Space Engineers

Space Engineers

O&B's Ship Class System [Maintenance mode! Check out arcane cores!]
60 条留言
Blues Hailfire  [作者] 9 月 10 日 下午 1:56 
Please go check out the new version thanks!
Blues Hailfire  [作者] 5 月 30 日 上午 9:25 
I’d like to Second OB here, that’s on the world/server owner. If you feel shield make a difference configure some classes to use shields and some not. The mod also includes speed limits so you can change what classes move the fastest. What you do with it is your business, but if you don’t like the result, consider changing your config.
OB  [作者] 5 月 28 日 下午 12:00 
Not really sure if I understand but it is up to the owner of the world to implement limits how they see fit. If they implement it in such a way that drone spam is the meta to counter the big ships then that's on them.
Ronin 5 月 25 日 上午 12:35 
Name and size doesn't wining the battle, all of this named vessels can be easy accounted with good fast many drones or sustained a significant damage , you need support or shield generators I tested a many and it is ....zero...only good name and show
Blues Hailfire  [作者] 5 月 21 日 下午 2:22 
Lol, OB with the live updates.

@skls ultra you have a way to bypass console scripting restrictions? If so do tell.
Striker 5 月 20 日 下午 3:02 
No worries, thanks
OB  [作者] 5 月 20 日 下午 1:13 
Hi! We picked up development again yesterday. Both of us have been extremely busy with life.
Striker 5 月 15 日 下午 4:27 
Hi, any updates on the new version of this mod? Thanks
OB  [作者] 4 月 3 日 上午 9:30 
We are currently working on a new version of this mod to fix all these kinds of issues. Stay tuned!
Alpheraz Vasil 3 月 20 日 下午 3:31 
Hi! I'm having an error when using this mod with Real Solar System. I don't know if you can help me find a solution. This happens when I select a default class. I would like to be able to send you a Log of the error, but I leave you a small part here:
[Ship Classes]: CubeGridLogic::OnGridClassChanged: Unable to set Class Because:
[Ship Classes]: Exception message = Object reference not set to an instance of an object., Stack trace:
at ShipClassSystem.Utils.GetBlockTypeId(IMyCubeBlock block)
at ShipClassSystem.CubeGridLogic.<>c__DisplayClass31_0.<GridClassHasChanged>b__0(MyCubeBlock b)
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at ShipClassSystem.CubeGridLogic.GridClassHasChanged()
skls ultra 3 月 20 日 下午 12:20 
We have some people that can bypass those restrictions on EOS
OB  [作者] 3 月 19 日 下午 2:44 
"Hi there, would I be able to have permission to try and put this on MOD.IO? Because I am an admin for a EOS server and would like this on our server."

I dont think much if any of the scripting logic for this will work with crossplay servers
OB  [作者] 3 月 19 日 下午 2:43 
I doubt it would be a config issue
baddest sumbitch on the road 3 月 15 日 下午 8:52 
Seems like out of the box my ship will not use the "Utility" class could this be a configuration issue?
skls ultra 3 月 15 日 下午 4:11 
Hi there, would I be able to have permission to try and put this on MOD.IO? Because I am an admin for a EOS server and would like this on our server.
OB  [作者] 2 月 24 日 上午 8:58 
@kjs could you add me on steam, send me a copy of the config and the tank? I will check it out.
[Spitfyre] kjs 2 月 22 日 上午 10:53 
I have a problem with a custom class I made for tanks. When the grid is set to a tank everything says its good. But then the weapon will still just shut itself off. I tried with modded and vanilla cockpit blocks. Modded and vanilla guns. Singleplayer and Multiplayer. I do not know why it does it and CTRL X+V does not fix it. Any way to fix this?
OB  [作者] 2 月 12 日 上午 11:39 
That's rather unfortunate! We will have a look to see what could cause the memory leak.
GetRaccD2004 2 月 10 日 上午 10:44 
this mod seems to overload the memory usage on my server, causing it to crash and restart
OB  [作者] 1 月 17 日 上午 4:49 
@Amos Burton Technically that is possible, functionality is not there currently so I'd suggest creating a feature request ticket under "issues" on our GitHub repo https://github.com/OwendB1/SE-Ship_Class_System/issues
Amos Burton 1 月 16 日 下午 3:57 
Hey Blue. so i can see how this can be used but it still doesn't do what im looking for. you have any ideal if possible?. you place your cockpit and depending on how you set it in the script to check to not allow any thrusters of a certain type to be placed in the directions you like to prevent. if found it would shut off that thruster.
Blues Hailfire  [作者] 2024 年 11 月 19 日 下午 8:40 
Go ahead and load in the vanilla config. It does not create from scratch, and then you'll be okay.
Alpheraz Vasil 2024 年 11 月 11 日 下午 4:08 
Hi! The app to create configurations doesn't work, it gives an error for every button I press. I don't know if I'm doing something wrong, do I have to put the app in a specific folder for it to work?
Blues Hailfire  [作者] 2024 年 11 月 10 日 上午 7:26 
So we have a built in check, if grids are owned by an NPC they are ignored. You can also add faction tags to the ignore list, for example an admin faction.
<IgnoreFactionTags>
<string>SPRT</string>
</IgnoreFactionTags>
<IncludeAiFactions>true</IncludeAiFactions>
Clockwork The Painfully Ok 2024 年 10 月 15 日 上午 4:26 
Thanks for the reply, one more question though, what happens to NPC grids when using this system? Say I create a new class system and delete the old ones, with ID 0 being "unclassed", since all new grids are unclassed does that mean all NPC grids will be marked as unclassed? for context I am using the configurator app linked above and have unchecked "Include AI Factions". Just trying to make sure I didn't accidentally debuffed all NPC grids
OB  [作者] 2024 年 10 月 14 日 下午 3:24 
That is intended behaviour, try setting it to -1
Clockwork The Painfully Ok 2024 年 10 月 14 日 上午 6:53 
setting MaxBlocks to 0 seems to prevent me from placing any blocks on the ships
d.r.hartmann 2024 年 10 月 11 日 上午 6:29 
Is it possibel to make some classes cost resources?

