Space Engineers

Space Engineers

Atmospheric damage & Hazards (BB)
Mostrando 11-20 de 69 aportaciones
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Actualización: 5 ENE a las 2:53 a. m.

Acid and Radiation sound effects added to the mod, (Acid1 -> Acid4 and Radiation1 -> Radiation4) so you don't have to create your own if you want to have some audio effects alongside your damage

Actualización: 5 ENE a las 2:52 a. m.

- Improved detection of entities (for both acid rain and radiation type)
- Acid rain does not damage entities under roofs, inside other grids or inside terrain
- Radiation does not damage entities inside other grids (this is calculated by intersection of collision cubes, so it might sometimes lead to small grids right next to large grids being considered as "inside")

Actualización: 3 ENE a las 1:19 p. m.

.Count instead of .Count()

Actualización: 29 DIC 2024 a las 3:05 a. m.

SafeBlockList now correctly prevents reskin effects, not just damage effects

Actualización: 16 DIC 2024 a las 10:10 a. m.

projected grids with damaged blocks which are configured as hazards (such as reactors for example) will no longer kill people :)

Actualización: 7 DIC 2024 a las 6:35 a. m.

WeatherOnly condition now correctly affects character damage (it was only implemented on grids)

Actualización: 9 NOV 2024 a las 4:40 a. m.

fixed init error

Actualización: 8 NOV 2024 a las 10:40 a. m.

some thread safety fixes

Actualización: 29 OCT 2024 a las 10:03 a. m.

improved proximity calculation for block hazards

Actualización: 29 OCT 2024 a las 9:43 a. m.

fully destroy block when reduced by dismounting to 0