Space Engineers

Space Engineers

(BETA 1.9b) APEX.Advanced! ...the successor to Eat.Drink.Sleep.Repeat.Advanced!
 This topic has been pinned, so it's probably important
Sardaukai  [developer] 21 Sep @ 3:27pm
Manual (RTFM)


IMPORTANT DESIGN NOTE
This mod is designed to ensure that players will still consume Food even while in a cryo chamber or bed.

This is a deliberate change to prevent you from simply "idling" to gain buffs. In the vanilla game, it was possible to stay in a cryo chamber and wait to accumulate all available buffs without any resource cost.



STRG+N opens and closes user interface

Immersive Helmet HUD: Maximum Immersion
The default heads-up display is gone, replaced with a feature designed for true space survival.
Your HUD is now a realistic Head-Up Display (HUD), a holographic interface projected directly onto your helmet's visor.
To maintain perfect visibility and immersion, the HUD logic is simple:
  • Visor Closed: The holographic display is active. You see all measurable stats..
  • Visor Open: The projection vanishes. Your field of view is clear, but all status information is temporarily hidden.

This change encourages a more tactical, realistic approach to checking your vital systems, as doing so requires securing your helmet first.


Survival Kit
The Regular Survival Kit has been adjusted. It now serves only as a spawn point and basic factory; you are no longer able to heal or get any stat refills there.


Medical Room
The Medical Room is now a stabilization tool, not a full recovery unit:

  • Environmental Requirement: The Medical Bay will ONLY heal you if your character is in a **pressurized environment** with **full suit energy and sufficient oxygen**. No more healing in a vacuum or depressurized rooms!
  • Healing Cap (75%): The Medical Room can only restore your health up to **75% of your maximum capacity**.

How to Achieve a Full Heal (100%)

To get the final 25% of your health back, you must:
  • Use a Medkit (which provides a strong **Recovery** buff).
  • or eat good food.
  • Lie down and rest (use a bed or similar Recovery source).

This change forces you to **stabilize your environment** and dedicate time/resources to fully recover!


Nutrition system
The nutrition system works like this: a character's consumption is monitored over a period of 180 minutes. This information is displayed as a list in the APEX.Advanced! status window.

Why 180 minutes? This value is based on the difficulty setting: easy is 180 minutes, regular is 90 minutes, and hard is 45 minutes. (Minutes food drop to 0)

On easy difficulty, you have a longer time to consume various meals to reach 100% of your nutritional needs. For example, eating a single steak every three hours is enough.

On regular difficulty, you need to consume meals totaling 200% of your needs within 180 minutes. This is more challenging but manageable, perhaps by eating a steak, a Frontier Stew, and a Fruit Bar.

On hard difficulty, you have to manage 400% of your nutritional needs in 180 minutes. This requires more variety. For instance, a second steak would only give you 50%, so you might need to add a Lasagna and Spaghetti to meet the requirement.

The main challenge is the early game, where players must consume a lot of algae and bio paste to fill their nutrition bars. Algae will still be subject to the reduction mechanic, but its values will be slightly boosted. Bio paste, however, will not be affected by this mechanic; instead, it will have a high bloating value. This is intended to create a better balance between the early and late game.

In addition, the system will check what your character does. You get a bonus for sitting on a chair, but you get a malus if you are in a cockpit. This applies whether the grid is on or off, as it is simply not a good idea to eat while in a pilot's chair.

Action (not finetuned)
Health
Food
Water
Sleep
Recovery
Fatigue
Bloating
Chair (sit)
1
2
2
0.25
1.5
0.75
0.5
Cockpit (steering)
0.75
0.5
0.75
1.5
0.75
1.25
1.5
Bed
1.5
1
1
0
2
1
1
default
1
1
1
1
0.75
1
1


Buffs
The time it takes to get buffs is simply doubled.


Health
No changes


Water
About 30 minutes (varies based on food decay session level). If you are thirsty you will consume more oxygen.


Food
Food (100% ~45min, depends on level). To eat, you must have your helmet open. If you are in a breathable atmosphere and your helmet is closed, it will automatically open when you try to consume food. In space, you cannot consume items unless you are using **Bio-Paste**, which is the only item that can be used with a closed helmet. You can't eat while in a Cryo Room or a bed.


Recovery
Recovery is different. Regular food doesn't heal you instantly; instead, it provides a Recovery status. If you sit on a chair or lie in a bed while this status is active, your character will heal.


Sleep
The core risk is the Critical Sleep Event. Once your Sleep stat drops below a certain threshold (below 20%), your character faces the risk of instantly falling asleep. The probability of this unvoluntary sleep occurring grows exponentially with every drop in the Sleep value, leading to an unavoidable collapse at 0%.

1 hour in-game needs 5 min sleep.

The effectiveness of sleep also varies depending on your location:
Location
Sleep Recovery Time (100%)
Chair
~10 min
Cryo Room
~20 min
Bed
~5 min
Bed (Helmet Off / No Suit)
~2.5 min
I had considered a "no suit" mechanic, where the player would have to take off their suit, get into bed, and put it back on. However, I concluded that this would be more of a hassle for the player. Opening the helmet is a better alternative here.


Fatigue
Fatigue is a side effect of boosting your sleep. If you increase your sleep stat too much, your Fatigue will also rise. The problem is, when your Fatigue level is too high, your sleep value will decay much faster. The only way to remove this debuff is to lie in bed and wait until you are fully rested.


Bloating
Bad food causes high Bloating. If your Bloating gets too high, your character will vomit, causing them to lose water, food, and health.


☢️ 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.
  • The "Radiation Immunity MedKit" also provides protection from Uranium Ingot radiation.





Mod compatibility
APEX.Advanced! works with other food mods. You are even able to create your own food items with custom status effects.

Warning: Third-party food mods may lack certain values.
While other food mods should work, their consumables might not be configured with all necessary survival values (e.g., Water, Sleep, Bloating). If you use a third-party food mod, you may still experience dehydration or other issues if those values aren't set up by the other mod's creator.

Remember this key principle: You can create long-lasting effects because one effect will not cancel out another. For example, with a 10-minute lasting Power Cell, you are able to eat and drink other items, but you are not able to use another Power Cell until the effect expires.

  • Unique Effects: These effects only allow one instance to run at a time.
  • Tracked Effects: If a consumable triggers a tracked effect, it will be added to the 180-minute cooldown list (or limit list).

Supported Effects (Unique/Tracked noted):
  • BatteryCharge (Unique)
  • HydrogenCharge (Unique)
  • OxygenCharge (Unique)
  • Radiation
  • Health (Unique, Tracked)
  • Food (Unique, Tracked)
  • Water (Unique)
  • Sleep
  • Recovery
  • Fatigue
  • Bloating
  • HelmUse (If set to 1 (time irrelevant), the consumable can be used while the helmet is closed.)
Last edited by Sardaukai; 11 hours ago