for example making a capital class ship cost some platin idk
Blues Hailfire  [作者] 2024 年 9 月 1 日 上午 11:17 
Galactic Gamer feel free to make your own classes! You can add as many as you want.
G.Admiral_Telcar 2024 年 8 月 14 日 下午 1:58 
Awesome mod, I really like being about to set auto broadcast minimum range and equipment efficiency per class. This has way more options, and actually works compared to the plugin.
JakeFromSt8Farm 2024 年 7 月 30 日 下午 8:52 
@Galactic Gamer, you can make any class any way you want. You dont have to just use what it preloads in the configuration as an example.
Galactic Gamer 2024 年 7 月 27 日 下午 3:35 
I think there should be a Frigate Class for medium ish size ships.
SinOfDeath 2024 年 7 月 13 日 上午 3:15 
I...am speechless... i have been looking for something like this for ages. if i'd been able to code i would have been working on something similar!

Torqs idea would be phenomenal! you could place them not only as a buyable option - but some as lootable from bosses only! or even having to get specific ore from a special planet!

i am definitely about to go down the rabbit hole on this one!
OB  [作者] 2024 年 7 月 6 日 上午 3:37 
Issues from update now fixed!!
Blues Hailfire  [作者] 2024 年 7 月 5 日 下午 3:23 
UPDATE IS LIVE!
OB  [作者] 2024 年 7 月 5 日 上午 10:43 
Hi Book, yes it does! Subgrids are included in the limits of the main grid it is attached to.
BookBurner 2024 年 7 月 5 日 上午 3:00 
Hello, any idea if the system checks for subgrids? Meaning custom turrets?
Blues Hailfire  [作者] 2024 年 6 月 30 日 上午 8:29 
Hi everyone, this is a quick PSA.
1. If you are experiencing bugs, please report them here: https://github.com/OwendB1/SE-Ship_Class_System/issues
When you do, including a crash log is helpful!!
(If we can't reproduce the bug, we can't fix it give us a hand pls.)

2. We have an update coming in the next week, We are currently reviewing it and working with @Skittiz to make sure the GUI configuration tool will be ready. Said tool can be found here: https://github.com/skiittz/Ship-Class-System-Config-Editor/releases/tag/1.2

3. The Next Update includes NoFlyZones, Configurable Ship Class Max Speed, and much much more so get hyped!
Torqs 2024 年 6 月 12 日 上午 3:48 
Added my request to Github and Discord. Hope I'm not too pushy with my idea but I'm just stunned that no mod or plugin yet offers the option to apply a block limit to a grid, depending on a block.
Your ship class system is by far the most advanced and user friendly for players and server hosts system I have seen so far! We only need more options on how to apply the limits and its perfect!
OB  [作者] 2024 年 6 月 10 日 上午 4:38 
Definitely an interesting proposition, throw it as a feature request onto the github and we'll see if we can do anything with it.
Torqs 2024 年 6 月 2 日 上午 8:38 
Is it possible to set a custom made block as the definer to apply a ship class?
What I have in mind is: selling Ship Class Permits (custom component), these are then required to build the class definer block. Depending on which permit and resulting block you build on your grid, it defines what ship class limit is applied.
I just want to include the classes into economy to create a need to deal with economy at all.
skiittz 2024 年 5 月 26 日 上午 9:38 
crash when placing a cargo container on an npc grid i was grinding down:

2024-05-26 12:33:58.629 - Thread: 1 -> [Ship Classes]: CargoContainer | LargeBlockSmallContainer
2024-05-26 12:33:58.683 - Thread: 1 -> Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at ShipClassSystem.CubeGridLogic.OnBlockAdded(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockAdded_Patch1(MyCubeGrid this, MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock_Patch1(MyCubeGrid this, MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
Cosmos 2024 年 5 月 19 日 上午 10:35 
seems to crash the game when trying to set the class
Blues Hailfire  [作者] 2024 年 5 月 16 日 下午 4:10 
Hi there! Due to the most recent update your cockpit MUST be set to MAIN COCKPIT in order to change your ship class!
Awulf 2024 年 5 月 15 日 下午 8:42 
Any chance you plan to create a UI for setting/creating ships?
OB  [作者] 2024 年 5 月 12 日 上午 5:17 
@Kittamaru Currently there is none but the damage class handlers might be able to help. If I were to implement a setting for incoming damage on the specific class that might immediately also integrare with defense shields.
Kittamaru 2024 年 5 月 11 日 下午 5:58 
Perhaps a dumb question - is there anything in this that would allow for modifiers to the DefenseShields mod (I don't know how hard it would be to integrate with that sytem).
OB  [作者] 2024 年 4 月 16 日 上午 11:41 
It should still work. I'll do some testing on my side.
Sam_R_I 2024 年 4 月 15 日 下午 2:54 
Are remote blocks disabled? I have a utility ship that will not let me fly it. It has a helm with the ship classed as utility and a remote + antenna. I have tried all configurations of main cockpit/remote settings and nothing changes.