Space Engineers

Space Engineers

Cosmic Radiation
47 Comments
Anarch Cassius 4 Sep @ 11:13am 
Wow, was really not expecting to them to go this far but I'm happy.

Don't discount the fact this mod may have inspired them to try though, and it may still come in handy for extending features and tying into RSS in the future.
cptnoname  [author] 4 Sep @ 11:03am 
I won't be removing any code from this one, I'd just default to off for the things Keen covers. I would think that it should work just fine as it is for anyone who turns Keen's radiation off. I'd definitely hijack their Geiger counter audio 😏
TheVillain 4 Sep @ 8:57am 
honestly this mod feels more fleshed out and better designed than the survival Rad system (from what I've seen) which is...well kudos to you but yikes :D

Glad you enjoyed the process of learning and creating, cant say thats always been the case for me when modding/tinkering. Many a broken mess that just didnt work out in my scrap pile.

I'd like to see this implemented in the 'vanilla' system if/when that is possible as this feels more authentic to me. But your time to spend, not mine to ask for.

Thanks for the rads, i'll raise a Nuka Cola to this
cptnoname  [author] 4 Sep @ 8:22am 
From the looks of things, Keen actually has pretty much everything here covered as of Monday. The only thing they're NOT doing is the basic Cosmic Radiation itself. I'll probably convert that to use the new (slightly less interesting) "exposure level" dosimeter HUD, RIP Geiger counter though, and call this one done then, keeping the asteroid shelter system in place, which was only needed to block the more penetrating cosmic rays anyway.

You 'should' be able to remove CR from your existing worlds and switch to the new systems without any hassle, but unless they've used the exact same naming conventions that I have, you'll likely lose your saved Rad levels.

It's been fun and I learned a lot. Plus I've been bitching at them for quite a while to actually add survival into their survival gameplay, so I'm stoked.
cptnoname  [author] 3 Sep @ 11:37pm 
@Anarch Cassius, I think I'll just let the map builder or the player set the strength through the multiplier in the config file. I would like to hook it into the new particle effects that Echthros has provided, though. I think that would be great if the periodic/random flares and things that you can make now also triggered an additional radiation hazard. If there's a way to connect regular RSS solar intensity, I can probably make a config setting for it, though. I was surprised how easy it was to integrate the mod.
Anarch Cassius 3 Sep @ 9:35pm 
Amazing! This and RSS together have given me better modern alternative to like 3 mods, this week alone.

Van Allen belts and other rad zones could work through the new zone effects in RSS, especially if there's a torus shape for the belts, I know it has Sphere and Cone.

Also, does it scale with the star strength yet? Ideally it should be affected by visible light and/or solar strength factor or make max strength part of the distance configs when they go in.
TheVillain 2 Sep @ 4:23pm 
hey man, i'm digging this
no rad belts required - just need to keep shaking down passer by ships until I get some mushrooms to make injectors with
and fully embrace being an undergrounder
cptnoname  [author] 2 Sep @ 3:22pm 
It would get worse in reality, but probably not by too terribly much. The sun manages to deflect a lot of it at range. I'm treating cosmic rays as omnidirectional whereas stellar radiation is point source and much less penetrating.

I have stellar radiation decreasing with range when you use RSS/Real Stars. Currently, it's as strong as cosmic rays at 15000 km, the range of Earth if you use a solar system map like mine that uses a 1:10000 scale for distances. I need to make it configurable.

I also have the strength of protection you receive from the planet reduce dramatically if it's much smaller than 50km radius, in an attempt to model small worlds that lack any appreciable magnetic field. Phobos or Deimos, at least on existing maps that I've seen, won't offer any protection unless you're surrounded by a few meters of regolith.

I'll be adding some quick and dirty radiation belts as soon as I figure out an algorithm that I like.
TheVillain 2 Sep @ 9:20am 
Ah i'm using RSS, on Diemos (small moonlet of Mars, bascially just a big roid, game treats it as an asteroid I think).

Still getting Rads but yeah I did wonder if there would be a drop off as I get nearer the sun.
But then again, solar radiation vs deep space radiation...honestly not sure if it would suddenly get worse as you go beyond our solar system.

