Space Engineers

Space Engineers

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Power Dependent Beacons
   
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Type: Mod
Mod category: Block
标签: ServerScripts
文件大小
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更新日期
9.074 KB
2021 年 7 月 21 日 上午 4:29
2024 年 1 月 15 日 下午 7:55
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Power Dependent Beacons

描述
Automatically see enemies' (and friends') grids based on how much power they're using!

This mod removes manual control of beacon range, and instead dynamically sets range relative to the power being generated by all power generators on it. The more power a grid is using, the further away it can be seen - similar to a heat signature being detectable. The "on/off" function is also removed, so if there is power to run the beacon it will be on.

There are a few config options which can be found in the Storage/2553232951 folder. There's no need to adjust, just adding mod makes it active, but this allows some tweaks.

The first four config options determine which types of power generator are included; by default solar/battery power allows "running silent."
Reactors (default true)
H2Engines (default true)
Batteries (default false)
Solar Panels (default false)

The next option controls whether range degrades over time (reduces by about 10% per second, once you reduce power) or drops instantly to the new setting. Default is degrades over time.

The final three options are for the "falloff" rate:
LogFalloff (default false) is the fastest falloff, and models a "heat signature" dissipating over three dimensions with a convection factor. Selecting this will reduce detection range of grids pulling a lot of power.
CubeFalloff (default true) models the signature dissipating over three dimensions with no convection, as you would probably get in space (just a guess!) This is still a fairly quick falloff but not as quick as Logarithmic.
SquareFalloff (default false) models the signature dissipating over two dimensions, like directional light or sound does. This will increase the range that big grids can be seen.

If all of the above are set to false, the last mode will apply:
LinearFalloff has the signature dissipating using a linear function. Double the power output, double the range you can be seen.

All falloff options are "normalised" so zero power = no detection range (beacon off anyway) and a large grid large reactor running at full 300MW visible from 5km.
12 条留言
Volg 8 月 7 日 上午 10:00 
yes i want a config option to set max range, and it will just scale form 0 to max for me.
GoddessNora 3 月 28 日 上午 10:16 
is there anyway to modify the range on this to be larger?
jonn19  [作者] 2024 年 2 月 23 日 下午 7:30 
@Tiberius that's weird - I tested and after it was removed beacons got their old sliders and limits back. Any other range-changing mods on your server?
One possibility is the old bug with servers refusing to update mods, or retaining them even after you've taken them out of the list. Down the server, check the content/244850 directory inside your world folder and make sure 2553232951 is gone. Unless you've tweaked any mods to customise things, you can safely delete stuff in here as it should be redownloaded during server load.
Tiberius 2024 年 1 月 30 日 下午 12:31 
Installed this mod on our server. Now even after uninstalled, beacons are showing at 500km... Pls for the love of god fix this.
The_Yrri 2024 年 1 月 16 日 下午 11:39 
Appreciate the tag John!
We did some changes back in 2022 and used unlisted version of the mod to a great success. Will give it another spin on Dedi server environment and report back.
jonn19  [作者] 2024 年 1 月 15 日 下午 7:55 
@The_Yrri Updated netcode component, seems to be working again :)
The_Yrri 2022 年 5 月 14 日 下午 11:56 
Thank you for coming back Jonn19!
Should I manage to work it in MP I will then re-upload it then with giving full credits to you for idea and initial code.
jonn19  [作者] 2022 年 5 月 14 日 下午 5:24 
Hi Yrri, thanks for testing.Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!
The_Yrri 2022 年 4 月 15 日 下午 7:49 
Further testing shows that it doesn't work on DS - shows 0 all the time, doesn't matter how much power is drawn or grid type. Any chance to look into it?
The_Yrri 2022 年 4 月 15 日 下午 7:06 
Is there a way to configure beacon radius vs power used? Say I want idle grids still emit at 500m, then every MW added I want that heat multiply by X meters?
I see math in the script, would be nice to have it config adjustable.