Space Engineers

Space Engineers

Hostile Takeover
312 Comments
Thraxus  [author] Jul 3 @ 5:37pm 
Of course.
PhearedPhantom Jul 2 @ 10:18pm 
save game compatible?
Thraxus  [author] Jun 30 @ 7:50pm 
That is a pretty large file. My guess is you don't restart all that often. The logs should wipe on reboot.

I do have comment notifications turned on. Just sometimes steam doesn't actually alert me.
CDClone Jun 30 @ 8:15am 
just realized easy block renaming is allso yours :D :D :D and my next server will allso run with awwscrap :D :D :D

keep up the good work m8, love your mods, even more than i knew haha

on a seperate note, is it normal for Hostile Takeover to have 475mb log files?? or is something wrong on my current server?

on yet another note, there is a "subscribe to thread" i think you should click to get updates from these comments? :)
moonrocks108 Feb 19 @ 4:20pm 
mod.io? please
Vas Feb 2 @ 10:38pm 
When I tried to grind an enemy station using this, it was totally invulnerable to all grinding. I shot some blocks and they were damaged by that. I disabled the mod then the station let me build onto it and grind on it. Before hand it wouldn't let me build on it either which was bizarre.
Thraxus  [author] Jan 26 @ 12:04am 
I really wish Steam would do better with giving me notifications for messages. I'll have that fixed in the next few days. Apologies.
CDClone Jan 22 @ 5:01am 
well.... sounds like im not the only one with the tradestation issue :P

allso, when meeting the planetary stations, the ones that usually contain a prototech part of 2, the mod seems to not react at all, so far i have no ideer why...

all in all thou, this is a great mod to play with, makes capturing enemy ships an options, rather than blowing them up or spending hours grinding them down :)
Kavvi Jan 21 @ 12:41pm 
I have the same problem, my connector (in trading mode) transferred ownership to the trader station
Duros1394 Jan 20 @ 4:05am 
Unsure if stated here, had a look thorugh comments but can't see my issue. I have some problem with NPC stations taking ownership of my connectors when I dock with them. Pretty annoying theres no timer or way to pay for undocking or anything and if they are in a safe zone other than using admin tools theres no way to undock as ownership of my connector on my ship becomes owned by the npc station
Goose Jan 16 @ 11:07am 
the blocks seem to stay lit for a really long time, too long i think
Viking Dec 2, 2024 @ 7:37am 
Thank you for the detailed explanation! Reloading the save did fix this "issue" for me!
Thraxus  [author] Dec 2, 2024 @ 6:30am 
Long explanation short, you're "doing it wrong", but that's likely due to a bug, and not due to you. When you finish grinding down all highlighted blocks, the ship should disown itself (owner = nobody). In some cases it isn't right now. This is when the mod stops monitoring the ship. Since you claimed it, the ship was still being monitored by the mod, so it was basically just doing its job by highlighting things for you. Restarting the game should fix that whenever it happens.

I'm going to be looking into that bug though, so hopefully it won't be an issue for much longer.
Viking Dec 2, 2024 @ 1:11am 
I really like the mod and it was super fun to play with it, thanks to the author for the hard work!
I have one minor issue with LG NPC ship that I took over. I hacked(grinded down to 20-30% integrity) all groups of blocks to take over the ship until I was able to transfer all the blocks to me. After that I was the owner of the NPC ship, but as soon as I fix/reweld any of the (previous)highlighted blocks when I take my grinder out I still see the highlight around the blocks, even tho I own them and can interact with them. It is just visually bugging me while I have my grinder out, so nothing ruining the experience tbh, but I was wondering if this can be fixed, or am I doing something wrong ?
Thraxus  [author] Nov 29, 2024 @ 6:01pm 
Beds shouldn't be appearing either, I'll make sure that's sorted as well.

One unfortunate side effect of SE and their faction system is a NPC can consider you red even if you appear white to them. It's kind of garbage really, but it's a faction vs personal reputation issue that's existed since the Economy update a few years ago.
Ace Nov 29, 2024 @ 4:08pm 
Deeply appreciated. That should help fix some of the problems we've been having on my server with supposedly "neutral" AI still being a menace to players.

Also, while we're on the subject, beds are a block that is appearing as required but this seems like a silly choice to me, as they are not control blocks or cryo blocks, but I don't know if that can be fixed so easily depending how the code works.
Thraxus  [author] Nov 29, 2024 @ 3:45pm 
@Ace yep, I do still take care of the mod. Once I finish fixing EEM I plan on giving this one a new shine, which will include settings so you can tailor it to your liking.

