Space Engineers

Space Engineers

[DEPRECATED!!] Hazard Mechanics
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TheGoudaShoota  [开发者] 2020 年 1 月 3 日 上午 2:22
Configuration Information
Configuration
Configuration File has been added for Customization. File is located in the {SaveName}/Storage/1846489995.sbm_HazardMechanics/HazardConfig.xml

Sections
  • ProtectionSuits - Suit stats for protection against Thermal/Radiation/Shock damage
  • ShockHazards - Blocks that produce an electric shock when the block is damaged below 85%
  • GeneralHazards - Blocks that produce a hazard during normal operation (Such as Heat while block is enabled)
  • ProductionHazards - Upgrade Modules only, these add/subtract from the block the module is attached to
  • RadiationHazards - Items that generate Radiation; Blocks here will only generate radiation when filled with uranium
  • ConfigFlags - Boolean flags, for debugging
  • ConfigFloats - Do not mess with these, not used for now
ProtectionSuits
Suit stats for protection against Thermal/Radiation/Shock damage

Additional suits can be added here; If you find any that dont work as intended, Please let me know

Each suit contains:
Item
Description
SuitName
Name of the suit*
ThermalDamageDivisor
Protection Percent (0-1) EX: 0.05 = 5%
RadiationDamageDivisor
Protection Percent (0-1) EX: 0.05 = 5%
ShockDamageDivisor
Protection Percent (0-1) EX: 0.05 = 5%
Name of suit MUST be the '<Name>' value from the Characters.sbc definition or it wont work
Hazards
If Radius or Damage is 0, Hazard will not be included

Blocks from other mods can be added here; If you find any that dont work as intended, Please let me know

ShockHazards, GeneralHazards, RadiationHazards, ProductionHazards
You'll need to know the 'MyObjectBuilder_*' and SubtypeId if you intend on adding new blocks (you can find this from the CubeBlocks.sbc definitions of the mod you want to add them from)
  • Hazard.HazardType - Accepts: Heat, Cold, Radiation, Electrocution
  • Hazard.TouchDamage - Amount of damage done at 0 distance, damage is divided by distance
  • Hazard.MaxExposureTime - Time before taking damage. Blocks with the same HazardType with a lower MaxExposureTime will lower the current exposure of the player to the lowest max
    - Example: Block A has 10 second exposure, Block B is nearby and has a 5 second exposure; standing in range of both will start current exposure at 5 instead of 10
  • Hazard.InfluenceRadius - Additional range to add to the blocks radius; Base radius is determined by block size
ShockHazards Specific
Batteries, which have capacity remaining, and their integrity is <= 80% (and more than functional [~40%]); Random Chance of electrocution even if turned off, and damaged
- Will be adjusted in future
RadiationHazards Specific
Uranium Ore and Ingot settings are included here; As is Player (under 'MyObjectBuilder_Character')
ProductionHazards Specific
Upgrade Modules only, these add/subtract from the block the module is attached to
Note that blocks here can also be in GeneralHazards, so they can also have a hazard, while reducing the attached blocks hazard
Negative values will subtract from the attached blocks data
- Example: Refinery has 10 second MaxExposureTime; An Effectiveness Module will Reduce it by 2 seconds
Debugging
ConfigFlags
Boolean flags, for debugging
  • EnableStats - Leave off unless I request you enable it; Enables Stats Logging such as Exposure/Cooldown time, damage, etc
  • EnableRadiusDraw - DEBUGGING/CHECKING RADIUS ONLY; Draws the influence spheres of all hazards processed; This is a major performance killer, leave it off unless you're testing
  • DebugOverride - Turn on debugging - Leave off unless you're using EnableRadiusDraw
ConfigFloats
Leave these alone, nothing is done with these
最后由 TheGoudaShoota 编辑于; 2020 年 6 月 1 日 下午 2:27