Space Engineers

Space Engineers

Safe Zone Repairs
48 comentarios
Famous5000 19 MAR a las 6:03 
Seems to partially work. Gravity generator components cause the mod to stop working. On top of that, the mod does not generate a component list in the storage as it says it does. I really hope this gets updated with fixes.
Goose 15 DIC 2024 a las 17:58 
This mod doesnt seem to work in my game, not even in creative mode. Is there something I need to do manually to trigger the repair? The chat reads "Grid has entered" and "Projector found" but it never repairs. I have 26 mil in credits so it should be repairing but nothing happens. Any ideas?
Torqs 11 DIC 2024 a las 12:04 
Cool mod but it causes way to many issues for too many players to be reliable on a server, even if it works on a server, which it doesn't, at least on my server.
Poru 10 DIC 2024 a las 1:44 
I've just installed in a dedicated server. Still have to test it, but when closing I get an error from the mod. I hope this mod works. Because it gives some purpose to money and economy. Makes credits usefull
Ozki 3 DIC 2024 a las 20:53 
I couldn't make it work. It highlights the damaged block and blinks but doesnt repair. Just staying like this and continuing blinking bright green even out of the zone. I had a big hope it is a great idea. Sad ...
HARD TURBO 2 DIC 2024 a las 12:46 
Doesnt crash the game but doesnt work correctly for me - Some block are repaired and some arent. I havent tested destroyed blocks and projectors. Biggest problem is if a damaged block isnt repaired it keeps flashing green forever, even if you repair it yourself or go to a different safe zone. I have a lot of money and components both in the ship and my inventory, not sure what else Im supposed to do to get everything repaired or at least turn off the green flashing lights.
Jim 29 NOV 2024 a las 22:23 
Had to uninstall as the game has been crashing to desktop since I started using it. Have a few QOL mods installed so might be a conflict.
Dragonmar 14 NOV 2024 a las 18:29 
only working in creative mode for me
miku567 13 NOV 2024 a las 1:56 
I moved my ship inside SZ but despite the chat message it didnt start the repairs. Checking log file revealed this error close to the end:

2024-11-13 10:42:06.011 - Thread: 1 -> Exception occurred: VRage.Game.ModAPI.ModCrashedException: Mod crashed! ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ShowMessage(String sender, String messageText)
at SafeZoneGridMonitor.UnloadData()
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
--- End of inner exception stack trace ---
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
at Sandbox.Game.World.MySession.Unload_Patch0(MySession this)
at Sandbox.Game.World.MySessionLoader.Unload()

Full log (remove spaces): https:// / www.mediafire . com/file/sxc7erizfcevsfy/SpaceEngineers_20241113_100420670.log/file
Jim 9 NOV 2024 a las 19:03 
This is a fantastic mod. Given the resource and power cost of a safe zone generator, it is end game content and would make total sense for this to be vanilla IMO.
Curious to know though if it can be configured to pull components from inventory when available rather than creds?
Tipok 9 NOV 2024 a las 2:48 
Does it work only in the creative mode?
SalazarWindriver 8 NOV 2024 a las 16:56 
Any way to be able to feed it parts to reduce the cost or make it free? also would be sweet to have an option to flag owned ships for deconstruction to collect parts.
Mike Dude 7 NOV 2024 a las 12:34 
Is there a limit to the projection welding, such as a minimum percentage already built? It sounds like I could build an entire ship for a fee with a projector.

Also, does this support the MGP plugin?
Daemon_Fire 7 NOV 2024 a las 1:23 
@McTec Ind.
No, you need to have the components in the grid with the safezone block to be able to build the parts
MrDoucheFace 6 NOV 2024 a las 18:13 
Hell yeah brother
McTec Ind. 6 NOV 2024 a las 7:27 
This sounds like the kind of thing I would like to see in the base game... albeit with a button prompt instead of auto repair (because I'm stingy with the cash). Awesome work. The only question that comes into mind in regards to possible exploits is the question: "Can you build a vehicle with prototech blocks in creative and then have this station build the blueprint in a survival game?"
Nappel 6 NOV 2024 a las 5:09 
sounds like a great idea and the add on would be a special "saveZone" block edited ofcause so it is restrictabal on servers thad acts like a "repair hangar" for factions and instead of using credits it uses the actual matirials calculated from bluprint of damaged ship thad would be a dream come true ;-)
Shootme 6 NOV 2024 a las 1:37 
It doesn't work untill I'm in creative mod.
Dots 6 NOV 2024 a las 0:04 
thanks for this mod but i rather use build and repair system. its cheaper and does not cost space credits to do it.
StupidoDiabolik 5 NOV 2024 a las 18:14 
@Polygon @Jake - Is there maybe a way to configure something similar with factions relations ?
I know it's not the same as having specific factions able to repair, but that could help restrict between allies, neutrals and enemies.

