Space Engineers

Space Engineers

Enhanced Gravity Generators - pulling ships together, literally
225 Comments
Digi  [author] Nov 10, 2024 @ 7:19pm 
This is only additive to the behavior of the artificial gravity, which is hardcoded to behave less efficiently in gravity down to 0 yes.

You'll need a mod that adds artificial gravity manually which has downsides like characters not being auto-rotated and not seeing it in HUD...
If you wanna program that, head over to keen's discord ( https://discord.gg/keenswh ) at #modding-programming :P
MaxStone Nov 10, 2024 @ 5:18pm 
is there a gravity mod that allows gravity generators (or a custom made variant) to function in gravity? I cant find anything about that, and from what i've found, i need artificial mass blocks, yet planetary gravity has a multiplier that, at 1g, multiplies ANY amount of artificial gravity to 0.

Zero!

Idk what im doing, and as far as im concerned, you have more knowledge than i do about how the planetary gravity and artificial gravity interact, and was wondering if i coud get some help here.

On a more on-topic note, this should really be in the main game, this mod is amazing, thank you!
Sensational Being Mar 28, 2024 @ 10:51am 
I just noticed the "bug fix" where the gravity generators were working in planet gravity. Any chance of posting a listing where this is a feature?
stoneman.luke2 Aug 31, 2023 @ 2:05pm 
I've made an edit of this mod where it works on planets; Digi, would it be alright if I published it?
Visentinel Mar 8, 2023 @ 6:46am 
Feature Request: Add ability to compute gravity on per block basis so grids are realistically dragged at the edges and turned :)
Deapri May 21, 2022 @ 8:22am 
[pink]zackadiax247 Invert the Gravity force.
Exis Apr 18, 2022 @ 10:05pm 
I would be all for a magnet mod based off of this one.
Digi  [author] Apr 18, 2022 @ 4:30pm 
The problem is it's not a simple restriction removal, if I do that then only ships will be pulled because that's my code that would no longer care about planets, but the game's code still works identically and to change its behavior means to re-implement it.

Either way I'm not changing this one to work on planets, a separate mod that maybe works with magnets would make sense to work on planets, and balanced for whatever purposes you'd want artificial gravity on planets for :P (and I'm not volunteering to make one =) no idea where one would requests mods either xD)
Fyury Apr 18, 2022 @ 2:38pm 
I would like to second zackadiax247's request.
Related question - Your fix to keep this from working in planetary gravity implies that it is possible to allow gravity generators in general to work in planetary gravity like they did at one point in the past. Is there a way to override this restriction server-wide or would it required special modded grav generators like yours that just ignore the restriction?
Exis Mar 16, 2022 @ 1:09am 
can we have a version that dose work in planets? or an option to enable such functionality? I know it seems like it would be a mess of balance issues but what is space engineers if not a mess of balance issues? besides atmospheric gravity drives would be cool, and so would using a mod that makes spherical gravity generators range absolutely massive to make an anti ship area around my base.
Digi  [author] Sep 7, 2021 @ 4:58am 
Can you post your SpaceEngineers log, or read it to see if there's any compile errors or anything (which can happen only to you if it downloaded wrong, happens too frequently :/ blame steam xD)
jsemGejSorryJakoMucq* Sep 7, 2021 @ 4:44am 
I'm not sure if I'm doing it right but it doesn't work for me. When I add @ large / @ small to the generator name in the control panel, the surrounding blocks are not affected.
AgPhoenix Jun 12, 2021 @ 12:58pm 
Ah, I see what you mean now. The gravgen+mass combo is so common that I had subconsciously just accepted it as normal. I also think SE also just has leaky forces in general, since I've seen a kind of "rounding error drift" even in vanilla. Thanks for the approval on the modifications, I'll give it a try soon. :)
Digi  [author] Jun 11, 2021 @ 8:00pm 
Not without turning this into natural gravity which would have other effects, like inability to use jumpdrives xD
Lazorus Jun 11, 2021 @ 10:56am 
thrusters aren't negating it like they do on planets. Is there a way to fix that?
Digi  [author] Jun 11, 2021 @ 3:43am 
Clangdrive implies intent to fly the ship with it :P Gravgen+mass blocks simply allows you to propell the ship and it's probably the first clangdrive design, because keen didn't bother to add the force both ways xD

Anyway, my counterpush thing for grids sitting on grids isn't perfect either, I did some testing earlier and there's still leaky-forces making the grid to move :/

I dunno if I'll work more on that one or on this one to give it server-side enforcement for those settings, so if you wish to reupload a version of this that forces all tags on feel free to do so and include a link to this one in the description :P
AgPhoenix Jun 11, 2021 @ 2:25am 
Thanks for the reply! Do you mean accidental clang movement, or intentional exploits? So far I haven't had any problems while testing (even with multiple sub-grids and loose blocks), but I'm sure someone who really wants to exploit things would still find a way.

If you do find time to release an all-tags-always-on version, I would happily use it. It might make artificial gravity really dangerous, but for the right kind of server that could be part of the fun! :)
Digi  [author] Jun 11, 2021 @ 12:18am 
I did start a mod like that a long time ago but the problems were that I couldn't get the exact entities the gravgen applies forces to, which means it cannot prevent clang drives from happening (which was the primary goal for it tbh).

Or I guess I could just release it with a disclaimer, saying that it cannot fix that issue =)
AgPhoenix Jun 10, 2021 @ 11:29pm 
Works great, and IMO this is how artificial gravity should have worked in the first place. Is there any way to configure this so the @small / @large / @counterpush effects are always applied? If not, do you mind if I try making a variant of the mod for this purpose (with proper credit and link of course)?

