Space Engineers

Space Engineers

(BETA 1.9b) APEX.Advanced! ...the successor to Eat.Drink.Sleep.Repeat.Advanced!
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Update: 4 Oct @ 4:32am

Optimization & Error Clarification

Optimization: I've spent some time removing unused assets to free up disk space. The mod has successfully shrunk from ~620MB down to ~120MB!


Regarding the 44 Errors:
You can safely ignore those warnings about missing assets. The mod contains specific assets and settings for just 3 planets that are compatible with the EDSRA system required to obtain Organics.

If you play on one of those 3 compatible planets, everything will work out of the box. Otherwise, those warnings simply indicate that the unused planetary assets were not found.

Update: 4 Oct @ 3:43am

Do you hear that crackle? You're about to be beaming!

☢️ Update: The Advanced Radiation System! ☢️

This update introduces a completely new, in-depth radiation mechanic that turns Uranium Ingots into the valuable but hazardous resource it's meant to be. Gone are the days of carrying hundreds of kilograms of Uranium ingots in your back pocket without a care. Handling this powerful element now requires careful planning, proper storage, and engineering solutions.

A Fundamental Gameplay Change
Because this system significantly alters the challenges of survival gameplay, it is DISABLED BY DEFAULT. To experience this new feature, you must manually enable it in the server's configuration file. I believe this is a more immersive and engaging way to play, but I want you to make that choice for your server.

How the Mechanic Works
The system is designed to be realistic yet playable. It's based on a few core principles:

  • All Uranium Ingots—whether in a container, a reactor, your personal inventory, or floating in space—now emit radiation.
  • The intensity of the radiation you receive is calculated based on three key factors:
    • Mass: More Uranium means more radiation. The effect scales with the square root of the mass. This makes smaller amounts (e.g., 25kg) noticeable, while preventing gigantic stockpiles from becoming instantly lethal.
    • Distance: Radiation drops off very quickly as you move away from a source. Doubling your distance cuts the radiation you receive to a quarter of its original strength.
    • Shielding: Where you store your Uranium matters. An intact Reactor provides significant shielding. A standard Cargo Container provides some, but less. Uranium in your personal inventory or floating freely is considered unshielded and is the most dangerous.
  • As you are exposed, your character's 'Radiation' stat will increase. A Geiger counter sound effect, which gets more frequent and intense with higher exposure, will provide you with critical audio feedback.

Configuration Options
I believe in full customization. You can fine-tune the entire system to your liking in the APEX.Advanced!_Config.xml file, located in your save's storage folder.

  • EnableRadiationAdvanced: Set this to true to activate the entire radiation system. This is the master switch.

  • RadiationUraniumSearchRadius: The maximum distance (in meters) the server will scan around each player for Uranium sources.

  • RadiationUraniumIngotThreshold: The minimum mass (in kg) of Uranium that will be considered a radiation source. This is useful for ignoring single, trivial ingots.

  • RadiationMinimumDistance: The "personal aura" distance. Any source closer than this (e.g., in your own inventory) is treated as being exactly this far away. This prevents extreme, "divide-by-zero" radiation values at point-blank range.

  • RadiationSuitGuardFactor: The main scaling constant for the radiation formula. Higher values mean more radiation is generated by the source. (Recommended value for the current formula is 30).

  • RadiationContainerShielding: A multiplier for radiation from standard containers (e.g., Cargo Containers). A value of 0.75 means the container blocks 25% of the radiation.

  • RadiationReactorShielding: A multiplier for radiation from reactors. A value of 0.25 means the reactor blocks 75% of the radiation, making it the safest storage option.

  • RadiationGeneralDivisor: A final divisor applied to the radiation your character's stat increases by. Increase this number to make the overall effect slower and more forgiving.

  • RadiationNegligibleDose: Any calculated radiation-per-second value below this will be completely ignored. Set to 0 to count everything, no matter how small.

Handle with care, engineers, and keep an eye on those dosimeters!

Update: 2 Oct @ 6:11pm

Some more config switches for easy mode

  • MinutesToTrackConsumables = 180
    Description: Defines how long (in minutes) the mod should track consumed consumables. If 0, this feature is totally disabled. So you can eat like vanilla.
  • AllowEatingInCryo = false
    Description: If set to true, players can consume items while inside a Cryo Chamber.
  • AllowEatingInBed = false
    Description: If set to true, players can consume items while lying in a Bed.
  • IgnoreClosedHelmet = false
    Description: If set to true, players can consume all items even with their helmet closed, overriding the HelmUse requirement.

Update: 2 Oct @ 4:00pm

Server-Side Configuration File
Introduced a server-side APEX_Advanced_Config.xml file, allowing server admins to customize mod settings. The mod now automatically generates this file with default values on first launch.

Please tell me which options you need.
The option to change the survival kit is not available.
Therefore, an 'easy mode' will be reintroduced.