Then again van allen belts

Dont over think it I guess :D
cptnoname  [author] 2 Sep @ 6:03am 
@Anarch Cassius Here comes your Real Stars compatibility! Real Solar Systems, too.
cptnoname  [author] 1 Sep @ 10:08pm 
You can dig into the asteroids for shelter. Just try to stay out of the sun too much and you'll have an hour or so to work before you start to really get hurt (the sun will cut that in half).

In the next version, when I drop in Real Stars (Real Solar Systems) compatibility, stellar radiation levels will be based on distance to the nearest star. There's just no way to do that in vanilla, and there's no good point to use as a fake position, since the planets are static and far too closely packed.
TheVillain 1 Sep @ 8:42pm 
not done much testing but new HUD/counter is great!
its slowly starting to add up now which...well its cool but yeah yikes I'm in trouble with my asteroid start!
cptnoname  [author] 1 Sep @ 1:55pm 
- Added Stellar Radiation, a HUD based Geiger Counter (Rad counter still serves as a dosimeter).
- Got rid of the annoying notification spam.
- Added a lot of diagnostic commands to help track down issues (This was mostly for me, but feel free to use them if you have admin perms)
- Fixed the persistence problem.
- Fixed a lot of things under the hood from the original.

Known issues:
Switching between HUDs in the same save file will kill you sometimes, but its fine after that death.

Please report any issues here on steam, preferably in the discussions section.
cptnoname  [author] 1 Sep @ 11:26am 
@GermanGinger, I just finished the update I've been working on for an embarrassingly long time. I still need to rework the hud compliance mods, but they should still work fine, just without the geiger counter bar. I will work on those next. Shouldn't be long. I'm just writing the change log for this and I'll knock them out. If you see any issues with the new version, please let me know
GermanGinger 31 Aug @ 4:27pm 
So, I'm have kind of a problem with radiation while being outside my ship and external to all gravity fields. The tick for the radiation accumulation does pop up (a lot) but my radiation levels never climb. I have no suit mods nor is my server on safe mode. In fact it's on cataclysmic. The levels did start at a baseline of 22 though both inside and out of my ship. Is it something on my end or what?
TheVillain 26 Aug @ 3:44pm 
hey no worries man, take the time it takes to do it when you feel it
I've done a few mods, and its a bastard to do when your not feeling it

I enabled the reactor bits, but i'm no where near getting a reactor online so i'll deal with that when i get to it, or when I start salvaging bigger ships
cptnoname  [author] 26 Aug @ 11:47am 
/crreactor and /crheat will toggle those functions. I have them turned off by default because there were a lot of people who subbed before I added that in.
cptnoname  [author] 26 Aug @ 11:43am 
@TheVillain the reactor leaks work right now, it's just that the HUD has a mismatch somewhere and radiation is not persistent between saves. I have the current dev version fully persistent and it should be network ready, although i can't really test that on my end. I just have to drop all of my other algorithms back in. If they kick my butt at work, I should have it up and ready within the next 48 hours, I imagine. (I will probably regret typing that last sentence, but I'm about 70% sure about that timeframe)
TheVillain 26 Aug @ 11:01am 
all good - good luck with the rewrite

i've sort of started to ignore it. its only 22 sieverts, and it doesnt seem like there is any consequence to it at this stage. But yeah, if its not anywhere 'hazardous' I dont really need that flashing text you know?

Out of curious

looking forward to dealing with live reactors and having to build around that as a technical requirement
cptnoname  [author] 26 Aug @ 7:49am 
@TheVillain I'm actually working on a code refactor & rewrite right now, since I noticed some glaring issues that I overlooked before. I will add a config option in the next release (unless I can figure out another, less intrusive method to alert you).
TheVillain 23 Aug @ 6:47pm 
Really awesome mod! Nice to have more gameplay loops reminding you 'space is not your friend'

Can we get a config or something to reduce the 'radiation warning' spam while out in hard vacuum?

I like the warning that i'm exposed...just not ever 3 seconds. Maybe a warning when player exposure changes more than X and reminders when you hit certain thresholds?

