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Anything that uses custom blocks means that your blueprints and ships can be rendered majorly broken by a drastic mod change, or it's removal from distribution. If the blocks don't exist, your ship has massive holes and loss of function and now needs rebuilding. Your only saving grace is a local copy of the original mod.
With a mod that is done in this style (just SBC mods and code), if it drastically changes or is removed, your design is intact and just doesn't have added functionality - so you can just carry on or find a replacement.
SDX use a lot of custom blocks and other stuff. It creates a great experience, but it creates backwards compatibility issues with blueprints and saves and is mainly designed around their custom RP-PVP server experience, which makes sense. I've played there. It's great.
These mods are designed with a more or less opposite philosophy.
You can spend months building anything you like with these mods and the blueprint will be valid in vanilla+DLC, or any other server or world because it is just functional layers on-top of preexisting base game blocks (such as locking thrust direction, drive signatures and heat calcs, thrust gravity, etc.) - at most all that you lose is the functionality added by this mod.
It also means you can combine these mods with basically anything else, as they don't use any other frameworks, or have any custom blocks that wouldn't be managed by other mods or scripts. Worst case another mod overwrites a functionality of this one.
Hope that helps!
Added support for Prototech thrusters to be added to signatures at the same level as large hydrogen variants and also be locked to forward only thrust. They do not have their color altered, however (intentional).
I had previously tested the torp guidance script on my Torch server and it was working, so hopefully it still is working fine - I am unable to confirm currently as my homelab is down for drive reworks.
I'll get them uploaded separately over the weekend.
I would rather others didn't upload them on my behalf.
I could do this but I certainly dont want to intrude!
Due to a save corruption and poor backup practices, I have lost a lot of the WIP ship blueprints. So it's going to take some time to rebuild these, unfortunately.
Given the new systems that have come along with patches recently such as the weather changes, radiation system, etc. I will be looking at some of the intended features and whether to continue work on, remove, or rework them with the new systems - for instance: planetary damage, lighting disable, etc.
I opted for grid speed vs thrust for a better user experience over a more 'correct' approach.
The mod looks for any Gravity Generators on the grid and checks their custom names.
If the custom name has the character "+", positive Gravity Generator accel is added at speed.
If the custom name has the character "^" (ctrl+6), negative Gravity Generator accel is added at speed (for upside down gens in builds).
If you leave those characters out of the custom name for the grav gen block, you are opted out of this system.
If you want to use this system, please ensure that the Gravity Generator field is setup correctly with a little overlap.
Testing feedback is appreciated.
I saw the comment from April 2024 but i was wondering if you implement it yet or not
Do you have the required beacon block attached?
This acts as both the thrust governor and the drive signature system.
An antenna is also recommended (for ship ID) but not required.
You can find more in the readme above under Thrust & Systems > 3. Drive Signature Systems
Hope that helps
That's one of the main points of the mod.
Large thrust forward only in the style of the expanse. If you want backward facing thrust, you need to use small thrusters as RCS.
If you add backwards large thrusters they will be disabled.
If you mean that there is a bug with forward large ion, there is not (confirmed with test just now and with reload and grid switch). If this is happening, ensure you have a beacon on and active or you are locked out of drive control.
Test screenshot: https://imgur.com/a/ZwHplw5
I currently have around 20 fairly accurately designed expanse ship blueprints that will be included at a later date:
* Stealth Missile Platform
* Laconian Pulsar/Storm Class
* Morrigan Class
* Tachi class
* Roci
* UNS Vessel
* Belter Rock Hoppers (x5)
* Belter Frigate (x2)
* FN Pella/Raptor Class
* Tycho Station
* Razorback
* Yacht (x3)
* Morrigan Class
I am hoping to implement them into MES with some custom radio chatter and other behaviours similar to the Assertive Combat Systems mod. The intent is for it to also have custom belter spawn ships.
This will take a lot of time to finish though as I only work on this between other off-time projects :)
Initial beta testing had most default enemies and MES default ships working fine.
There were a handful that did not though (and essentially they just end up being wrecks / dead ships to go raid which suits me fine for now).
Currently the factions are simply in place in the factions list/menu for future use, this mod does not currently spawn custom enemy encounters.
When I get enough free time again, I will be adding them, but I can't give a timeline.
@Dagoobaert - Flight speed is still working on this end. Perhaps a clash with another mod?
If you're using it singleplayer you can follow the installation instructions on the GitHub readme to install individual parts for singleplayer use.
Yeah works great for singleplayer too, but main development is with multiplayer in mind.
I'll keep the idea of switchable features in mind for future development and add it to the WIP list
If you're playing singleplayer and can load local mods (can't for multiplayer servers) you can jump over to the project GitHub and download the mod components as individual mods of their own and place them in the local mods folder (C:\Users\[USERNAME]\AppData\Roaming\SpaceEngineers\Mods).
Large thrusters placed / built in a direction other than forward are disabled.
Large thrusters (main drives) are turned off at init for safety and performance.