Space Engineers

Space Engineers

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Hazard Mechanics 1.0(Currently broken)
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Type: Mod
Mod category: Block, Script, Modpack
File Size
Posted
291.828 MB
Jun 11 @ 11:44am
1 Change Note ( view )

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Hazard Mechanics 1.0(Currently broken)

Description
With their permission I've taken over maintenance for Hazard Mechanics by
PirateRockabillyPunksInSpace .

Please note this is a Alpha release with lots of broken functionality which I'm working on fixing, however due to IRL stuff I'm limited with my time as such updates will be slow.

--Most/all the script functions broke during the handover (working on it)
--I believe all the new blocks are appearing in-game and custom models are working


Thank you Nukeguard for the coolant models


THIS MOD REQUIRES TEXT HUD API

This mod is intended to make add new risks to the player in the form of Heat, Cold, Radiation and Electrocution damage. To help reduce certain risks new suits (Hazmat and Miner) have been added. Also note there are some new HUD Indicator Icons too.

Secondary is a more realistic implementation of reactors which now require "control rods" (Silver/Cobalt ingots), Coolant and can be over fueled. Reactors will also enter a "runaway" and/or "meltdown" state.

TODO:
-Fix scripts
-Custom block category for everything
-profit break even

New Blocks
  • High Performance Reactor (Lg/Sm size) (Lg/Sm grid)(Both use vanilla model)
  • Coolant Generator (Thank you Nukeguard)
  • Coolant Tank (Thank you Nukeguard)
  • Uranium Storage(Basic/Safe, Lg/Med/Sm, Lg/Sm grid)

Cold Blocks
  • O2 Tanks
  • H2 Tanks
  • Coolant Tanks

Hot Blocks
  • Thrusters
  • H2/O2 Generators
  • Coolant Generators
  • Refineries
  • Assemblers
  • Batteries
  • Upgrade Modules
  • Survival Kits (small grid does no damage)
  • Reactors (Normal Operation, Runaway Mode is Scaled)
  • Any Damaged block below Critical (IE: On Fire) will cause heat damage

Radioactive Blocks
  • Reactors
  • Players Carrying Uranium
  • Uranium Ore
  • Uranium Ingots

Electrocution occurs when block is damaged
  • Upgrade Modules
  • Assemblers
  • Refineries
  • Survival Kits
  • H2/O2 Generators
  • All Antennas
  • Thrusters
  • Batteries * under certain conditions

Protection
Various suits provide different types of protection; Most of these are suits provided by other mods
Blocks also provide some protection.
Protection Stats, Additional Suit links
Hazmat and Miner Suit (modified) Created by Sektan (Added with his Explicit Permission) (Original: https://steamcommunity.com/sharedfiles/filedetails/?id=714420939) is Included with this mod.

Reactor
Reactor Modifications
NPC Reactors act like regular vanilla reactors until a player takes ownership of it; unfortunately, this was the best way I could work around such a huge modification.

Reactors are explodey! Removal of Coolant and/or Control Rods will result in a reactor explosion.
Removal of one will start a 5 minute countdown; Reactor cannot be shut off
Removal of both will start (or jump to) a 30 second countdown; Reactor cannot be shut off
- Damage to a reactor will result in an explosion (Single Damage > 1/3 Reactor Health, or When Health under 75%)
This does mean you can set off a chain reaction of explosions
Attempting to Grind a reactor down in runaway mode will absolutely detonate it.
Detonation damage based on Output, Type of Control Rod, Amount of Uranium in reactor, and type of meltdown (Coolant and/or Control Rod)
- Warning; This can wipe an entire grid under moderate circumstances
Reactors are now illuminated, and Emissive colors changed.
Reactors Indicate required fuel and control rod fill amounts

Coolant
Reactors Require Coolant, this is generated by the Coolant Generator
Coolant can be stored in Coolant Tanks

Control Rods
Reactors Require Control Rods (In the form of Ingots).
Regular Reactors Require Cobalt Ingots
High Performance Reactors Require Silver Ingots
< >
33 Comments
SKATT Nov 21 @ 9:09am 
Hello. I am very happy. that you decided to take up this mod, because the mechanics are just gorgeous. But I have a question for you: I manage the role play server and now we use the damage field for quests.simulating radiation. Could you help us a little? We need one single block. which could change the range and power of radiation. The final goal is that players must look for the right ways in destroyed cities and bypass/ repair dangerous zones (put a dome made of impenetrable materials)
TheSuperintendnt  [author] Nov 3 @ 11:48am 
@The Phil thats an interesting idea....hot vents, cold vents...hmmm

@Jorenge05 Had to look that one up, looks like it could be a neat early game option

@geraveoyomama That is a long term goal as I like IO and having to engineer around that much heavy equipment would be a neat challenge

@Laskoviu_mat I really wish I knew unfortunately about the time I took over the mod I got a promotion at work and *poof* went my free time. This project is always in the back of my mind though and I have a bunch of ideas to expand it.

@Mr. Synnystr The hand off didn't go poorly, the mod was already a bit broken when I got it which why I wanted to fix it (try Punks to see what I mean). Sadly when I went to upload I must of borked something, after asking some questions on the modding discord I have a possible path forward I just need the time.
Mr. Synnystr Oct 29 @ 12:56am 
I'm sorry the hand-off went badly for you, TheSuperIntendnt. Looks like you've got a good bit of work ahead, but... Take your time, I'm sure you'll get it all sorted.

... Meanwhile, I'll be following this mod with great interest (I'm surprised I didn't hear about the previous one, I've been saying that reactors should be a bit more dangerous than vanilla lets on for some time now), and I'm looking forward to when it's in a new, and stable condition.

This should be Fun. :steamthumbsup:
Laskoviu_mat Sep 21 @ 5:36pm 
hi, there is an approximate date of inclusion of the mod. I'm really looking forward to this mod and wish you good luck in development!
geraveoyomama Sep 18 @ 3:59am 
too early to ask but are there plans for IO compatibility?
Jorenge05 Aug 26 @ 1:42pm 
theres also an idea of gas cooled reactors, so when the mod is finished but you have a feeling to add more theres always new ideas that will come to ones mind
also love this mod even if its broken
The Phil Aug 22 @ 2:30pm 
Have you considered making the vents cold blocks?
Goatroach Aug 20 @ 5:36pm 
Hey, take your time! I get it; life comes first.
I only knew about this mod because it made the developer's community spotlight.
Maybe you can get someone to collaborate with you, and help speed it along, alleviating some of the work load. I'd help, but I don't know the first thing about making mods in this game.

I look forward to when this mod is working again!
If it can be made to be compatible with the modern and fancy HUD, and the HUD elements of Eat. Drink. Sleep. Repeat! mod, I will be in SE heaven! Vanilla HUD really needs an overhaul, and some color.
TheSuperintendnt  [author] Aug 20 @ 2:11pm 
Just an update, I have been messing with the code when I have time(new job has been burning my time/energy) but don't have anything ready for release, the second I do you'll have it.

@Destiny Getting everything working is my first priority but I like the idea of separating the reactor overhauls from the hazards, the challenge will be maintaining compatibility.

Again sorry for the delay, I haven't forgot about ya.
HATE|DeathKnight Aug 16 @ 5:47am 
He hassent updated the mod he jus had taken it over from another moder and works on updating it