Space Engineers

Space Engineers

UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar
62 条留言
Macca1508 2022 年 5 月 15 日 下午 2:21 
No worries Jonn19 thanks for your work on this one great mod, aye not a game breaking bug for sure and as soon as I wrote that I had maybe an hour of it not happening so seems mostly good.
jonn19  [作者] 2022 年 5 月 14 日 下午 5:17 
Thanks for the comments team. Macca that issue comes and goes with different updates, I'm not sure how to fix it but I'm on the dumb end of the modder scale :) so hopefully someone else will.
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!
Macca1508 2022 年 5 月 10 日 上午 11:08 
Hi, great mod, anyone else getting when a ship moves and the head does not stay attach and while I leave it stays in place?
Shrekalekalakes 2021 年 3 月 9 日 下午 3:53 
best mod in SE
jonn19  [作者] 2021 年 2 月 18 日 上午 4:54 
Interesting Solestius, it works for me both SP and on a DS. I have had a couple of weird issues with mods not downloading properly, have you tried unsubscribing, restarting steam and resubscribing?
Solestius 2021 年 2 月 17 日 下午 6:13 
I do not think this mod is save game friendly. Can you adjust this?
Solestius 2021 年 2 月 17 日 下午 6:11 
I really like this mod and have used it in the past and want to use it again, however, it is no longer showing in the available mod list and I do not have it loaded as an active mod. Why is this happening?
Nickumtoo 2020 年 12 月 23 日 下午 7:17 
If I may request it, would it be possible to give this the remote control block functionality as well? If not that's fine, it's not too difficult to hide a remote control block in builds, but it would be neat if my little buddy could actually pilot my starfighter for me. ^^
HeavyMetalClown 2020 年 12 月 5 日 上午 7:33 
Thanks a lot for the effort!
jonn19  [作者] 2020 年 12 月 4 日 下午 5:52 
HI Gnome, probably some change to the damage system in an update. Unfortunately when updates change parts of the system code there is no info about that so it ends up being a case of having to re-decompile the code and try to work out what's changed... I shall look into it.
HeavyMetalClown 2020 年 12 月 1 日 上午 10:20 
Ahoy there Jonn, just wanted to ask if you have any clue as to what could be causing this and how to fix it.
HeavyMetalClown 2020 年 11 月 30 日 上午 4:42 
Also just tried removing and replacing the droid in question.. No go.
HeavyMetalClown 2020 年 11 月 30 日 上午 4:37 
Alrighty, I tried using a drill, a grinder and a rifle on both aforementioned Interior Turret and a Survival Kit, neither is being repaired, despite being withing a block's range of the droid.
HeavyMetalClown 2020 年 11 月 30 日 上午 4:29 
I'll have a look. Though I also tried shooting it with a rifle, no dice.
jonn19  [作者] 2020 年 11 月 30 日 上午 1:52 
Thanks Gnome. I wonder if it's 'cos you drilled... does it work if it's ground down a bit?
HeavyMetalClown 2020 年 11 月 29 日 上午 6:06 
Also, just noticed mine is NOT repairing an interior turret on me and mine's home base. If you like, here's some details.

Large grid.
The droid is diagonally 1 block away from the turret.
Everything's powered.
We drilled the turret a little (drill, not grinder) to test the repair capabilities.
The turret is at 94% health.

