Space Engineers

Space Engineers

Extended Drill Mechanics
30 Comments
Killtech  [author] Jan 25, 2020 @ 4:02pm 
look here: https://steamcommunity.com/sharedfiles/filedetails/?id=1937210057
unfortunately i lack the time to fix this here
KhanTheMad Jan 22, 2020 @ 11:27am 
any update on this?
Killtech  [author] Dec 20, 2019 @ 11:41am 
I am sorry, but i didn't have much time and even less for SE. But during the holidays i will have a few moments to spare. Though as it looks you have found some solutions already. I'll check up your solution and update my code here accordingly (this weekend or during the holidays).
TheGoudaShoota Dec 14, 2019 @ 11:57pm 
@StrakanXJ I ended up rewriting the whole thing from scratch; Check my workshop for it
TheGoudaShoota Dec 14, 2019 @ 10:33am 
After some further looking, the patch I applied wont fully work; I mean, it works, but the Friction value in VoxelMaterials doesnt exist everywhere, so it doesnt properly work. Chances are I'm going to end up rewriting it because of that. The current state of this mod prevents actual drill mechanics process from happening, but still adds the components to drills
StrakanXJ Dec 14, 2019 @ 2:06am 
@PirateRockabillyPunksInSpace would you mind sharing your patches for this mod? I love it and am trying to integrate it into a project. I havent experienced any issues but I havent gone looking for them tbh.
TheGoudaShoota Dec 13, 2019 @ 2:42pm 
I've got patches for this. @Killtech please get back to me so I can assist (Here or Discord, I've contacted you there with them already)
TheGoudaShoota Dec 5, 2019 @ 6:54pm 
@Killtech this mod is indeed broken unfortunately, there are some errors that can be seen in the log during load related to scripts.
Darian Stephens Nov 18, 2019 @ 6:44pm 
I'm sure TextHudAPI would work, but I've never looked in to how complicated it is.
Killtech  [author] Nov 17, 2019 @ 12:12pm 
i haven't played as of late but it should still work. as for wear there is no display yet (this is my first SE mod and i haven't figured display stuff). ship drills get damaged until all drill bit components are consumed, so one can always check their health. for the personal tool there is no damage mechanic and i therefore made it work similar to ammo (but was unable to reuse the actual mechanic) thus there's no such display how much durability (ammo) is left. sorry.
Darian Stephens Nov 17, 2019 @ 11:10am 
So... does it still work? That comment was very vague.
Santibag Nov 16, 2019 @ 8:29am 
I was using it. But it didn't show anything about wear. So I removed it.
Fatsack Jun 6, 2019 @ 2:20am 
Does this work with the current version? Also adding grinder wear and tear would be AWESOME for game balance, especially for the hand held ones. It's too easy to raid stuff currently. Especially if you turn on the increased durability of blocks when trying to hack them. As far as the welder wear and tear, it just doesn't make sense to me as a game mechanic. Raiding should cost resources, building already costs the resources of the block you're building, so I wouldn't like it on the welder it would just get annoying. This would also incentivize those grinding pits or grinding ships instead of just t3 hand grinding everything real fast
Wraith Mar 25, 2019 @ 11:27am 
Thanks For the reply as with both these tools IRL they have consumable items discs and welding electrodes which do wear out.
For an example if you try and grind down an enemy door it takes ages if you used a basic grinder it would wear out with trying to grind down a few doors etc same with welding like refineries or large reactors.

would give you a use for all the welders and grinders that end up in a cargo container and give you an incentive to upgrade these tools if your boarding an enemy.

