Space Engineers

Space Engineers

[Obsolete] Earthlike Weather
23 Comments
MiguelRPG 12 Jun, 2020 @ 9:30pm 
hi, it worked!
Thank you.:selike:
Darian Stephens  [author] 11 Jun, 2020 @ 6:14am 
The mod only triggers the vanilla weather system; just enable creative tools and type '/weather Clear'.
MiguelRPG 11 Jun, 2020 @ 4:14am 
How to disable the mod? If I remove it, the effects continue, I need to remove it because I only have fog.
Ω Spriggan Ω 8 Jun, 2020 @ 4:32am 
rain comes up from the ground. ;) very alien. i could guess but that sounds like some star trek level stuff. i look forward to seeing the mod ingame. :D
Captain Roman S'Jet 18 May, 2020 @ 12:03pm 
The fog should at least partially take care of that, but this is just the vanilla weather system; the mod merely tells it to start and stop.
I don't know that you can change the clouds of a planet in real time, even with a lot of scripting, but I might be wrong about that. It's unlikely to be a smooth transition, though.
Darian Stephens  [author] 8 May, 2020 @ 1:32am 
The fog should at least partially take care of that, but this is just the vanilla weather system; the mod merely tells it to start and stop.
I don't know that you can change the clouds of a planet in real time, even with a lot of scripting, but I might be wrong about that. It's unlikely to be a smooth transition, though.
Kyr 7 May, 2020 @ 4:46pm 
Is there a way the mod could change the clouds/sky according to the weather. Seeing bright blue sunny sky through the rain is a bit strange.
Kai of Barbaria 7 May, 2020 @ 12:32pm 
makes sense. at least they have the sounds muted like they're outside when you are in an airtight space.
Darian Stephens  [author] 6 May, 2020 @ 10:55pm 
This is all the vanilla system; the mod only triggers them to start.
At the very least, Keen did manage to make the particles not appear inside, most of the time.
The fog, unfortunately, isn't so easily blocked.
Kai of Barbaria 6 May, 2020 @ 2:26pm 
is there some way to keep the really visually impairing effects out of airtight spaces? or is that a limitation?
Captain Roman S'Jet 6 May, 2020 @ 1:32pm 
The vanilla weathers are only visual.
Adding actual effects would require scripting, and isn't something I'm currently able to do.
Perhaps one day Draygo's Aerodynamic Physics mod will have some interaction with weather, though. Or maybe Keen will actually do weather properly.
Darian Stephens  [author] 28 Apr, 2020 @ 8:06pm 
The vanilla weathers are only visual.
Adding actual effects would require scripting, and isn't something I'm currently able to do.
Perhaps one day Draygo's Aerodynamic Physics mod will have some interaction with weather, though. Or maybe Keen will actually do weather properly.
Aspenpaw 28 Apr, 2020 @ 6:02pm 
you couldn't add snow, sleet, hail, cyclones, and other winds that lift and fling grids under a certain mass?
Elachi Dance Party 25 Apr, 2020 @ 6:39pm 
Btw I already removed the old mod for weather once it became vanilla
Elachi Dance Party 25 Apr, 2020 @ 6:38pm 
@Darian Stephens It is an older world and I did have the old mod on before it became vanilla, could that maybe be the issue with it? The only ones I have on currently are this one, weather test + fixes, and for Mars.
Darian Stephens  [author] 25 Apr, 2020 @ 5:55pm 
I'm not sure about that.
I haven't encountered an issue like that, and I've not seen that posted on any of the original weather generator mod pages which this script was modified from.
From a guess, it looks like errors in the game's own code? I don't think we do anything with the particles, just call the game to start weather.
Maybe you're using the old required mod, 'More Weather Effects'? I think that might be outdated at this point.
Elachi Dance Party 25 Apr, 2020 @ 5:04pm 
Sorry it wouldn't let me post it all in one comment :o
Elachi Dance Party 25 Apr, 2020 @ 5:04pm 
at Sandbox.Game.SessionComponents.MySectorWeatherComponent.IsPositionSafe(Vector3D& position)
at Sandbox.Game.SessionComponents.MySectorWeatherComponent.ApplyParticle()
at Sandbox.Game.SessionComponents.MySectorWeatherComponent.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Elachi Dance Party 25 Apr, 2020 @ 5:02pm 
I'm getting this on occasion, it could be interfering with another mod (I have 7.2gb of mods on the world) but maybe it will help if anyone else is having the issue.

2020-04-25 19:57:53.047 - Thread: 1 -> Exception occured: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at Sandbox.Engine.Voxels.MyVoxelGeometry.Intersect(Line& localLine, MyIntersectionResultLineTriangle& result, IntersectionFlags flags)
at Sandbox.Game.Entities.MyVoxelBase.GetIntersectionWithLine(LineD& worldLine, Nullable`1& t, IntersectionFlags flags)
titan3217 25 Apr, 2020 @ 9:26am 
This mod can work with a custom world in DS server? Seems like is doing nothing.
Darian Stephens  [author] 25 Apr, 2020 @ 8:53am 
Nice to see people are enjoying this.
DeAnti 23 Apr, 2020 @ 6:22pm 
Thankx for this
Skallabjorn 20 Apr, 2020 @ 10:44am 
Epic... going onto all my servers on now !