Feel free to add me so I can invite you to join if you need to inspect the issue personally. Otherwise, I'll try to keep up with this here thread.
HeavyMetalClown 2020 年 11 月 29 日 上午 5:58 
Thanks for clarifying! And don't worry about the BB-series thing! 'Twas but a suggestion!
jonn19  [作者] 2020 年 11 月 28 日 下午 4:59 
Thanks Gnome. A "terminal block" is anything in the list when you open the terminal on a ship/station - essentially non-armour blocks. I think the astromech will repair any of these that are nearby, although he can only fix (damaged) not rebuild (destroyed) blocks, and he is not very fast at it.
Yeah I used to have a R5 model as well but both models were lower poly and looked pretty ordinary, and the heads didn't turn. I am slow and average at the modelling side of things and it's a bit of a long arcane tricky process especially with the multi-model thing for an animated head so I don't have plans to bring back R5 or add BB at this point, sorry :( Maybe one day. Or if anyone else who loves the Blender work wants to do that bit, you're welcome to use the scripting.
HeavyMetalClown 2020 年 11 月 28 日 上午 11:09 
Hey there, excellent mod! What exactly does "Terminal blocks" entail? As in, the little fella only repairs cockpits and such? Also, I'd love a BB-series droid with the same functionality. Just putting the idea out there.
jonn19  [作者] 2020 年 4 月 28 日 下午 9:41 
Hi kingkilla. He won't play a sound "on command" but you can control which sound he will next make.
For example, you could make bool target = false, iterate through your largeturretbase blocks and if one returns True for HasTarget set target = true, then at the end of the loop do Me.CustomData=(target ? "Play: 1" : "Play 5"); which will make his default sound 5, and if there's a target, sound 1. Hope that makes sense.
kingkilla 2020 年 4 月 28 日 上午 10:06 
so if running say whips radar mod is there a way to have him play a sound anytime an enemy comes within range ether way love the models and the chatter
jonn19  [作者] 2019 年 12 月 31 日 下午 5:12 
Hi kingkilla. The vanilla ingame code doesn't support events so the best way is to check status of blocks on a timer, and write the "Play: #" line into the CustomData field if a condition is met. For example, you could get all terminal blocks using GetBlocks and then check each for IsBeingHacked. But actual triggering via an IsBeingHacked event isn't supported.
Does this make sense?
kingkilla 2019 年 12 月 31 日 上午 7:18 
these are great and work well but i was wondering if if there a list of commands for triggering sounds on certain events
Hadesinferno1 2019 年 9 月 15 日 下午 12:12 
These are the droids I'm looking for!
Dansky 2019 年 8 月 31 日 上午 8:53 
Mr john19, These droids are excellent :)
Comrade Corwin 2019 年 8 月 22 日 下午 10:22 
I would love to see a video of this little guy, but no one has reviewed your new version... Just from the description, this seems amazing!
C4PTRAMPAGE 2019 年 6 月 22 日 下午 3:47 
@jonn19
just an idea, make the bottom of the block an invisible conveyor port so it can take the items it needs for repairs from a grids inventory system.
Gspann53 2019 年 6 月 7 日 下午 1:19 
could you maybe add more types of r units? such as the ones with the more square or rectangular heads?
jonn19  [作者] 2019 年 6 月 7 日 上午 6:57 
Ha thanks Detran... I thought it was amazing that I got the head to animate! Turning a block into an entity that can move around, now that would be miraculous.
WaterChain8 and RedBaron97, I'm very time limited at the moment, but fingers crossed will get back to SE in a few weeks. See if I get a chance to do some more modding then.
Maníaco da Esquina 2019 年 6 月 1 日 下午 4:05 
I don't know if someone has already asked, but... there's any way or script to just make them walk freely through my station?
WaterChain8 2019 年 5 月 30 日 下午 3:10 
thx John for the response if ur looking for models I may have some that'd be of use from Gmod though I'm not entirely sure if they'd work. But if ur intrested gives a shout :)
High Lord Baron 2019 年 5 月 27 日 上午 9:35 
Hey man, great work! But could you add a head-only version? Would make it easier to fit on fighters! And more R-Series would be awesome!
jonn19  [作者] 2019 年 5 月 26 日 下午 5:45 
Hi WC8, yeah there was a low-poly R5 in there. I will hopefully get around to putting a higher quality R5 model back in... one day...
WaterChain8 2019 年 5 月 25 日 上午 9:01 
Hey John didn't there used to be another R series droid in the mod? and if so is their any chances of it or other varients coming to the mod?
Resh 2019 年 5 月 23 日 下午 3:58 
I was thinking. Sometimes the droid just can't line up exactly how you want (depending on your ship design) My friends and I were wondering if you could add a new option for the two droid types, a 1x1 small box that's just the animated head. We don't know if that would be super hard but thought it was an interesting idea! Thanks for the response and good work, the mod is awesome.
jonn19  [作者] 2019 年 5 月 23 日 下午 3:54 
Thanks for the update Bucket. Yeah head glitch I've seen too, at modded velocities. Hopefully will get time to look into it, that kind of stuff should only happen approaching light speed!
Resh 2019 年 5 月 18 日 下午 3:50 
Seems to have fixed itself with a server reset
Resh 2019 年 5 月 18 日 下午 2:25 
We have the head glitch but he also doesn't seem to be repairing systems. any ideas?
FyerbrandTactics_ttv 2019 年 4 月 20 日 上午 9:14 
These are amazing I love them so much.
Slight issues in MP hosted by a friend at high velocities today where R2's head wouldn't keep up with the ship during animations. Not a huge deal to me, but it weirded my friend out.
He Who Laughs 2019 年 4 月 16 日 上午 4:27 
Hah yeah that definitely is a larger construction than what I was testing it on, with the recent update you made I'll test it some more, I'll see if it has anything to do with being on the surface of a planet perhaps. Otherwise I'll just accept that the issue is on my end. Great work as always, and thanks for the update!
jonn19  [作者] 2019 年 4 月 15 日 下午 9:45 
Thanks again for the testing Man Who Laughs. I've done a bit of a tweak to the repair part, and tested putting ten of 'em onto this weapon of a build: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1093113437 and I don't get any simspeed drop, so very keen to see how you go with another test. Also flipped the heads around the right way at build time, fiddled to make him not scream randomly, sorted an issue with the multiple-positioning thing, etc.
He Who Laughs 2019 年 4 月 15 日 上午 11:52 
Did some more testing, and unfortunately the issue persists. It seems to work alright when placing an R2 unit in a relatively empty area, then you won't notice much slow down, if at all, but as soon as I place him on or close to a moderate sized construction, it brings the simulation speed down to a crawl.

