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A backwards compatible Space Engineers mod pack to add QoL improvements and features in the style of THE EXPANSE

Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=3002953565

License: Other

AMPL 3.04% C# 95.81% Batchfile 1.15%
mod space-engineers space-engineers-blueprint space-engineers-mod the-expanse

expansive-mods-se's Introduction


Logo

Expansive Mods for Space Engineers

A backwards compatible Space Engineers mod pack to add QoL improvements and features in the style of THE EXPANSE!

Report A Bug ๐Ÿ’ฅ ยท Request A Feature ๐Ÿš€

Contributors Stargazers Issues

Table of Contents
  1. About Expansive Mods
  2. Features
  3. Roadmap
  4. Installation
  5. Built With
  6. Contributing
  7. License
  8. Contact
  9. Acknowledgments

About Expansive Mods

โš ๏ธWIP!โš ๏ธ

Expansive Mods aims to add gameplay elements to Space Engineers in the style of THE EXPANSE, while allowing ship blueprints and saves to be backwards compatible if you decide to revert to base gameplay.

It also adds some small quality of life changes to solve gameplay elements that I find frustrating (jagged planet voxels you can't traverse, welder flickering eye fatigue, etc.)

There are lots of THE EXPANSE style mods, why another?

  • Most of them have additional custom blocks that break backwards compatibility.
  • Some have balance problems and other quirks.
  • If they disappear or break, my personal server and saves as well as blueprints would be toast ๐Ÿž!
  • Give some default blocks that have little to no practical function more purpose (like the heat vent).
  • It looked like fun to put together ๐Ÿ˜„.

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Features

Thrust & Systems

Mods & Features

1. Custom Thruster Flame Colors:

ExpansiveThrustColor
  • Blue for large thrusters for both grid sizes (to represent fusion drives).
  • Transparent white for small thrusters for both grid sizes (to represent RCS thrusters).

2. Higher Top Speed:

ExpansiveThrustTopSpeed
  • Small grid max speed changed to 350m/s for more reasonable travel speeds without breaking game physics.
  • Large grid max speed changed to 300m/s for more reasonable travel speeds without breaking game physics.

3. Drive Signatures System:

ExpansiveThrustDriveSigs
  • Beacon blocks are required on ships. They are used to transmit drive signatures.
  • Thrusters produce a thermal load that combines to produce a signature strength (beacon text for size of signature and distance of beacon broadcast.
  • Heat Vent blocks help to reduce a thermal signature.
  • Non-ship grids, or atmospheric grids have custom non-ship signatures.
  • Beacons have an anti-tamper feature to stop players from tampering with signatures.
  • Antennae can be used as transponders to broadcast a ship name with the signature, or run without an ID.
  • Antennae are free to be used to display comms text as ship name broadcast can be done via the beacon per above.
  • Large thrusters placed / built in a direction other than forward are disabled.
  • Large thrusters (main drives) are turned off at init for safety.

Weapons

Mods & Features

5. Gatling Turret PDCs:

ExpansiveWeaponsPDC
  • The fire rate of gatling turrets, gatling guns and interior turrets has been increased to enable them to more reliably strike incoming missiles, allowing them to function as PDCs.
  • The damage has been reduced on them, so that the same DPS is achieved, keeping the balance more or less the same for backwards compatibility.
  • Tracers have been added to Small Cal, Pistol Cal, Large Cal and Autocannon Shell ammo based guns for a better gameplay experience, and for visuals.

6. Guided Missiles (Torpedos):

ExpansiveWeaponsGuidedMissiles
  • Vanilla missiles can act as aimed or guided missiles.
  • Locking a target will convert missiles to guided missiles so that they can act as guided torpedos.
  • The missiles when locked, will arc almost instantly from the launcher, towards their target. Consider this when building! You don't want to not have enough clearance, or fire from a wrong facing launcher and torpedo yourself!
  • When a target is not locked, they will return to the default aimed missile system.
  • Missile max speed is increased to 340m/s to avoid collision when launching at full speed. Also means small grids at max speed can outrun them, but large grid cannot and must mitigate them.
  • Missile max distance before explosion increased to 2.5km.

