorithm that I like.
TheVillain 2 Sep @ 9:20am 
Ah i'm using RSS, on Diemos (small moonlet of Mars, bascially just a big roid, game treats it as an asteroid I think).

Still getting Rads but yeah I did wonder if there would be a drop off as I get nearer the sun.
But then again, solar radiation vs deep space radiation...honestly not sure if it would suddenly get worse as you go beyond our solar system.

Then again van allen belts

Dont over think it I guess :D
cptnoname  [author] 2 Sep @ 6:03am 
@Anarch Cassius Here comes your Real Stars compatibility! Real Solar Systems, too.