Space Engineers

Space Engineers

Cosmic Radiation
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Update: 4 Sep @ 12:41am

- Updated loot tables in (probably vain) attempt to fix the unstackable pistol clip issue. I can't find any info on the problem elsewhere aside from a single mention on Reddit, but the thought has crossed my mind that it could be due to the partial loot tables provided. I've included the entire vanilla loot table and added the EDSRA specific items and Cosmic Radiation's radiation kits. Will it fix it? I have no idea.

Update: 2 Sep @ 5:53am

Real Solar Systems & Real Stars Compatibility![/b]
Script will automatically detect and work with any Real Solar Systems/Real Stars world. The distance to the star will be used to determine the strength of its stellar radiation, which drops off by the inverse-square law as you go further out.

Update: 1 Sep @ 11:23am

Major Features & Additions
New Feature: Stellar (Sun) Radiation
This version officially introduces Stellar Radiation as a new environmental threat. Players are now vulnerable to accumulating radiation when in direct line of sight of the system's sun, adding a new survival challenge, especially for those operating in open space or on planetary surfaces without an atmosphere.

To make this feature fair and realistic, it is powered by a highly accurate sun exposure detection system that intelligently determines if a player is truly exposed. The system accounts for:

Planetary Position: It accurately checks if you are on the dark side of a planet.

Physical Obstructions: It performs complex raycasts to see if your line of sight to the sun is blocked by planets, asteroids, or any ship or station grids.

Local Cover: The system is precise enough to recognize when you are standing in the shadow of a structure or geographical feature.

This ensures that seeking shade, staying on the night side of a planet, or strategically positioning your ship are now viable and necessary tactics for mitigating this new threat.

Geiger Counter: a HUD based geiger counter displays the instantaneous radiation exposure, while the existing Rad bar continues to serve as your dosimeter, displaying the total of accumulated radiation dose. The annoying alternating notifications are gone.

New "Resting" Mechanic: Players now passively reduce radiation at an increased rate when sitting in a passenger seat without actively controlling a ship or turret. The previous methods were fragile and unreliable.

A comprehensive /cr help command is now available.

Improvements & Overhauls
Core Logic & Performance:

- The main update loop was refactored from a simple tick-skipping counter to a more precise, frame-based schedule. This improves performance and responsiveness.

- Debug commands are now player-specific, allowing individuals to toggle debug information (/cr env, /cr raycast, /cr posture) without spamming other players.

- Player and voxel (planet/asteroid) data is now cached to reduce performance overhead during calculations.

- Internal lists for player tracking have been replaced with more efficient HashSets for faster lookups.

Environmental Radiation Shielding:

- Planetary shielding calculations are now more sophisticated, simulating a magnetic field effect that scales with the planet's size if it is below a certain threshold.

- Underground shielding calculations remain, providing a reduction in radiation based on depth.

Reactor Radiation & Heat:

- The code for calculating radiation and heat from damaged reactors has been refactored for clarity and efficiency.

- The base radiation emitted per unit of uranium is now linked to the configurable CosmicRadiationBase value for better overall consistency. The thermal rate has been removed, as it simply multiplied the same effect a second time.

Player State Detection:

Detection for player states like being in a cryo chamber, bed, or pressurized cockpit is now much more robust, correctly differentiating between various block types and states (e.g., a cryo pod that is not powered).

Fixes
Player State Preservation: Radiation levels are now more reliably preserved across player respawns and character changes by using a dedicated OnCharacterChanged event handler.

Removed
On-Screen Text Notifications: The old system that displayed alternating heat and radiation text notifications in the corner of the screen has been removed. This functionality has been replaced by modifying the in-game Geiger stat, which allows for integration with custom UI elements or sound effects from other mods.

Update: 23 Aug @ 2:15am

New Features
Shelter System & Raycasting:
Players can now take shelter from environmental radiation inside asteroids or enclosed grid structures.
The mod performs multi-directional raycasts to calculate the thickness of the surrounding material, reducing radiation exposure based on the depth of cover.

Performance Caching for Shelter:
To prevent performance issues from constant raycasting, shelter calculations are cached. A recalculation is only triggered if a player moves more than 1 meter or after 5 seconds, significantly optimizing performance.

In-Game Chat Commands:
Server administrators and players can now toggle mod features and debug information using chat commands:
/crreactor: Enables or disables reactor radiation.
/crheat: Enables or disables reactor decay heat.
/crdebug: Toggles general debug messages.
/crraycast: Toggles debug visuals for the shelter raycasting system.
/crenv: Toggles debug messages for environmental radiation calculations.
/crstar: (Future-proofed) Toggles stellar radiation.

Celestial Body Size Simulation ("Magnetic Field"):
The radiation-shielding effect of a planet's gravity well is now scaled by the planet's size. Large planets offer significant protection, while small moons provide much weaker shielding, making them more hazardous environments.

Changes & Improvements
Environmental Radiation Calculation: The logic for calculating radiation on planets has been refined. It still considers atmospheric density and being underground, but now incorporates the new magnetic field scaling so that small moons remain dangerous. Only bodies greater than 50km radius have a field strong enough to allow for any substantive radiation shielding. Going underground will help if you are just starting out.

Player State Management: The method for tracking players has been completely rebuilt. The new system is far more robust at detecting when a player respawns, joins, or leaves the server, ensuring radiation levels are reset correctly and data for disconnected players is properly cleaned up.

Damage Application: Damage from high radiation levels and reactor heat is now correctly attributed as MyDamageType.Fire instead of MyDamageType.Unknown.

Pressurized Cockpits: Fully pressurized cockpits now provide complete protection from all radiation sources, rewarding proper ship design.

Cryo Chamber Effect: The logic for cryo chambers reducing radiation has been clarified and made more reliable.

Update: 23 Aug @ 2:14am

Update: 23 Aug @ 2:11am

Update: 13 Aug @ 11:16am

- Added chat commands:
/crreactor Toggles damaged, fueled reactor radiation leaks (adds radiation exposure).
/crheat Toggles damaged, fueled reactor heat leaks (directly damages player).
Both options can be toggled independently or used simultaneously.

- Reactor radiation and heat are now partially blocked by being in a pressurized volume, and are blocked when sitting in a pressurized cockpit block.

- Added persistent config saving: toggling settings via chat commands now saves changes to disk.

- General improvements and optimizations

Update: 13 Aug @ 8:26am

Update: 12 Aug @ 12:39pm

- Corrected a major mistake in anti-radiation medicines. At some point I had refactored the radiation scoring system and didn't realize the meds needed a revisit. Any med would immediately wipe out the radiation bar, rather than 1 point at a time over the course of their duration. They are working as intended now.

- Added HUD notifications to reactor radiation leak and decay heat. I'm not sure why the heat warnings are giving me issues, but I will revisit that when I have time soon. That part is still WIP.

- Added radiation dosage info to the HUD notifications. Since the vanilla day is 1/12 as long, I multiplied the dosage by 12 to make a displayed dosage in microsieverts.

- Refactored the reactor radiation and thermal decay damage. It was originally scoring 0.053 radiation per uranium per second (ignoring other factors). Reactor radiation has been nerfed to 0.023, the same rate as the cosmic rays. Heat decay was nerfed to 0.01, since the combination of the two were ridiculous.

- The radiation and thermal fall-off were originally by inverse-square, but I have further divided that value in half while increasing the 30m effect range to 50m.

I'm considering adding an atmosphere check to the players, to mitigate the damage scored if they are still in a pressurized room, as the radiation and heat both pass through walls since I know of no method to raytrace line-of-sight. I've not done this yet, though.

Update: 12 Aug @ 11:38am