Space Engineers

Space Engineers

Cosmic Radiation [Deprecated, completely broken by 1.207+]
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Update: 11 Aug @ 2:25pm

- Added radiation mechanic to damaged reactors, disabled by default. default leaking begins at 80% integrity, extends up to 30 meters, and passes through everything (since SE1 has no exposed raytracing that i'm aware of). strength of field is determined by the amount of nuclear fuel inside the reactor, runs every 100 ticks and drops by inverse square.

- Added direct thermal damage from exposed nuclear fuel, in addition to radiation, disabled by default. same particulars, but drops twice as fast by range. (both drop by the same factor in more recent releases)

- Added new config file options for the new functions

- Added /crdebug chat command, to toggle a display of the current radiation and thermal damage rates, as well as the PD tracker (pending damage, which accumulates damage for anti--player-hurt-noise-spam)

- WIP - added HUD API on-screen radiation rate display, but I'm having trouble getting it to work.

Update: 10 Aug @ 7:08am

- Adds RADIATION_RATE multiplier to the config file.
Increase or decrease to change the default rate at which players will accumulate radiation. The default is 1. This results in a default rate of 0.023 points per 100 game ticks. The default will result in 100 points being accumulated over the course of approximately 2 hours, from a starting point of zero. Keep in mind that a freshly spawned player will always start with 22 points of radiation (but this can also be changed in the config file)

- Increased the cap to the MaxValue for the player_radiation stat, from 100 to 99999.
Players will now be able to accumulate radiation levels beyond 100, as originally intended. Radiation becomes increasingly lethal as it rises. The accurate integer radiation level will display in the HUD, but the exposure progress bar will still top out at 100, since that is still the arbitrarily lethal dose.

Update: 7 Aug @ 1:23am

Fixed some broken aspects that I had overlooked previously:
- Recipes and production graphics working properly now
- G menu for Rad kit and injections working
- Added SparkingWaterCan recipe to Emergency. You can now fill/refill your EDSRA empty water cans in the survival kit. Not sure if this was an issue with original EDSR.

Update: 30 Jul @ 5:21am

Changed default.sbc HUD file to match the vanilla setup, for players who decide to use Cosmic Radiation without EDSR/EDSRA. It will only be used if it is not overridden by another HUD placed higher in the mod load order. This will allow vanilla players to see their current radiation level.

Update: 29 Jul @ 12:33pm

Added minimum configurations to allow construction of Radiation Exposure Kits, should anyone wish to use this mod in Vanilla, without EDSR/EDSRA. The survival kit icon for the emergency category isn't showing up properly, so I will need to track down that issue, but it is functional.

You will not be able to produce the Anti-Rad Injections, since Mushrooms are not available, but you might still find them in Unknown Signal drops or spawn them in with the Admin menu.

Updated container drops. These changes will be overwritten by EDSR/EDSRA or any other mod that changes these values which is placed higher in the mod load order, unfortunately.

Update: 29 Jul @ 12:27pm

Added minimum configurations to allow construction of Radiation Exposure Kits, should anyone wish to use this mod in Vanilla, without EDSR/EDSRA.

You will not be able to produce the Anti-Rad Injections, since Mushrooms are not available, but you might still find them in Unknown Signal drops or spawn them in with the Admin menu.

Update: 29 Jul @ 10:27am

Changed recipes (blueprints) for radiation kit, anti-rad injection and power kit

Changed the anti-rad injection to reduce player health by the same degree that it reduces radiation (3 points)

Update: 29 Jul @ 9:21am

Changed algorithm to deliver 100 rads within the 2-hour vanilla game day.

Changed damage method to only score character damage when the accumulated damage is equal to or greater than one point, so that the player will not have to listen to hundreds of "player hurt" sounds while they see no damage being scored.

If you would like to restore the previous configuration, you can change "Session.cs.old" to "Session.cs" and change the existing "Session.cs" to "Session.cs.new" or delete it, if you prefer. Why one would wish to do this is beyond my comprehension, however. If you do this, it will be overwritten automatically if I make any further updates, but the old version will remain available.

Plan to add a HUD icon to show when the player is experiencing radiation sickness, and perhaps cause increased hunger rates?

Update: 27 Jul @ 10:49pm