Space Engineers

Space Engineers

Unbuilt Block Nerfing
47 Comments
budisourdog Feb 12, 2022 @ 4:25am 
Supposedly keen is solving this, https://support.keenswh.com/spaceengineers/pc/topic/blast-bombing . Whether or not they actually fixed it I don't know I havent played Space Engineers in over 2 years but I got the update about the thread emailed and it surprised me.
Gaz Jan 29, 2021 @ 8:41pm 
Or maybe exceptions for every block spawned as sub-grid and let modders disable the standalone versions of the sub-grid blocks, to only make them accessible by grinding a connected one?
Gaz Jan 29, 2021 @ 8:36pm 
@Meridius_IX / Lucas If you're still looking for thoughts, here's mine:
Wouldn't it be easier and give less incentive to exploiters to stop and force the unbuilt blocks to static (including small ship blocks), if they are moving without power? Or simply once they've been placed as single blocked grids in the world, force them to static. For building, this should be fine, maybe you can make an exception for wheels, rotor head and piston heads? Maybe just the blocks that you can't place on their own. Most building takes place on static, unmoving grids anyway, and after the grid has been built more, it can be turned into a ship.
KuroShiro Sep 3, 2020 @ 11:07pm 
does this mod still work?
Pegas519 Jan 13, 2020 @ 11:48am 
really? players does this? wonder why I don't play multiplayer.
Lyric Drake 591 Dec 28, 2019 @ 10:20am 
AWESOME.
one time i kept rebeling against a greifer on a MP server and he ended up using that exploit to destroy my most advanced mars base and i sadly ended up rage quiting that server (KEEN NA#4 was the server) and now at least in my worlds that wont be able to happen!
LORIC Dec 26, 2019 @ 9:44am 
Давай, мы не против.
=+= Dec 25, 2019 @ 2:29pm 
Может плагин вам дать? На это дело? Лорик? Дориманкс?
Peifmaster Dec 8, 2019 @ 4:26am 
Another method that might work, instead of trying a reactive approach and negating damage of suspect grids, why not have the mod make unbuilt blocks use either their proportional mass based on their completion state or a set percentage of their completed mass? So for instance the heavy armor block with one steel plate weighs the same as one steel plate, or weighs 1% of its block mass. The proactive approach would make this a much more robust mod and would require a lot more work to get working properly, but it would probably be more consistent. Plus, it would be more realistic too. XD
Dorimanx Dec 4, 2019 @ 1:05am 
Hmm YES it's can be great idea, check if suspected unbuild grid block count is less than 3 blocks
and it's moving with speed above 10m/s (probably thrown by buthead) then delete the block!
And problem solved :)
no one will cry for lost block worth 1 steel plate.
Meridius_IX / Lucas  [author] Dec 3, 2019 @ 1:33pm 
The damage handling in this was always a bit iffy. One thing I noticed during building it was that a single impact would trigger hundreds of damage events. I suspect its somehow overloading what the mod is capable of monitoring.

So I may need to take a non damage handling approach to the issue. Perhaps the best thing to do here would be deleting suspect grids if they exceed a certain speed limit? Let me know your thoughts.
Dorimanx Dec 3, 2019 @ 8:15am 
Hi, Idea is great, but it's fails to work many times, i have enabled logs to see all the steps, and it's sees the correct unbuild block, when i threw it from high altitude, then it's tried to negate the damage, and work once maybe twice, then fail to detect new blocks.

If you can inspect and see what can be done, will be great, this MOD is really needed to stop all the $#$@#$ people that break the game for others, by throwing reactors and other heavy blocks on other peoples bases.
LORIC Dec 2, 2019 @ 11:38pm 
The script does not work. Players throw a skeleton block . And the ship in the trash. Can you solve this problem?
Sevnn Dec 1, 2019 @ 10:39am 
@Meridius_IX / Lucas, can I take some credit for helping bring this issue to the public?
R-TEAM Oct 13, 2019 @ 3:31pm 
nice idea - but even in an simply singlplayer world (5 grids and fewer than 500 blocks total) it works not all times (still damage on grids can happen) and so not so usefull ......
AutoMcDonough Sep 17, 2019 @ 5:47am 
Look for “relative top speed”, this mod exists already. ;)
Rhea.licious Sep 16, 2019 @ 10:49pm 
I don't know if you take mod requests, but if you do, think you could maybe make a mod for acceleration based max ship speeds?
AutoMcDonough Sep 13, 2019 @ 4:01am 
cool story bro
TremorousCawkasaurus Rex Sep 12, 2019 @ 7:54pm 
i can still break this mod but first borderlands 3 has come to my attention so im gonna play that for awhile
Raven4K Sep 12, 2019 @ 4:03pm 
you sir are a Hero
Meridius_IX / Lucas  [author] Sep 12, 2019 @ 6:52am 
Here's a thought: Maybe in addition to the damage nerfing, I also add a watcher that give the suspect grids a maximum speed of like 5m/s. If there are edge cases where unbuilt blocks can still cause damage, I don't know I can do anything more from a standpoint of manipulating damage result (the damage logger I used to debug shows hundreds of events per collision, it's a messy thing dealing with that).
TremorousCawkasaurus Rex Sep 12, 2019 @ 5:22am 
breaking this mod would be easy
Darian Stephens Sep 12, 2019 @ 1:41am 
This doesn't work very well, at least when multiple single-block grids are flying at max speed towards something.
I've had a refinery hit a base and do no damage, but when several jump drives were tossed, some of them tore holes through it.