The idea is that it would be interesting to run a server where these effects become the normal behavior. Sure, some of the effects could be hazardous for nearby vessels, but I think that could make for some interesting engineering challenges. It may not be for everyone, but it would be great to have that option at the server level.
jackryan529 Dec 6, 2020 @ 2:44am 
ok thanks
Digi  [author] Dec 6, 2020 @ 12:48am 
@jackryan529
It has the same range as your generator, it certainly won't work at 2km away =) and no I won't be increasing its range, it's not meant as a weapon but as a way to land ships and run cars inside larger ships.
jackryan529 Dec 5, 2020 @ 11:40pm 
I figured out how to name it - But how does it pull ships ?
I have a few Enemy ships about 2km away and it isn't pulling them in.

How does it work ?
jackryan529 Dec 5, 2020 @ 11:35pm 
is this how to name it in the info box ?
@large - generator
dzikakulka Sep 19, 2020 @ 12:15pm 
This was the only mod to enable artificial gravity on planets.... can we have a version that works there as a separate mod?
drmskr Aug 5, 2020 @ 12:09pm 
I can? Ok, thanks Digi!
Digi  [author] Aug 5, 2020 @ 8:53am 
You can just set gravity to negative :P
drmskr Aug 4, 2020 @ 5:41pm 
Any chance of a Repulser tag for these, so they push kamakazy ships away? I would like to be able to have overlapping fields that will push ships away to a point, then pull it in, so they get anchord within a certain range for Borg Cutting Lasers...
Malkavian407[RU] Jul 14, 2020 @ 1:53am 
Hmmm. Gravity shield
Digi  [author] Jun 28, 2020 @ 9:53am 
No, because that was a bug.
Also, this mod only adds forces to grids so ores and mass blocks still get handled by the game. Changing that game behavior is way more complicated than one can anticipate xD
Kaldo Jun 28, 2020 @ 8:07am 
Do you have a version that works within planets still? I was using it before and now my things don't work
Digi  [author] May 20, 2020 @ 4:37am 
Sounds possible, try it.
The Murakumo May 20, 2020 @ 3:36am 
So I was thinking.
In "Warframe" the F2P Space Ninjas game also here on Steam,
There's this ship called a "Railjack." Funny as how, that's exactly what I'm working on in my game right now.

Anyway, the Railjack has this weapon called "Void Hole."
Basically the Void Hole is a Black Hole that you fire out into space.
It pulls enemy fighters in and passively does damage over time.

Is it possible for me to use this mod as a projectile & fire it out into space (similar to a Void Hole) and pull enemies into it?
KelTuze Oct 30, 2019 @ 4:16pm 
If you could make the gravity generator focus its power not on itself, but at a certain point in space not far from the ship, then this would be the famous restraining field from Star Trek)
YORBIGBLACKDADDY :) Oct 21, 2019 @ 11:09am 
Yeah, just tested it without mods and it seems to work great. Have to hunt down which mod is the issue. Thanks for being quick to reply. Love the mod btw.
Digi  [author] Oct 21, 2019 @ 3:53am 
Can you try it without any other mods.
YORBIGBLACKDADDY :) Oct 20, 2019 @ 8:14pm 
tried it again and it functioned properly for about one minute before it stops working.

tested it in creative on a shielded grid
YORBIGBLACKDADDY :) Oct 20, 2019 @ 6:58pm 
blocks seemed unaffected when applying the flags @small or @large. seemed to work before economy update
Digi  [author] Oct 16, 2019 @ 2:28am 
Works fine here, I'll need more details in how exactly it doesn't work.
YORBIGBLACKDADDY :) Oct 15, 2019 @ 9:45pm 
great mod but its not working at the moment.
DMMWolf Aug 31, 2019 @ 2:16pm 
yeaaaahhhhh.......... so I weaponized these.......
Endy Jul 2, 2019 @ 1:07pm 
@Gamganca Yeah, same. Why inertia doesn't work with this? I mean, it should, to stabilize the ship in any direction, just like in planets' gravity.
uglydisease Feb 3, 2019 @ 4:41pm 
I am trying to set up a gravity gen small ship, I must be doing something wrong ,because the ship itself doesn't move but if I place small blocks around the ship it pushes / pulls them. Is there samething I need to do beyond adding the @small to my gravity gens to make my small ship gravity gen act a gravity drive?
Exelsiar Jan 5, 2019 @ 10:13am 
Oh, handy.
Darian Stephens Jan 5, 2019 @ 8:12am 
I meant that, since Gravity Generators apply their force directly at the Artificial Mass block, you need to balance them so your ship doesn't tip over. With this, it works on the center of mass anyway so there's no worries.
Exelsiar Jan 4, 2019 @ 8:35pm 
Ahh, so would be good for carriers or unsupported stations? Thanks ^_^
Digi  [author] Jan 4, 2019 @ 8:20pm 
The @counterpush tag pulls both ships together to avoid one pushing the other.
Exelsiar Jan 4, 2019 @ 4:40pm 
I can certainly see what you mean about AM, that'd be super useful, Though I don't see how it'd help with balancing a ship? (though that might be because I never bother with balancing so don't truely understand it.)
Darian Stephens Jan 4, 2019 @ 1:19pm 
I guess for when you don't want to put artificial mass on your ships, or don't want to have to balance them?
Exelsiar Jan 4, 2019 @ 8:42am 
I'm having trouble understanding this mod. I have a gut feeling it's extremely useful, but for the life of me I just can't work out what. Could anyone give me a couple of examples of it's uses?
Gamganca Dec 3, 2018 @ 11:35am 
Do inertial dampeners not work with this? It would be nice to use dampeners to stablize a fighter in a hanger bay without having to balance yourselves with the space bar.