there was a bug last year after one of the updates where the welder and grinder would disappear when using these tools just wonder whether there maybe a mechanic already available in the api for these tools I also think thattool damage mechanic is in medievil engineers it may share some code.
Killtech  [author] Mar 25, 2019 @ 6:59am 
@Wraith, sure the code could be adapted to welders and grinders. only the voxel detection stuff would need to be replaced. not sure if the API allows to catch if the tools are working on a block or whether it has to be written anew as i had to do with material detection for drills. there's also tier system. it could be easily adapted but one would have to think whether it makes enough sense for welders and grinders.
Wraith Mar 24, 2019 @ 3:50pm 
Would it be possible to make grinders and welders wear out with use as well would add another aspect to survival or scenarios
Axebeard Mar 6, 2019 @ 4:49pm 
Thanks for the info!
Killtech  [author] Mar 6, 2019 @ 2:37pm 
@Axebeard, unfortunately it sounds like in you case the mods would collide and one mod would undo modifications made to the corresponding drill sbc (xml) file - depending which mod loads last. however you could merge the mods yourself: copying one tag governing the drill range to the corresponding sbc in this mod. but you might also want to adapt some drill range numbers in the script because i had to write the detection whether a drill drills any material (i.e. if wear should take place) entirely anew as the game does not give access to such private drill data :(. for hand drills i think only the latter problem will be an issue.
Axebeard Mar 4, 2019 @ 1:42pm 
I'm not sure how Space Engineers handles mods, but would this work with a mod that extends the drill ranges too? If so, does load order matter?
Killtech  [author] Feb 23, 2019 @ 3:57pm 
that's something to go on. i will investigate and try to reproduce it.
TheGoudaShoota Feb 22, 2019 @ 9:42pm 
I have not tried in any other worlds. It did seem that it was attributed to having drills in the world before enabling the mod. I can try and poke around at it more sometime, but that should reproduce the problem; Build a vehicle, put a drill on it. (make sure its off). Exit, enable mod. Enter, start drill.
Killtech  [author] Feb 22, 2019 @ 5:08pm 
Thanks for the exception report. Unfortunately it happens entirely outside my code or anything i call. The error is thrown in the rather long Drill method which makes it hard to locate the variable that was null and it'll be even harder to determine how this mod caused it. given that there is a big update coming soon i'll wait for that to hit first before publishing any updates considering that i may have to fix patch related issues. were you able to reproduce this crash in any other instance?
TheGoudaShoota Feb 18, 2019 @ 9:54pm 
Unfortunately This mod doesnt totally work for me. I installed this mod after I had created/started a world (which had drills) (MULTIPLAYER, Dedicated Server). I started one of my miners, and things went fine. I went and started a second miner up, and as soon as I do, the game crashes

2019-02-19 06:31:52.324 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Weapons.MyDrillBase.Drill(Boolean collectOre, Boolean performCutout, Boolean assignDamagedMaterial, Single speedMultiplier)
at Sandbox.Game.Weapons.MyShipDrill.UpdateBeforeSimulation10()
at Sandbox.Game.Entities.MyEntities.<UpdateBeforeSimulation>b__8(MyEntity x)
at VRage.Collections.MyDistributedUpdater`2.Iterate(Action`1 p)
...... (truncated, can pastebin or similar if you need the entire stacktrace)
Darian Stephens Feb 14, 2019 @ 3:37pm 
The hand drill used to be a jackhammer. The spiral drill is a relatively recent addition.
They did have different sounds for each material you drilled through before, but they lost that in the recent visuals update.
737✈Garrus Feb 14, 2019 @ 12:13pm 
Could You make a mod that replaces the hand drill sound with something that doesn't sound like a jackahammer? I personally hat them and for the most part: the hand drill has an actual drill bit instead of a jackhammer... bit ..?
Gekøn Dec 29, 2018 @ 1:00am 
Very cool mod, good luck in realising rest of your ideas.
Killtech  [author] Dec 20, 2018 @ 4:19am 
i would spawn gas inclusions randomly from working drills (no need to place them where there is no mining going on) which for performance reasons makes a lot more sense to include into the current code where all the material checking is already done.
Darian Stephens Dec 20, 2018 @ 2:37am 
Ah, I see, you finish it with the steel bits but can add more bits to increase its level. Neat way of doing it!
Darian Stephens Dec 19, 2018 @ 8:36pm 
I'd love to see the 'Gas Inclusions' as a seperate mod, since it would work even without these mechanics and it feels a bit weird to include new blocks for something unrelated.
Also, does this mean you won't be able to build drills on ships until you reach space, where you'll still need to hand-mine the resources?
Combned with Scarce Resources, you won't have block drills until you reach Asteroids, a Moon, and Mars, all while hand-mining what you need.
McCloud Jr Dec 19, 2018 @ 4:39pm 
Always nice to see a new survival mechanic that can be added to make it THAT much harder


love it