This was also in a locally-hosted world, with the blocks tossed by another player.
mmyesrice Sep 11, 2019 @ 11:35pm 
@AutoMcDonough - updating the grid mass should not be an expensive computation at all if implemented correctly. I think it has more to do with keen having a possible case of spaghetti code in their engine, making a seemingly simple feature take dozens of times longer due to things being unintentionally broken. New features shouldn't disrupt existing ones in a good code base, however this unfortunately seems to happen to SE all the time
AutoMcDonough Sep 11, 2019 @ 3:32pm 
They know about it. It’s actually a difficult problem to solve because updating the grid mass is expensive from a performance point of view. It is on their radar though.. it’s only a matter of time.
Engi Sep 11, 2019 @ 1:09pm 
How do we let keen know about this? they seemed to think it was too hard to solve this problem in the last live stream.
Ω Spriggan Ω Sep 10, 2019 @ 12:31pm 
*innocent whistling*
I may have done that against ai bases.
and also built 1 steel plate refineries up sides of hills for rovers. lol
SuicideNeil Sep 9, 2019 @ 1:07pm 
Another one of those mods that shouldn't have to exist if KSH had a clue what it was doing. Great work Lucas.
AutoMcDonough Sep 8, 2019 @ 5:56pm 
only i have discovered the key to your ultimate destruction
Vexillifer Kool Sep 8, 2019 @ 5:48pm 
weird flex but okay
overwerk Sep 8, 2019 @ 12:35pm 
yes, this also fixes rotor based cluster torpedoes, which are by far the most powerfull kind of torpedoes you can build with player made missiles. i have been looking for a fix to this weapon ever since i created it, and i am glad that a fix was created before greifers figured out the way to do it. that's the nice thing about greifers, they always think of clever ways to cheat their way around stuff, but they are never clever enough to see past the initial steps to make something trully awefull. glad that servers have a fix to this issue whenever the day comes where i'm will no longer be the only owner of these weapons
Cat Sep 8, 2019 @ 9:35am 
Cool:steamhappy:
SultonMRP Sep 8, 2019 @ 7:40am 
help kill the rotor cannon issue :3
Lynnuxx Sep 8, 2019 @ 5:29am 
So this mode is caused by rocks not doing their job anymore ? ;-)
Rdav Sep 8, 2019 @ 3:37am 
As a side note this might also fix other exploity weapons like rotor cannons, great work
BackRooms Enjoyer Sep 8, 2019 @ 2:12am 
You DARE remove my Nuclear firepower

Good job fixing that age old annoyance
frogboy1320 Sep 6, 2019 @ 6:52pm 
:steamhappy:
Rhea.licious Sep 6, 2019 @ 4:10pm 
Well thanks for letting me know this exploit >;)
==Lucanmoonshadow== Sep 6, 2019 @ 2:04pm 
Nice!
Eisen Sep 6, 2019 @ 1:24pm 
Well played Sir,
AutoMcDonough Sep 6, 2019 @ 11:05am 
Actually, there is a rather large game performance reason.
Rekalty Sep 6, 2019 @ 10:28am 
How has this not been a vanilla feature for years now? There's no reason that unwelded blocks have the mass of fully welded ones.
BBDoesTheThing Sep 6, 2019 @ 10:02am 
This will remove bad form from the games! Very proper!
🍁BuzzedBear🍁 Sep 6, 2019 @ 9:50am 
This should be Vanillaficated Well done
Kara Vaki Sep 6, 2019 @ 8:26am 
now that is useful cause I once had my small ship busted by a salty faction member via throwing unbuilt blocks at it >~<
Nikolas March Sep 6, 2019 @ 6:25am 
you deserve a medal!
AutoMcDonough Sep 6, 2019 @ 6:10am 
Not all heroes wear capes