Utilities

Mods & Features

7. Cleanup Warning:

ExpansiveUtilCleanupWarning
  • Custom cleanup warning is announced when a player enters a cockpit attached to a grid, these requirements are hard coded to match the server settings I run for this gameplay experience.
  • Grids must:
    • Be larger than 20 blocks.
    • Have a beacon.
    • Not have default names.
    • Be owned by a player or NPC faction.

8. Additional NPC Factions:

ExpansiveUtilFactions
  • NPC factions based on THE EXPANSE are added to the save:
    • MCRN
    • UNN
    • OPA
    • Protogen
    • Tycho Manufacturing
    • Free Navy
    • Transport Union
    • Laconian Imperial Navy
    • The Underground
  • Added for later NPC integration.

Environmental Changes

Mods & Features

9. Welder Fix:

ExpansiveEnvWeldFix
  • Welder flickering and effect intensity is reduced to hopefully help eye fatigue and those who may be sensitive to it.

10. Disable Lightning Damage:

ExpansiveDisableLightningDamage
  • Base game lightning looks neat, but it works poorly. Lightning damage is disabled because of this.

11. Smooth Planet Details:

ExpansiveEnvSmoothPlanetDetails
  • Surface details are removed from planets, smoothing their voxels.
  • Does mute some fine detail, but arguably produces a more realistic terrain shape and makes grids behave much more reliably when moving over terrain in vehicles.

12. Planetary Damage (No Fly Zones):

ExpansiveEnvPlanetaryDamage
  • WIP. Intended to integrate with Sol System mod component. May be split into two parts.
  • Allows for planets to be added to the code so that they have the script enabled.
  • Planets with the script enabled will display a warning as a grid approaches them.
  • Once a grid moves beyond the threshold, it will begin to rapidly take damage and be destroyed.
  • Can be used/modified to represent no fly zones, or planets with atmospheres or other conditions that would be incredibly harmful or destructive.

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Roadmap

  • Add merge script for single mod publishing
  • Publish initial version to Steam Workshop
  • Add themed ship blueprints
  • Add mod for better hostile ship takeover vs. base game
  • Add Sol system planets
  • Add Sol system sandbox save files
  • Update Planetary Damage mod for Sol system
  • Add default Torch server config and additional mod/plugin list
  • Add themed MES mod for each factions ships
    • Faction ship blueprints
    • Faction comms dialogue (text)
    • Faction comms dialogue (audio)
  • Add ability to turn individual features on and off in a config file

See the open issues for additional community proposed features (and known issues).

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Installation

For local play, subscribe to the mod on the Steam Workshop page..

For server play, add the ID (3002953565) to your server config.

To install manually instead of from the Steam Workshop:

  1. Download a zip of the repo and unpack it; or
  2. Clone the repo
    git clone https://github.com/lottehime/Expansive-Mods-SE.git
  3. Copy the 'ExpansiveMods' folder from within the 'Combined' folder from the repo into your Space Engineers Mods folder location:
    %AppData%\SpaceEngineers\Mods
    
  4. Launch the game and create your save, selecting the individual mods from the pack that you want to use.

Alternative install:

To install individual components only, locally: Copy the individual mod parts from the 'Mods' folder from the repo into your Space Engineers Mods folder per above.

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Built With

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Help Support More Like This

Buy Me A Coffee

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Contributing

If you have a suggestion that would make this better, please fork the repo and create a pull request. You can also simply open an issue with the tag "enhancement". Don't forget to give the project a star! Thanks again!

  1. Fork the Project
  2. Create your Feature Branch (git checkout -b feature/AmazingFeature)
  3. Commit your Changes (git commit -m 'Add some AmazingFeature')
  4. Push to the Branch (git push origin feature/AmazingFeature)
  5. Open a Pull Request

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License

Distributed under the Creative Commons Attribution-NonCommercial-ShareAlike License. See LICENSE.txt for more information.