@Polygon - Otherwise, how does your mod behave with enemy safezones (I'm thinking Factorum encounters) ?
Jazepi 5 NOV 2024 a las 16:48 
Hey Polygon, I've had an issue with this on my DS causing a crash / hung restart during scheduled restarts, is there somewhere I can send you the logs to help isolate the issue?
I'd also really like to pick your brain regarding the economy interaction if possible
Polygon Cherub  [autor] 5 NOV 2024 a las 12:06 
@Jake - Sadly not that I am aware of. Safezone entities, when defined by an npc station, do not have any connection to another entity. So it's impossible to look up information about who 'owns' it through the attributes.

I could think of a few hacky ways to get that info. Like, searching for static grids inside and then looking up the owning faction? Sadly, you can't use a given faction to figure out it's Type as for some reason that Def is not available.

Short answer: No.

If you still end up using it on your server, do share your results. I'd be keen on fleshing out the robustness of it should problems arise.
JakeFromSt8Farm 5 NOV 2024 a las 11:07 
Thank you for the fast reply.

Is there a way to configure specific NPC factions that have the ability. Such as entering in the ship building factions tag into a config? Id like to use this on my server but would prefer only certain factions do the repairs if possible.
Polygon Cherub  [autor] 5 NOV 2024 a las 11:00 
@Bully Magnet - Sorry, it's automatic. Enter the zone and it starts working.

@JWickedScari - Destroyed blocks don't exist, so they can't be repaired. If you activate a projector, that will be built.

@JakeFromSt8Farm - This is for NPC (or admin) spawned zones. The player ones don't trigger the repairs... At least they shouldn't.
JakeFromSt8Farm 5 NOV 2024 a las 10:32 
Can this be restricted to economy npcs or specifically ship builder factions? Is it tied to the actual safezone block? Are admin safezones supported?
JWickScari 5 NOV 2024 a las 8:43 
If the blocks are destroyed, will it still be repaired if it’s part of a blueprint?
Milan 5 NOV 2024 a las 7:14 
I can stack milion, and use that to build ships now, no industry or materials searching is needed, as expense of more expensive overall value, awsome idea.
FireStriker 5 NOV 2024 a las 4:27 
Is this server safe?
Bully Magnet 5 NOV 2024 a las 2:56 
Great idea!!! Can i control when i want to repair, or it just always repairs when im in the safezone? Also would it work with my own safezone?
Polygon Cherub  [autor] 4 NOV 2024 a las 19:54 
@JWickScari any block on a grid you're driving when you enter a safezone will be scanned for damage and subsequently be repaired. Modded or not!
JWickScari 4 NOV 2024 a las 17:52 
Will this work with modded blocks like weapons from weaponcore mods?
Nips 4 NOV 2024 a las 17:12 
Sick mod
BlitzStream 4 NOV 2024 a las 16:00 
YESSS!!
Now space credits is more useful.
More reason to trade.

Now can go pew pew on a whim without worrying the hassle of repairing ship.
John Battlefield 4 NOV 2024 a las 12:15 
I love it, and i like that it adds component restrictions. MES shipyard doesn't do that.

But can you make a way for it to be toggled on/off in-game?
rioll 4 NOV 2024 a las 11:13 
oooh shweet
Ronin Planetary Industries 4 NOV 2024 a las 9:07 
This should be a vanilla part of the game.
Magnum Opium 4 NOV 2024 a las 0:22 
SIIIIIIIIIIIIIIIIIIIIIIIICCCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKK

sicccker than the build and repair system cause it gives purpose to the economy system and the safezones
Osker 3 NOV 2024 a las 21:38 
This is such a great idea, thanks for making this!
8 DAYS 3 NOV 2024 a las 10:51 
OOOOOO this sick, an amazing way to promote the player interacting with the economy sections of the game
Patrick 3 NOV 2024 a las 8:53 
@Polygon Cherub, very nice work! Is this for Economy safe zones, or safe zones created by the SZ block? For the later, you should be able to get the big owner of the block, then get their faction, then transfer the money to that faction account. I've worked a bit with this before and I'd be happy help get the payment stuff working. Please feel free to jump on my Discord if you want to chat about it. Patrick's Discord [discord.gg]
TheHellKat 3 NOV 2024 a las 5:59 
Do you plan to add ship sales like in Splitsies AA series?
Polygon Cherub  [autor] 1 NOV 2024 a las 10:53 
@silver.talon The credits currently disappear to the ether as I was unable to find the owner data on safezone entities. Should I be mistaken on that, it is a change I would like to make.
silver.talon 1 NOV 2024 a las 6:23 
Hey Polygon, if a player faction owns the safe zone, do the credits go to that faction?
Grebanton1234 1 NOV 2024 a las 1:42 
Hey, really cool mod. About the subgrids: Do test it out with the Multigrid Projector Plugin if you can, it might already work with that.
Polygon Cherub  [autor] 31 OCT 2024 a las 22:00 
It will weld damaged, incomplete, and projected blocks.
Polygon Cherub  [autor] 31 OCT 2024 a las 22:00 
I actually did not test subgrids, but I do not believe so. If I can figure it out, I see about supporting it.
Unruly 31 OCT 2024 a las 21:56 
Does it rebuild from projection, or repair existing damaged blocks only?
waj171 31 OCT 2024 a las 21:17 
does it support sub-grids?