Hoping there is a possible solution available, I miss the little guy's chirps.
He Who Laughs 2019 年 4 月 14 日 下午 11:05 
jonn19, I'll test a bit more later today when I get a chance, I noticed the issue when you introduced the repair ship within 10m function, so I don't think it has anything to do with the animation addition/feature. Will get back to you with some more info soon.
jonn19  [作者] 2019 年 4 月 14 日 下午 10:51 
Hy szek definitely a possibility. I just grabbed a free release version of the model and simplified it to avoid chewing resources; that takes quite a while though so I can only do when I have downtime between work contracts. ManWhoLaughs have you found this issue persistent? I have not been able to replicate much performance hit.
Captain Mark S 2019 年 4 月 14 日 下午 7:21 
Are R4 and R5 Astromechs a possibility in the future?
He Who Laughs 2019 年 4 月 4 日 上午 10:17 
Hoping this can be fixed, even if it means adding a static variant of the astromech back into the mod as an option, with the sound emitting function.
He Who Laughs 2019 年 4 月 4 日 上午 10:11 
Looks like the recent updates has also made the astromechs more performance heavy, having R2 aboard the Falcon now slows the simulation speed down a whole lot, so I have to remove him... :(

Strange how one little thing like the astromech hit my performance a lot, damn.
He Who Laughs 2019 年 4 月 4 日 上午 12:29 
Ah I see, sure thing, also I am not sure if this is on purpose but the astromech head is backwards upon placement.
jonn19  [作者] 2019 年 4 月 4 日 上午 12:25 
Thanks; not actually a bug, it was always in there as a random sound before I had the idea to make it the damage sound :) Maybe I'll make it super rare unless triggered.
He Who Laughs 2019 年 4 月 3 日 下午 11:59 
Bug report: The damage scream sound emits at random when the droid isn't damaged or being damaged.