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Contact

@lotte_hime

https://github.com/lottehime/Expansive-Mods-SE

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Acknowledgments

I am certainly just one of many who have thought to do, add or fix a lot of these ideas in one way or another. So, a thanks goes out to the many other modders who inspired some of the ideas for these mods and who I referenced code or sbc changes from to get the ball rolling or find solves to roadblocks ๐Ÿ™‚.

  • Special thanks to malware-dev for MDK-SE and it's great documentation. It makes modding SE much easier.
  • Special thanks to Rexxar for the (now defunct) mod on which Planetary Damage was based.
  • Special thanks to xirathonxbox for the drive signatures mod inspiration.

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Space Engineers and THE EXPANSE trademarks, logos, names, etc. are the property of their respective owners. All company, product and service names used are for identification purposes only.

This is a fan project undertaken with fair use in mind and in good faith towards the rights holders. Neither the project, nor I have any relation or affiliation to the above owners and/or rights holders.

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expansive-mods-se's People

Contributors

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Stargazers

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Watchers

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expansive-mods-se's Issues

Add mod for better hostile grid takeover

Base SE grid takeover is kind of lacking to me.

Add a better way to takeover a hostile ship that doesn't require adding new custom blocks.

Perhaps:
Grind hack main cockpit (or if none set; any) + grind hack remote control (if present) = grid ownership.
Kind of like Easy NPC Takeovers, but without cryo etc. being counted as 'control blocks'.

Add merge script for Steam Workshop publishing

Having the option to publish a single combined mod would be beneficial for upkeep of the mod and have a single place for community engagement.
However, it will limit users from being able to toggle the components on and off that they want - for instance, they may want colored thrusters but not want forward thrust only.
(Add new issue for this once done?)

Proposed change:

  • Add a batch file for merging the mods into a single mod

Add themed MES mod with faction ships

After faction ships are built and added, add a custom MES mod for themed NPC ships for PvE that include tailored loot in their cargo, custom chat lines and interactions, custom drones and missiles, and custom audio chat interactions such as radioing players, faction grids and factions HQs.

Add default Torch setup for servers

When the main components are together, I would like to add a Torch server config people can chuck into their Torch install to spin up an Expansive enabled world with scale Sol system, realistic sound etc. - the bits and bobs I consider "best experience" for this gameplay.

Probably a recommended mods section and optional config that adds other great community mods that add to the experience.

Update Planetary Damage for Sol planets

Add the planet names to Planetary Damage for bodies that players should not be able to approach or land on.

Proposed planets that will definitely destroy grids due to their harmful composition:

  • Jupiter
  • Saturn
  • Uranus

Config file or options panel to select wanted sub-features

Would be great to add a feature at a later date that allows users to enable or disable sub-features (like disable the thruster limitations) via an in-game menu, commands, or a config file.

However, complications arise for multiplayer vs. singleplayer, as multi will need a way to sync the servers config to the players reliably and securely ๐Ÿค”

Gatling Turrets still fire while reloading (SE issue)

Currently there is an issue in base Space Engineers that allows controlled Gatling Turrets to continue firing while reloading.

Not something that is a problem with this mod, though it is more noticeable because of the fire rate change.

Propose looking into patching it as part of this mod if it still still lingering when I stand up a new Torch server. Probably needs to be patched via PluginLoader and via Torch.

Add Sol system planets and sandbox save

Make planets for Sol system and add them to a sandbox save at a certain scale.

Proposed scaling:

  • AU distances in km divided by 30,000 for body placement.
  • Body diameter in km divided by 200.

Result should be roughly a travel time of:
Mars <-> Earth of 2.06 in game hours at max speed, small grid ship.

The book series notes a rough travel time of 46 hours for that trip.

The intent of long (but not anywhere close to real) travel times is intentional.
Space is expansive after all ๐Ÿ˜‰

Add themed ship blueprints

Add some ship blueprints that are themed and survival functional, as well as close to scale. (work has started on this)

Plan to incorporate them into the NPC mod so that they spawn and provide PvE interaction.

Plan to add a belter themed spawn ship.

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