Space Engineers

Space Engineers

Smarter Suit
270 Comments
UnCheat Oct 8 @ 6:42am 
Great! Thanks!
🅂🄸🅂🄺  [author] Oct 8 @ 6:41am 
It is fixed
UnCheat Oct 8 @ 1:32am 
May be make event system to track the fact that a player enter or leave cockpits (with oxygen), also track the last cockpit's air capacity?
And ignore remote controls/turrets?

The fact that player contols a target cockpit is an event so store that cockpit and track oxygen.
Ignore any remote or turrnet that player start controlling after that and keep tracking stored cockpit oxygen.
The fact that player does not control anything means that there is 100% left any cockpit.
🅂🄸🅂🄺  [author] Oct 7 @ 11:54pm 
I think the same goes for turrets
🅂🄸🅂🄺  [author] Oct 7 @ 11:26pm 
Oh no, I forgot about the remote controls.
Eliminating them doesn't work in all situations. It works if the Player accesses the remote directly, but not if they use it with a seat. There are a number of cockpits/seats that don't have oxygen. In those cockpits, the normal character check doesn't work, and the visor closes. I'd have to somehow find the cockpit the player is using.
UnCheat Oct 7 @ 8:05am 
Interesting thing with cockpits:
When you sit in a cockpit the visor rises and then you use a remote control from that cockpit then that visor lowers.

I think better skip remote control blocks when you check "cockpit used"
AL3RCE Oct 6 @ 4:32pm 
thanks @🅂🄸🅂🄺 great mod and great work too
🅂🄸🅂🄺  [author] Oct 6 @ 2:19pm 
It should no longer crash if a character (e.g., wolves) takes suffocation damage underwater without an oxygen component.

@Dr. Fraud, I finally added your light switch functionality.
🅂🄸🅂🄺  [author] Oct 5 @ 11:10pm 
@AL3RCE <3 Thanks for the wealth of information in the bug report. I should be able to reproduce and fix the problem.
I'd love to receive such good bug reports.
AL3RCE Oct 5 @ 2:30pm 
Hi, i posted an issue in your github , there seems to be a problem with wolves drowning
UnCheat Oct 4 @ 12:30pm 
Great thanks!
But what about to check the cockpit's oxygen and open the helmet there too?
Jazlizard Apr 29 @ 10:19am 
Is the jetpack supposed to turn off when near the ground on a planet? If so it doesn't seem to and would be a nice feature.
Space Ace Mar 29 @ 9:55am 
Just wanted to give a heads up: AI Enabled bots always keep their helmet off when underwater (jakaria's water) and this mod is putting the helmet back on, so it makes them put the helmet on, off, on, off, every second or two
gar_krol Mar 14 @ 11:26am 
Thank you for a great mod! Helmet toggles ok when you are active, but it doesn't work when you are in bed or sitting. Is it possible to implement auto toggle for these situations?
Voric Feb 7 @ 3:14pm 
Would be cool to disable mag boots.
waffles Jan 20 @ 8:53am 
Nothing happens when I press ALT+F11.
waffles Jan 20 @ 8:48am 
Not sure. I'll see.
🅂🄸🅂🄺  [author] Jan 19 @ 11:18pm 
For me it's still working, do you get errors when you press ALT+F11?
Maybe try to unsubscribe and subscribe again.
waffles Jan 19 @ 4:56pm 
Its broken, it does not work, and i only have Rich HUD Master and the smarter suit.
anyway you could fix this issue?
Dr Fraud Jan 2 @ 1:00am 
Leaving the light off may be the simplest. If an Engineer needs light they'll soon figure it out. Perhaps a switch in settings?
🅂🄸🅂🄺  [author] Jan 1 @ 1:35am 
This should be possible to implement.
But what would be the complete logic? Should I enable light when leaving a Cockpit, but only when it was on before?
Dr Fraud Dec 31, 2024 @ 7:47pm 
Would it be possible to turn off suit lights when entering a Cockpit or Cryopod/Bed?
🅂🄸🅂🄺  [author] Dec 15, 2024 @ 11:54pm 
I haven't played for a long time, so I can't say whether something is wrong. But apart from you, no one has reported it yet.
Rich Hud Master is optional and only for a better way to set settings.
I will look into it when i have time
Zylian3907 Dec 15, 2024 @ 7:42am 
Hello, I was hoping someone could help me out with an issue I have. I just downloaded this mod, turned on and everything, but the jetpack part of the mod doesn't seem to function at all, was it broken with a recent update or am I doing something wrong? (Yes, I downloaded Rich HUD Master and have it loaded before Smarter Suit)
Rooster Dec 1, 2024 @ 1:13pm 
Would this conflict with the Suit Up! mod?
LootGoblin Nov 23, 2024 @ 10:03am 
I have the same issue as @Derringer is describing. For now i have disabled Smarter Suit. Thought about adding the water mod signal mod where they just float, but its just soooo unbalanced and im to lazy to adapt it, as it doesnt have any settings xml/cfg. So i will just wait for a potential SS Update ;)
Derringer Oct 19, 2024 @ 10:58pm 
This may also have been due to a wolf or something taking drowning damage, now that I think about it.
Derringer Oct 19, 2024 @ 9:12pm 
I've run into an issue where it appears that, in conjunction with Jakaria's Water Mod, if an Unknown Signal drop pod sinks beyond crush depth and goes crunch then so does the entire game. Couldn't fit much of the stack trace into 1000 characters, but here's the highlights, or see the full backtrace on the SE discord [discord.com]

