Space Engineers

Space Engineers

S.E.E Effects
29 Comments
electricsamurai May 6, 2024 @ 5:14pm 
Are you planning on ever re making this mod?
Sasha Fox #SaveTF2 Nov 26, 2021 @ 10:06am 
Same honestly even in 21 I still have it enabled, Causes lag but got it enabled in hopes of it being fixed it adds so much that no other mod really adds. With the storms and weathers its a must have.
nadesammich Mar 4, 2020 @ 1:33pm 
So I guess this mod is dead now, which is a shame because it was a must have in my games, but that debug command bug just kills it
Zóar Sep 29, 2017 @ 3:58pm 
Hi! you are working on a rework?
Wartank  [author] Apr 2, 2017 @ 3:15pm 
damn sorry sorry I was away for a bit:
@BlauHawk: I'm currently working on something, I'll poke you
@Vaaventje: I think it is broken. This m od is secuadled for a rework, but things are kind...busy..these days. Keep an eye on my workshop tough as I have something comming up
@Under Frog: I added you to my friends, I might have something interesting for you ;)
UnderFrogg Jan 12, 2017 @ 12:04pm 
Do to the limited means i am corzra i would like to use your mod in my surival series... there will be no money involved as. i made clear to my team this will be free fun.. and i would loveshow your mod so im saking for your permission to use said mod.
Vaagventje Oct 25, 2016 @ 1:36pm 
Uhhm als je het makelijker vind kan ik het ook in het nederlands voor je uitleggen:p?
Vaagventje Oct 25, 2016 @ 1:35pm 
Okey the debugg command is on by default i figured. and when it says its off, its actualy on and visaversa. now the intresting this is that the .activate command just turn stuff on, never off.
am i missing something? or is it just broken? :\

also i think i got the same bug as our russian friend in the comments, he said that he kept getting a bug that says effect 20 not spawned at it craches his game. my game doesnt crash but it does keep showing the debug message like 100x per sec a grinder even touches something.
turning debugging ON somehow removes the debug messages..
Vaagventje Oct 24, 2016 @ 7:45am 
Heey, uhhm recently i keep getting "effect was not created 22" from the debugger. but the debugger is set to false. i do notice that usualy a effect is created when this error epears but it this time is not. this usualy happens when iam hand grinding something. anyideas on what has gone wrong? or how to atleast turn the message off.
any help is apreciated :)
BlueHawk Sep 27, 2016 @ 6:57am 
@Wartank Hey I saw your last post on Space Sappers about how work on that mod had slowed to a crawl. I'm currently trying to put together something similar to SS and EEM ant thought that maybe I could help you (or you me) to put together something great Drop me a line because I'd love to help you with the S.E.E series
Savargon Sep 19, 2016 @ 9:10am 
I mean, cut blocks of armor and I vydoval error, and then thrown out of the game. Frustrating when 30 seconds of play, and fly.
Wartank  [author] Sep 19, 2016 @ 8:26am 
@sanych109: Sorry man, I don't know what you mean. I see DX11...yes this mod is dx11 competable.
Wartank  [author] Sep 19, 2016 @ 8:25am 
@Dave: I did that on purpose as most damage is always on armor. And I wanted a start trek like effects where it is sparks everywhere. Thanks for covering it btw :)
Savargon Sep 19, 2016 @ 2:31am 
При игре на DX11 не отображает дым и выдаёт ошибку 20. Если спиливаешь блоки в большом колличестве, выкидывает из игры.
Dave Sep 18, 2016 @ 4:34pm 
https://www.youtube.com/watch?v=r_pFwiKmtgc
seems to work well. A shame the efects are not localized to the are of damage, but still looks cool
Mrcalzon02 Sep 1, 2016 @ 5:32pm 
Thanks!
Wartank  [author] Sep 1, 2016 @ 1:07pm 
@mrcalzon2: Use the ingame chat. Certain worlds are listened to for the mod. Type .help for more information about all commands in game (or look in the description). The command you are looing for is .setMaxEffects 20 (means that no more then 20 animations can be active per grid, ea ship, at any given time, You can ofcourse switch 20 to whatever number you like. Note that these settings are not saved, so you'd have to enter it again if you restart the game)
Mrcalzon02 Sep 1, 2016 @ 1:00pm 
okay wow! how do i do that exactly? console command?
Wartank  [author] Sep 1, 2016 @ 8:42am 
@mrcalzone02: Lower the maximum effects with .setMaxEffects if you got a lower end computer. It will reduce the amount of effects (and thus load on your computer)
Wartank  [author] Jul 16, 2016 @ 3:37pm 
@venator2070: The effects are purely cosmetic. They should not have any effect on the functioning or health of the block (as they are not connected by code. Its done using cordinates and spawning a effect in at point x y z, not on block level)
venator2070 Jul 16, 2016 @ 3:06pm 
Good mod for large ships but not for small ones and not very shieldcompatible. If the ship isn't moving the shield is regenerating but once it moves the shield ceeses it's function. do the effects deal extra damage or what is causing it?
Wartank  [author] Jun 29, 2016 @ 1:44pm 
@[A.G.I.] MSI-GAMING-FAN To be honest I cant give you hard numbers. All effects are rendered client side by the game engine itself so overhead shoud be limited to a minimum. During the shoot of the demo video I had 60fps constant (apart from when the planet is rendering or the ship collision, but that is a fps drop even in vanilla). My pc is a I7 3770k (clocked to 4ghz) with a GTX 970
Avelius Jun 29, 2016 @ 1:20pm 
Well I can't test this mod now on my gaming pc but could you tell how much it will affect performance if I for example normally got 70 FPS on planets and I would now start using this mod would I get a minus of 10-20 FPS? I know its difficult to say and I definetly don't want to know this precisely, but what is your experience with your mod? (My PC: -Intel Core i7-4770K, -NVIDIA GeForce GTX 770)
Aziraphale Jun 28, 2016 @ 10:45pm 
YES THAT
Wartank  [author] Jun 28, 2016 @ 7:16am 
@Raging_Pestilence: What do you mean? You mean having constand sparks and fire if your ship had sustained critical damage (total health of all blocks below a average of 40% for example?). Could be interesting, I'll keep it in mind!
GrimTheYeeter Jun 27, 2016 @ 4:01pm 
Quite an interesting mod. I like the concept as much as I liked one called Grid Integrity. I'll have to keep an eye on this one for sure.
Aziraphale Jun 27, 2016 @ 1:26pm 
Also could you make it so that after a certain point of damage enhanced effects take place constantly on that grid so they just don't go away if there is no more shooting despite the fact that a ship could be catastrophically damaged
Wartank  [author] Jun 25, 2016 @ 5:10pm 
@d_valroth: Agreed, the next update will have damage scaling with it (to both damange and user preferences), see the todo list in the mod description ;)
d_valroth Jun 25, 2016 @ 3:50pm 
This is a cool idea, but I feel like it should take the level of damage into account. The whole base breaking out into fire and sparks just because one pirate drone was shooting at it seems silly. The effect was much better when the two big ships were blasting each other.