I didn't know the new AI blocks weren't counting already though - that'll also be fixed for sure. The idea with the mod (which is why I included turrets in the requirements) was that anything possibly controlled by AI would need to be disabled / destroyed to take over a grid.

I may be able to hotfix that bit in this weekend. Thanks for alerting me to the issue!
Thraxus  [author] Nov 29, 2024 @ 3:42pm 
This mod adds no content. Vanilla and modded blocks all need to be hacked if they have a computer in them. Life / npc wise though, vanilla does have some things. In general though, with or without this mod, I'd say you need other mods to add real content. EEM and MES are basically the go-to's.
Frission Nov 29, 2024 @ 9:47am 
Well I meant more are there things *to* hack or do I need mods that add ships and bases to capture and stuff
Ace Nov 29, 2024 @ 9:43am 
Is this still being updated? It's useful, but a little too useful since the Contact update. It sucks the fun out of some aspects of these new encounters because of how your grinder highlights important blocks. I'd like to suggest some alterations or alternatives if the mod is still being updated, such as a config option to turn off highlighting.

Furthermore, AI and event handler blocks present on a grid should be included toward the Control category for takeover, as I've been shot at by "neutral" grids run by an AI block, or had other events trigger despite the grid being neutral. If nothing else, I would deeply appreciate that fix because it's causing a lot of unexpected and unintended behavior right now.
Thraxus  [author] Nov 28, 2024 @ 9:33pm 
@Frission - hacking in SE whether modded or not is awful. HT will always be useful.
Thraxus  [author] Nov 28, 2024 @ 9:32pm 
Depends how comfortable you are with C#. I'll give a brief here of what you need to change, but any more in depth instruction will need to be in Discord (link in mod description).

In ..Data/Scripts/Thraxus/Models/Construct.cs , around line 499, there is a method called private bool AssignBlock(MyCubeBlock block) -- that's where all collections required for hacking are populated. Find the group you want to get rid of and just comment it out Note that a group may appear more than once, so go through the whole method, don't just stop at the first one you see.

The code is mostly dirty first pass dev nonsense, but is named well enough to navigate around.
2late2die Nov 28, 2024 @ 12:04pm 
Is there a way to modify the mod (just for myself) to disable the weapons block requirement? I.e. so that if I grind down control, medical and trap blocks, I can take over. Thanks!
Frission Nov 4, 2024 @ 12:24pm 
So if my game is vanilla other than this mod, is the mod useful?
Thraxus  [author] Oct 26, 2024 @ 1:55am 
I need to review all of the Keen prefabs. I believe they are skipping the HT setup rules so are being ignored by the mod.
Micrurus Oct 25, 2024 @ 3:55am 
I have a question. If the NPC base is neutral, then the blocks for sawing will not be highlighted?
Because at the new stations from the latest addition, the blocks are not highlighted.
And when I recut the blocks on myself (battery, container), they do not go back under the control of the NPC
Thraxus  [author] Oct 20, 2024 @ 1:19am 
Thank's for the reports! I'm going to be looking into these issues tomorrow.
PeterRabbit Oct 19, 2024 @ 10:41pm 
Also this mod doesn't seem to recognize the AI blocks as control blocks, even though they clearly should be.
PeterRabbit Oct 19, 2024 @ 12:34am 
When there's an NPC grid that does not contain blocks in any of the categories that need to be disabled, it seems that this mod does not do anything and I have to manually grind down and repair every functional block to take ownership of them. It would be nice if there was a way to trigger this mod for such grids to save some effort.
strt>savage Sep 20, 2024 @ 3:21am 
Hey were you still working on that update that'll fix the bug with connector ownership when using the Trade Operators Coalition mod? I saw ya mention it almost a year ago in the comments just wanted to see if that was still a thing
Thraxus  [author] Jul 10, 2024 @ 5:59am 
Kindly read the mods description.
T. Ashdown Jul 10, 2024 @ 4:06am 
Access denied, after hacking blocks down?
Thraxus  [author] Jun 4, 2024 @ 8:45pm 
Unfunctional = Non-functional, since my brain, and 1st's, were apparently malfunctioning during our last posts.
PaladinSage Jun 4, 2024 @ 8:29pm 
can we please get an update for this mod?
Thraxus  [author] Jun 4, 2024 @ 7:23pm 
I've seen similar in a recent game. Once-NPC-Owned blocks are reverting to their original owner and not releasing ownership when disabled (hacked, not destroyed). I think this is a bug with the last update. For now, the workaround should be just making sure any blocks that are not-functional on a captured ship are rebuilt and proper ownership is ensured, or destroyed before the DS reboots. Basically, don't leave unfunctional blocks on a ship you've captured for the time being. Once I know for sure this is the issue, I'll see if it's possible for me to fix or if I need to put in a bug report to Keen.
Annex1A Jun 4, 2024 @ 4:51am 
Hiya, Weird DS issue we have encountered, after taking over a hostile grid and changing ownership to me (or another player) its works as intended, however whenever the server restarts the grid reverts back to NPC ownership. Not sure if its this mod or an issues with MES. Thanks.
Thraxus  [author] May 29, 2024 @ 5:57am 
lol
Nu May 28, 2024 @ 7:13pm 
its broke
-₪EPIC₪- Fail May 28, 2024 @ 5:21pm 
lol :manjoy:
Thraxus  [author] May 28, 2024 @ 9:01am 
What's also not working is our ability to communicate with one another.