Oh no...wait now I need a Geiger counter tool/block/script.
YET ANOTHER ENGINEERING TASK YOU SAY?
cptnoname  [author] 23 Aug @ 2:47am 
- Added a check to remove some or all of the gravity (magnetic field) protection on small planets and moons. Planets over 50km radius will retain their current levels, while smaller planets will experience a significant increase in Cosmic Radiation on their surface.

- Added a check while near asteroids. Players inside asteroids will now receive the same levels of protection as a player digging into the surface of a moon. At 10 meters' depth, so long as there is little to no direct exposure to space, the player will now be protected from further cosmic rays. (The check is not 100% perfect, but it does a very good job)

This is to set up for the next step, which will add stellar radiation. I have it worked out fairly well for Vanilla, so I will be releasing that shortly. Real Solar System / Real Stars support will come afterward, unless progress allows them to be released at the same time.

Hopefully it will all be done before Apex Survival comes and wrecks everything :sefacepalm:
cptnoname  [author] 14 Aug @ 6:32pm 
@Anarch Cassius I've definitely got the radiation effects on the back burner, just been working out how to accomplish it
Anarch Cassius 14 Aug @ 10:15am 
This is look pretty amazing. Nice to see it has reactor effects now.

Would really love the star effect, especially Real Stars compatiability and/or variable star radiation.

Also would be neat to see radiation support damage to sleep, water (vomiting/diarhea) and possibly food as radiation increases.
Overjay 13 Aug @ 3:40am 
Understood. Nice feature!
cptnoname  [author] 13 Aug @ 1:54am 
@Overjay No, this adds optional heat damage that will affect the player if the reactor is damaged, as if the shielding is no longer sufficient to contain the heat from the fission reactions within the uranium. There is also a radiation leak option. Chipstix213 made a leaky reactor mod a while back that directly hit your health bar and killed you pretty quickly. These options are based on that idea, but through different methods.

Both are turned off by default, since this is basically feature creep. Right now I'm working on chat command options to turn them on and off easier in-game, without having to go into the config file. i'm probably spending too much time on all this but it's engaging and fun, honestly, and I'm technically getting paid to do it since I've been doing this in between loads at work :steamhappy:
Overjay 13 Aug @ 12:18am 
Damaged reactor heat leak - is this an integration with a Heat Management System mod?
cptnoname  [author] 12 Aug @ 11:57am 
- Refactored the reactor radiation and thermal decay damage. It was originally scoring 0.053 radiation per uranium per second (ignoring other factors). It has been nerfed to 0.023, the same rate as the cosmic rays. 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 reactor damage scored against their character if they are still in a pressurized room, since the radiation and heat both pass through walls and I know of no method to raytrace line-of-sight. I've not done this yet, though.
cptnoname  [author] 12 Aug @ 11:56am 
- 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 as reality, I multiplied the radiation rate by 12 to make a displayed dosage in "microsieverts." (I've not changed the actual radiation rates, this is just flavor"
cptnoname  [author] 11 Aug @ 2:34pm 
- Added radiation mechanic to damaged reactors, disabled by default, turn on in the config file

- Added direct thermal damage from exposed nuclear fuel, in addition to radiation, disabled by default, turn on in the config file

- 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 is for anti-noise-spam damage accumulation)

- WIP - added HUD API on-screen radiation rate display, but I'm having trouble getting it to work. I've been up all night completely engrossed in all of this and I'm supposed to be leaving for work in less than 3 hours, so... yeah, it's gonna be left as a work in progress for now
cptnoname  [author] 10 Aug @ 9:44am 
@Overjay Yes, it's in {save game name}\Storage\3536413816.sbm_Radiation\config_radiation.xml
Overjay 10 Aug @ 9:19am 
Thanks! Where do I find the config file? Is it in the world save folder?
cptnoname  [author] 10 Aug @ 7:17am 
I've uploaded those changes. It should download automatically, but one might also unsubscribe and resubscribe to force the issue if it hasn't yet.
Overjay 10 Aug @ 6:29am 
Sweet! I will wait for the update.

the idea is to have a moon-like planet with around 0.5g to be a dangerous trek without a vehicle, so anti-radiation treatment would be incredibly precious thing
cptnoname  [author] 10 Aug @ 5:54am 
@Overjay Thanks for asking that question. You helped me discover and track down a problem that I had overlooked! I have fixed it on my end but I am away from my laptop, which has the sbmi file that I need in order to upload the fix to the workshop.

