Space Engineers

Space Engineers

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Ship Core Framework (3.1.0)
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Type: Mod
Mod category: Script, Modpack, Other
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1.102 MB
20 aug @ 6:24
1 okt @ 18:29
18 ändringsnotiser ( visa )

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Ship Core Framework (3.1.0)

Beskrivning

If you enjoy this mod, please rate it! Thank You.

Ship Core Framework

Inspired by Ship Classes mod, this mod has been completely built from the ground up with modularity and performance in mind.

The purpose of this mod is to enable other modders to create mods with physical ship cores that function much in the same way as ship classes, but more intuitive and robust. Ship cores can enable various limitations, bonuses, passive and active modifiers. All available withing Keen's own upgrade value system for other mods to interact with. This mod is mainly meant for multiplayer scenarios where multiple factions are battling it out with various fleets, our goal with this mod is to allow players to build into fun and unconventional strategies that simply can't occur organically within SE's current multiplayer sandbox.

This mod mainly serves as an alternative to the default keen block limit system and should diversify your fleet makeup by quite a bit.

Logic is largely event driven, which means that updates only happen when they really need to.
Ship Core Framework - Visual Interface
Example Mod: Arcane Cores
Ship Core Framework - Visual Interface
BUilt from the ground up by Sargonnas, the Visual Interface is a 'comprehensive WPF desktop application for managing Space Engineers Ship Class System mod configurations'.
You can find the application here on Github[github.com]!
Common Questions:

Where do I set my ship with this? Through one of the cores provided by a dependent mod. If no dependent mod is included your grid will be set to the default limits.

How do I see the limits? Either through the status LCD script or by using the command /core limit while looking at the grid in question.

Does it work on servers? Yes, designed for and tested the mod is designed to minimize latency in high density player and grid environments while minimizing required network communication.

Does it include subgrids? Yes, this has been tested thoroughly. If you think you can cheese it, you cannot not.
(Prove me wrong - Blues)

Could I use this as a replacement for block limiter? Absolutely! Just remember our system works on a per faction > per player > per core basis.

Are there min limits? No, based off previous experience and results from the previous two mods we determined that min limits on a per class basis would more often than not lead to detrimental outcomes such as: miss configuration where things could not be built at all, or over-limiting to the detriment of creativity, which is not inline with the type of tools we want to make.

If you have any questions or need further assistance stop by our discord[discord.com]!

Bug Reports [github.com]
Special Thanks:
Thanks to Kuvat for the stunning new model! (See: Arcane Cores)
Thanks to Sargonas For helping with raytracing, building a GUI config tool for us!
Thanks to Digi for putting up with our stupid questions in the keen discord.

Check Out Contributors:
Kuvat: Life-Tech Discord[discord.gg]

Other Mods to Check Out:

The Inhibitor: A multiplayer balancing tool, providing base protection.
RamBreaker: A simple mod that prevents ramming damage.
Hydrogen Plus: A visual effect mod, optimized for multiplayer.
SOBST: Owen's Weapon mod.
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This workshop item cannot be redistributed without explicit permission.
This item is not authorized for reposting on Steam or mod.io.
1 kommentarer
Blues Hailfire  [skapare] 8 sep @ 16:00 
If you have any questions please pop by the discord we'll be happy to help!