How this is going so far:
You: It's broke.
Me: How?
You: It's broke.

How this should be going:
You: It's broke.
Me: How?
You: Block ownership isn't changing!

How I predict this going:
You: It's broke.
Me: How?
You: It's broke.
Me: ... how?
You: It's broke.

Please prove me wrong; I beg you. My faith in humanity, and my ability to restrain myself from snippy replies relies on it.
Rock Of Kuthian May 28, 2024 @ 12:35am 
I am using your Collection of mods and this is not working.
Thraxus  [author] May 27, 2024 @ 8:13pm 
Define "no longer working" please. You're the first to say anything, and a lot of people use this mod, so I'm going to have to assume what you're seeing may be specific to your setup.
Rock Of Kuthian May 27, 2024 @ 5:14pm 
This mod is no longer working.
Thraxus  [author] May 7, 2024 @ 8:48pm 
No offense, but directly from the mod description:

"When you're within a certain distance of a NPC grid and pull out your grinder, the blocks from the current active block category will highlight for a short period of time. So, if you're within range and pull out your grinder and the Control category still has active blocks in it, those blocks will highlight and show you their position wherever they are on the grid."
CorbyTheSkullie May 7, 2024 @ 6:58pm 
Does this mod cause cockpits and other stuff to glow blue? I was told that some takeover mods cause that to happen, but I am unsure, recently reinstalled space engineers after 2 years of inactivity, and now I find my cockpits and conveyor junctions to be glowing a bright blue, this causing said issue?
Thraxus  [author] Apr 30, 2024 @ 5:44pm 
I have a version that's like 90% complete which has a setting that makes this mod a direct copy of Easy NPC Takeovers (so Lucas can retire that one for good). I just haven't had the bandwidth to finish it yet. I have a discord (link in the mod description). If you want to keep poking at me there to finish it that may do some good, lol.
.Exec Apr 26, 2024 @ 6:29pm 
I will happily pay you for a version of this mod that reverts the take over style back to hacking the control station or slapping a control panel on the grid. I happen to really enjoy jet packing at space carriers at 100mps while spinning my character model in circles, while predicting and pulling of a safe place to magnet land on a ship while avoiding turret gunfire. Then taking the ships and crashing them into a giant graveyard of other ships I have stolen and watch the bizarre physics at work.
Contact me please.
Thank you for your time.
Thraxus  [author] Feb 13, 2024 @ 7:19am 
Missed here, but did answer on Discord: Not yet, haven't been able to finish the version that has configs in it yet. RL took over my priorities for the time being.
RuschGaming.TV Feb 10, 2024 @ 3:13pm 
Is there a way for me to adjust the values of what is considered allowed to grind away to take over? Looking for just grinding away cockpit/seat and medical stations.
Thraxus  [author] Jan 9, 2024 @ 11:49am 
(Sorry for the late response, Steam unsubbed me from comments)

Hrm, that's an odd bug. HT shouldn't care whether you highlighted one grid or another. Every time you whip out your grinder it does all the highlight magic on the spot - there is no memory, save for the bit that disables any highlight currently running. If you hop in Discord and send me your game, I will look into it.

Outside of that, my guess would be there is some other mod or something blocking the highlights from showing up for some reason. Have you added any mods since you noticed the issue?