[code]
System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Character.MyCharacter.GetSuitGasFillLevel(MyDefinitionId gasDefinitionId)
at Sisk.SmarterSuit.Mod.OnBeforeDamage(Object target, MyDamageInformation& info)
...
at Jakaria.Components.WaterPhysicsComponentCharacter.UpdateAfter60()
...
[/code]
🅂🄸🅂🄺  [author] May 3, 2024 @ 1:41am 
Yes it works, but with the autohelmet enabled you may receive dmg for a short second in some situations
RougeSable Apr 30, 2024 @ 2:45pm 
Is it working on multiplayer games?
🅂🄸🅂🄺  [author] Feb 25, 2024 @ 8:44am 
Hello found a way to keep the broadcast state and added a ui for the settings :D just press F2
Please check changes here on steam or github for more details.
Settings location has changed to global storage and multiplayer settings sync was removed.
🅂🄸🅂🄺  [author] Feb 18, 2024 @ 11:46pm 
Unfortunately, this seems to be another thing I can't do due to the limitation of the mod API.
dewrot Feb 18, 2024 @ 10:03pm 
Can you implement radio disabling on respawn? It would be nice to not have to disable it every time.
🅂🄸🅂🄺  [author] Feb 4, 2024 @ 12:55am 
Unfortunately, that doesn't seem to be possible for a mod to do because it's hard-coded and the required types are not whitelisted for mods to change.

Had an idea to let the player decide the radio radius, but it would scale with the energy consumption.
Randyation Feb 2, 2024 @ 5:04pm 
Can you also increase the suits radio range? Like 200m... really? Can we get like 1k, all the tech in the world and I can't radio control something in line of sight. I think it would really hit the "Smarter Suit" Idea.
🅂🄸🅂🄺  [author] Jan 28, 2024 @ 10:35am 
small update
* improve helmet handling.
🅂🄸🅂🄺  [author] Jan 24, 2024 @ 12:23am 
Thx for your suggestions. I will try to look at it this weekend. When the ModApi allow to access the weather system and the required values, i will implement it
Hikari Jan 23, 2024 @ 4:34pm 
I also forgot to mention, but a possible solution for the climate issue, would be adding a second check variable that checks the player's temperature, that way it will close itself on anything except adequate temperatures.
Hikari Jan 23, 2024 @ 4:33pm 
I'd like to have my helmet automatically close down, but i don't wish for it to open by itself. Is there a way to make it only check if oxygen is needed when my helmet is actually open?

I've also had the same issue as Deapri, but with Triton and Earth snow storms.
🅂🄸🅂🄺  [author] Jan 14, 2024 @ 1:22am 
I will look at it
Deapri Jan 14, 2024 @ 12:40am 
Storms on Pertam seem to confuse the helmet check and one takes damage more often than they should, maybe set it to keep the helmet down when in a storm if that is possible?
Mr. Pestbird Nov 4, 2023 @ 9:00am 
thank you for the fixes!
Bacon 🥓 Nov 4, 2023 @ 5:44am 
Thanks for update! Small room depressurization seems to be ok, but when depressurizing a bigger room, I take 1 hp of damage
🅂🄸🅂🄺  [author] Nov 4, 2023 @ 3:16am 
1.9.4

Bug Fixes
* fix the issue where damage was done when it should not. Also updated build script (dd92093) [github.com]
🅂🄸🅂🄺  [author] Nov 4, 2023 @ 2:43am 
okay thank you. Then is a part of it not working as expected. I will look at it
Bacon 🥓 Nov 4, 2023 @ 1:08am 
7 hp goes down along with the effect until the helmet activates.
🅂🄸🅂🄺  [author] Nov 3, 2023 @ 4:11pm 
do you realy receive damage or only the effect?
Bacon 🥓 Nov 3, 2023 @ 1:53pm 
I receive suffocation damage (once, then it closes) when I have an air lock and the air is sucked out by vents. How do I overcome this?
🅂🄸🅂🄺  [author] Jul 6, 2023 @ 11:52pm 
Hey Siv, thank you. Torch the server? Is this mod not working on torch or what's the problem?
Siv Jul 5, 2023 @ 5:26am 
This is one of my favorite QoL mods, btw, so I do hope you want to deal with Torch (pretty please) xD