Admin Chat Commands (CLI)
Implemented a set of in-game chat commands for administrators to manage the mod:
/apex.advanced help: Displays a list of all available admin commands.
Debug commands (/sleep, /sleep_reset) for live testing of mod features.

Minor Improvements
Consumable data will now save when the game saves, ensuring everything is in sync.

Update: 1 Oct @ 5:15pm

Sometimes you just need an evening away from coding—drink a beer, sleep on it, and wait for that **divine inspiration** to strike. Going forward, I won't be reverting any more features. Instead, I'll put them on the list **"Wait for Inspiration."**


❄️ Core Gameplay & Medical Update! 💉

Hey everyone! This update brings crucial bug fixes and a major overhaul to Medical Room functionality, making survival healing much more tactical.

✅ General Improvements and Fixes

  • Temporary Resource Removal: We've removed **Lake Ice** and **Alien Lake Ice** for now. They may be re-introduced in the future, but they are currently unavailable.
  • Inventory Bug Fixed: Fixed a critical bug where **only the first item in an inventory stack** would correctly apply its stat effects (Food, Water, etc.).
  • UI/Load Fix: Fixed a bug where the consumable list failed to appear on local games immediately after loading, only showing up after exiting a cryo chamber.

🏥 CORE GAMEPLAY CHANGES: MEDICAL ROOMS

The Medical Room now has **two key survival limitations** to make healing more tactical and immersive:

  • Oxygen Requirement: The Medical Bay will **only provide healing when the surrounding area or room is fully pressurized and contains oxygen**. Healing in vacuum or a depressurized area will not function.
  • 75% Healing Cap: The Medical Bay can only restore your character's health up to **75% of their maximum capacity**. For a full recovery, players must now rely on other methods, such as Medkits or using the Recovery/Sleep systems.

This change forces players to stabilize their environment (oxygen) and use additional resources for a complete heal!

Update: 29 Sep @ 1:10pm

Localization and Tooltips Fix
I have generalized localization tooltip texts. If you want to use <ExtraInventoryTooltipLineId> for items in your own mods, please use this naming schema:
Item_<SubtypeId>_Extra_Tooltip
Why the change? Previously, tooltips were not correctly loaded when a world first loaded. This update fixes that issue. (For code details, see LocalizationComponent.cs).

TL;DR:
Use
Item_<SubtypeId>_Extra_Tooltip
for all consumables. This is set by default and overwrites any *.sbc values.


New Block Added
Welcome our new block: 'Small Block Algae Farm'!
It's not big, and it's not strong, but it might be just enough to keep you from starving.
(You need five small grid algae farms to get the same amount as one large grid.)

Medical Room Update Canceled
The planned change for the Medical Room is being canceld.
Currently, the only way to disable the healing and suit-swapping functions when the room lacks oxygen would be to completely turn off the Medical Room block. This, however, would also disable its respawn functionality.
After two years of playing and server administration with this exact setup, I can confirm there is nothing more frustrating than an automatically disabled spawn point. Because of this, I will not be implementing this specific setting.

Update: 27 Sep @ 3:40pm

🚀 Update: Critical Warnings & Modern HUD! 🚀

Hey everyone! This patch brings a major quality-of-life update with new warnings and a much sleeker UI.

💥 New Features and UI Improvements

  • New Warning System: Added dedicated warning icons for Hunger, Thirst, and Bloating that display before negative effects begin. Get alerted early!
  • Modern Fancy HUD Implementation: Switched the Heads-Up Display to the new ModernFancy HUD theme. (Big thanks to Adriano Lima!)
  • Helmet Display Update: The helmet display now functions as a type of HUD. Closing your helmet is now necessary to view the updated status values.

✅ General Improvements and Fixes

  • Tooltip Enhancements:
    • Added raw values to tooltips.
    • Tooltips now properly ignore parent clipping.
  • Debuff Finetuning: Minor adjustments to the Vomit debuff.
  • Bug Fixes:
    • Fixed a bug where status labels were not displayed correctly.
    • Fixed an additional status calculation bug.
  • Visual Fix: Resized the HydroPellet icon.

Enjoy the update and let us know what you think of the new interface!

Update: 25 Sep @ 12:31pm

Tooltip Bug Fixed: Resolved an issue where item tooltips were not loading correctly (with a workaround).

Localization: More localizations have been added.

New Icon: An icon has been added for HydroPallets.

New Debuff: A new bloating debuff has been implemented, which can lead to vomiting.

Minimalistic HUD (Iterative Process): The player HUD has been redesigned to be more minimalistic. The idea is that the helmet itself is a holographic display, and when the helmet is open, certain values are not visible. I plan to add low-status warnings in a future update.

Update: 24 Sep @ 2:57pm

Confirmed and verified in the debugger that when the character is in a cryo chamber and their player is offline, the character does not lose any stat values. (Tested at dedicated server)

Update: 24 Sep @ 1:15pm

Correct calculation of negative effects
Balancing organics
Named composting with results (still a lot to do with localization)
More status decay fixes (offline players do not count)
Hint in GUI when "creative mode" or world "food setting is off"