The changes will add a RADIATION_RATE multiplier to the config file (dafault value = 1). Use this to increase or decrease the rate at which your players accumulate radiation. The other change will increase the cap to the MaxValue for the player_radiation stat. Players will be able to accumulate radiation levels beyond 100, but it 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.
Overjay 9 Aug @ 4:46am 
Amazing mod! I want to make a FPS scenario with this mod as an environmental hazard. How can I tune the radiation accumulation?
cptnoname  [author] 3 Aug @ 10:38pm 
@Gladiejathor I'm not sure I'd be of any help with that. I fumbled through getting this one to work before I ever noticed the clear and concise directions in the standard HUD sbc. I snatched up SE2 as soon as it was available, but I've only played it for about an hour or so. I'll only ever try to conjure up a mod for something if I feel like I absolutely have to. The man you should ask for pointers is probably Adriano, who wrote the Modern and Fancy HUD mods (see credits above). He deserves all of the credit, which is why the ones I posted are unlisted.
Gladiejathor 2 Aug @ 8:06am 
congrats on getting featured in the community Spotlight.
I'm at the moment doing some HUD things to SE2. May u could help?
Thanks
cptnoname  [author] 1 Aug @ 3:19pm 
@2Borderman I saw that, I just wanted the default 100 Rads to happen after a vanilla day of full exposure, since players can be fickle and don't want to mess with config files. The only thing I added, really was the damage accumulation, so that we wouldn't have to listen to 1000+ player hurt grunts. I'm surprised that this got any attention, much less the feature or showing up on the workshop page
TheHellKat 1 Aug @ 1:58pm 
Interesting concept and execution, be interesting to see how Keens methods differ from yours.
2Borderman 1 Aug @ 1:00pm 
congrats on getting featured in the community Spotlight.
and also when i adapted it to work with EDSR i added configs too
RADIATION_DECAY = 0.01f,
RADIATION_DAMAGE = 1f,
RESPAWN_RADIATION = 22f,
you can add your own in to make it more configurable.
example one for " and it would kill you within 9 minutes or so" this issue.
cptnoname  [author] 1 Aug @ 6:35am 
I may need to add the container drops changes into the HUD compatibility mods so that they're not overwritten by EDSR/A...
cptnoname  [author] 30 Jul @ 4:55pm 
(2/2 too many characters for a steam comment? Tf?)

2Borderman posted a version of this a few months ago, which I randomly stumbled upon a few days ago. He had no plans to fix it or expand on it, and it would kill you within 9 minutes or so. It was based on VSE and has been around for years, but I don't like that mod's one-option food system or eating & drinking auto-magically through your suit tube in any environment. I usually use EDSR.Advanced, as its survival kit does not serve as a medical station, you can only heal via food or using the full med room, and you fall into a blind micro sleep rather than take health damage when tired.
cptnoname  [author] 30 Jul @ 4:53pm 
@GigaCars yeah. We don't know what Keen is adding yet. We've only seen radiation as a weather effect, though, and I'm not convinced that they will take it any further than that. If they do, great! Either way, I wanted to go ahead with my own survival run NOW rather than waiting until January or whatever, and the available options were lacking. I figured that if I'm looking for these options, other people probably were, too.
GigaCars 30 Jul @ 9:30am 
keen recently announced radiation

your mod is being added already XD
cptnoname  [author] 29 Jul @ 9:40am 
I've also changed the code to accumulate character damage and only score damage (and thus play the "player hurt" grunt) when a full point or more of damage is scored.
cptnoname  [author] 29 Jul @ 7:04am 
After further consideration, I'm changing the algorithm. The new target will result in a player receiving 100 rads within a vanilla game day when under full exposure. 9 minutes till death was just too extreme and unplayable. I'll revisit all of the other variables as well