Space Engineers

Space Engineers

FSZ - Faction Safe Zones ~Updated 12/23/19~
218 Comments
(DANIEL) Mar 21 @ 8:42am 
Hello, I would like to know if it is possible to limit the location where the safe zone can be generated, e.g.: it can only be generated within a 200km radius of the GPS position:Center0:0:0:0:#FFF175B1:
I need it to only generate in that area, and outside that radius it works normally without the protection of the safe zone offline
Nyxborne Nov 26, 2024 @ 11:41am 
Is there a way for Inactive factions to have their Safe Zones be removed? For example Player John Doe has been inactive for 8 days. after 7 days, the safe zone should drop. Is this possible?
Eternity Oct 17, 2024 @ 10:06pm 
is there a way to blacklist a certain player from getting a zone? trying to setup a admin station
Igneus Tempus Sep 30, 2024 @ 11:18pm 
Will it work withouth having Economy enabled?
Alexis(Mssun21) Apr 15, 2024 @ 10:23am 
@DRAKCORE As long as the Safezone is up it will not let them do almost anything till it drops.
DRAKCORE Apr 13, 2024 @ 11:13am 
Am I missing something?
While they are online and their safezone is still active/ticking down, are they able to build/grid/weld?
Seems like they are unable to do so.
Alexis(Mssun21) Mar 17, 2024 @ 2:37pm 
Can we have a settings to change the safe zone size?
Kamikaze  [author] Dec 21, 2023 @ 11:52am 
@Heavyweapons, we use this on our server, and NPCs are not getting SafeZones
Heavyweapons Dec 21, 2023 @ 6:37am 
I would like to know if you do end up ever touching this mod again, making it so that NPC grids do not receive a SZ, Thanks!
ThePropheticWarrior Apr 27, 2023 @ 5:47pm 
I think the Title needs updating now...
Kamikaze  [author] Apr 26, 2023 @ 7:31pm 
@EverGoodHunter, its been a long time since i messed with this mod so I cannot remember the exact behavior of this. But I know changing faction names does mess with existing safe zones. If there are existing safe zones present, you might have to manually admin remove them. I can't remember when them will recognize their new name...maybe after the server reboots? Sorry I haven't touched SE in a long while.
EverGoodHunter Apr 26, 2023 @ 12:52pm 
So I have a faction on my server who renamed their faction and now they don't have safezones spawn for them. Is there any way to fix this issue?
The_Yrri Dec 7, 2022 @ 8:13pm 
Thank you Kamikaze, appreciate coming back on this to me. It makes perfect sense now and aligns well with my own tests last night. Thank you for this amazing mod - it would alleviate a lot of issues with griefing!
Kamikaze  [author] Dec 7, 2022 @ 7:46pm 
@The_Yrri, so someone added the currency function in for me. But what i recall, in the config file you have to turn on to use currency then there is also a tag for what you want your currency to be... once thats enabled and when all faction members log off, that item is deducted 1 for every time it spawns. Make sure to have that currency in any block that has an inventory on your largest large grid (the grid where the center of the safe zone spawns from). If you have multiple locations, you will need that currency on all locations on the largest count grid. Hope that makes sense.
The_Yrri Dec 5, 2022 @ 12:08am 
Hello Kamikaze!
Thank you for this mod, it might solve a lot of griefing issues we have. Could you explain how currency is implemented and how it's deducted?
I'd love for factions to pay somehow for their safety.
Kamikaze  [author] Jun 1, 2022 @ 7:15am 
Weird things happen when you change factions, i didn't consider faction changes when i built the mod
Sonlore May 27, 2022 @ 6:29am 
any clue why im 100% the owner of grids as soon as i droped my faction a safe zone poped and it yeeted me out of my area and will not let me fly into it, i can spawn at the grids and get yeeted out again
Kamikaze  [author] Apr 27, 2022 @ 9:08pm 
Yea we are currently using it
Freedom Apr 25, 2022 @ 11:55pm 
Does this mod still works?
White Van Apr 3, 2022 @ 4:17pm 
i wish there was some sort of concealment so that enemys couldnt just scout for base safezones when everyone was offline
cheese Jan 25, 2022 @ 5:55am 
for anyone using this mod in multiplayer server, you need to manually remove safezones every once in a while because this mod isn't doing a proper cleanup. if youre using torch, use !safezone clear
Bodyboarder2528 Nov 30, 2021 @ 8:14pm 
more updates
Bodyboarder2528 Nov 28, 2021 @ 9:26pm 
oh ok and yea i check daily on all updates for mods im sub to lol
Kamikaze  [author] Nov 28, 2021 @ 9:19am 
@bodyboarder2528, lol your keep a close eye on this mod... I just changed the enemy distance check for /unfuckit from 3km to 200m
Bodyboarder2528 Nov 27, 2021 @ 11:47pm 
what got updated please
ZOHAN34 Oct 15, 2021 @ 1:12pm 
can i make it to work only if players offline ! like offline protection block ?
Bodyboarder2528 Mar 25, 2021 @ 6:09pm 
so i have convertlargeshipstostations as true but i have a ship with [nozone] and was wondering if its possible to have the convertlargeshipstostations not apply to grids with [nozone] please maybe as a option in the config
α¯\_(ツ)_/¯Ω Feb 23, 2021 @ 1:32am 
I think this mod is very good, I like it very much, but I think that this mod also breaks a lot. I use the variant of the normal security zone, which ZoneChip simply extends to 24 hours. Still one of the best mod here.
Highly recommended.
Villanor Feb 10, 2021 @ 4:04am 
Is there a way to configure this so that each faction only has a single safezone?
I want to use it in a way where the largest grid of a faction gets a safezone but no other grids of that faction will.
Kamikaze  [author] Dec 24, 2020 @ 6:29am 
@vash1127, thats strange...sounds like the mod is corrupt. Try deleting the mod folder and have it redownload it
vash1127 Dec 24, 2020 @ 3:02am 
just curious im getting a lot of these errors in my log file and the mod is not loading into my test server and i was wondering if ive been doing something wrong or if keen has patched some features out

Compilation of C:\Users\EraTictst\Downloads\torch-server (11)\Instance\Mods\1507368483.sbm_Anti_Grief_Systems failed:
19:04:43.0907 [DEBUG] Keen: MOD_ERROR: FSZ - Faction Safe Zones ~Updated 12/23/19~
19:04:43.0907 [DEBUG] Keen: in file:
19:04:43.0907 [DEBUG] Keen: C:\Users\EraTictst\Downloads\torch-server (11)\Instance\content\244850\1507368483\Data\Scripts\Anti_Grief_Systems\Logic.cs(17,5): Error: The type or member 'MyEntityComponentDescriptor.MyEntityComponentDescriptor(Type entityBuilderType, bool useEntityUpdate, params string[] entityBuilderSubTypeNames)' is prohibited

Kamikaze  [author] Dec 23, 2020 @ 2:09pm 
Ahhh hah cool glad I could help
Kpt_Rob_783 Dec 23, 2020 @ 8:49am 
In dee3d @Kamikaze i used a underline in my tag. Different from others. Now the problem is solved. Thank you for feed back.
Kamikaze  [author] Dec 23, 2020 @ 5:26am 
The mod creates safe zones and I name them based on your faction tag. When you log in, I loop through all safe zones looking for ones that have your faction tag. So changing factions can cause issues. Other than that, I'm not sure. Have the admin look in the safe zone admin screen and look at the name of your safe zone. See if your faction tag is apart of the name. We use it on our server, no issues
Kpt_Rob_783 Dec 23, 2020 @ 2:28am 
Hi. This mod is nice for protection. Esp. starters. But....every time i login its still there the safe zone . All other players haven't. The admins on this server still don't know why. Manualy at my request they remove it but its a pane in the as. Any suggestions?
Dorimanx Dec 15, 2020 @ 7:21am 
hmm never mind you know where to look, it's the player function in try catch, when player connecting, game still load it and script is trying to do changes, and getting null on player.parant
as player is still null.
Kamikaze  [author] Dec 14, 2020 @ 3:51pm 
@Dorimanx, thxs for the update. I’ll fix the following with the null check. This code is a complete mess lol. It was one of my first projects
Kamikaze  [author] Dec 14, 2020 @ 3:50pm 
Whoops I didn’t mean to delete your post Dorimanx. Can you repost the fix?
Bodyboarder2528 Oct 8, 2020 @ 8:40pm 
sweeet
Kamikaze  [author] Oct 8, 2020 @ 5:57pm 
yup that is correct, it will remove all of FSZ zones....
Bodyboarder2528 Oct 8, 2020 @ 3:23am 
cheers if i run this enableSafeZones - default true, allows safe zones to spawn.
/config.enablesafezones.false will it remove all the active ones?
Kamikaze  [author] Oct 7, 2020 @ 10:28pm 
Bodyboarder2528 Oct 7, 2020 @ 6:23pm 
is there any admin commands?
DigiToss Sep 16, 2020 @ 4:46am 
Anyway to adjust the texture of the safezone?
Kamikaze  [author] Aug 22, 2020 @ 7:46pm 
@KuriKaktus, yes all npcs are considered enemies...also, atm i don't have a way to force spawn a safe zone
KuroShiro Aug 19, 2020 @ 2:19am 
ah also..is there a way to force spawning of it for testing purposes in a single player world? (Like I found a mod that prevents safezones from spawning in an area and I'd like to see how it interacts with this mod)
KuroShiro Aug 19, 2020 @ 1:45am 
is the SPRT/NPC considered an "enemy" to prevent safezone spawning? I am thinking of just adding an NPC in an area as a workaround for an area that is not allowed to spawn safezones
Kamikaze  [author] Aug 10, 2020 @ 8:18am 
@KuriKaktus, there is no feature for what your wanting.

Allies are considered enemies in this entire mod, so yes to your second question. But, i do recall of having it check if the owner is admin or not to not be considered enemy. I just don't know if that was added to /checkzones
KuroShiro Aug 7, 2020 @ 11:18pm 
Is there an option to prevent offline safe zones from generating in the radius of a specific area? I plan to make a PvP arena and would allow people to build but I dont want the safezone to generate when they are offline.

Confirmation on the checkEnemyGrids, it does not count factions that the offline faction is allied with? (since most people are allied with the admin faction)
Litra Aug 7, 2020 @ 12:43pm 
i am owner of all.
but we have a wall thats on a diffrent grid