Space Engineers

Space Engineers

132 ratings
Unbuilt Block Nerfing
   
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Type: Mod
Mod category: Other
File Size
Posted
116.191 KB
6 Sep, 2019 @ 6:06am
1 Change Note ( view )

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Unbuilt Block Nerfing

Description
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

Introduction

This mod aims to address the issue of players using unbuilt blocks to attack bases and ships. The issue stems from the fact that a newly placed block that has not been welded still has the mass of the fully constructed block - as a result, players can use a variety of heavier blocks (heavy armor, refinery, artificial mass, etc) to attack other grids by flying at the target and placing the block infront of them, allowing the inherited velocity to launch the block into the target and dealing massive damage.


What This Mod Does

When a new grid is created in the world, this mod will check it for a few parameters (is it composed of unbuilt blocks, is it non-static). If the newly created grid meets these parameters, it is listed as 'Suspect' by the mod until a block on it is properly built. If that block/grid is recorded to have dealt damage to another grid while listed as 'Suspect' then the damage caused by that block/grid is negated. This means that unbuilt blocks thrown at targets should no longer cause damage. Regular collisions between ships, Player Made Weapons (PMWs), etc would still cause damage because they contain properly built blocks.


Issue Reporting

I ran this through a gauntlet of tests before releasing into the wild, but it has not been tested in a multiplayer environment at the time of launch. The damage system stuff is pretty straight-forward from a scripting perspective, so I'm hoping it should be fine. But if you run into any issues or strange behavior, please let me know in the comments.


Modular Encounters Collection Links

Click Here For The General FAQ About The Mods I Curate.[gist.github.com]
Click Here For My Rules Regarding Mod Republishing.[gist.github.com]
Click Here For The Modular Encounters Admin and Modders Guide.[gist.github.com]
Click Here To Join The Modular Encounters Collection Discord Server.[discord.gg]
Click Here If You'd Like To Support My Work On Patreon.[www.patreon.com]
48 Comments
budisourdog 12 Feb, 2022 @ 4:25am 
Supposedly keen is solving this, https://support.keenswh.com/spaceengineers/pc/topic/blast-bombing . Whether or not they actually fixed it I don't know I havent played Space Engineers in over 2 years but I got the update about the thread emailed and it surprised me.
Gaz 29 Jan, 2021 @ 8:41pm 
Or maybe exceptions for every block spawned as sub-grid and let modders disable the standalone versions of the sub-grid blocks, to only make them accessible by grinding a connected one?
Gaz 29 Jan, 2021 @ 8:36pm 
@Meridius_IX / Lucas If you're still looking for thoughts, here's mine:
Wouldn't it be easier and give less incentive to exploiters to stop and force the unbuilt blocks to static (including small ship blocks), if they are moving without power? Or simply once they've been placed as single blocked grids in the world, force them to static. For building, this should be fine, maybe you can make an exception for wheels, rotor head and piston heads? Maybe just the blocks that you can't place on their own. Most building takes place on static, unmoving grids anyway, and after the grid has been built more, it can be turned into a ship.
DazDaazDaaaz 3 Sep, 2020 @ 11:07pm 
does this mod still work?
Pegas519 13 Jan, 2020 @ 11:48am 
really? players does this? wonder why I don't play multiplayer.
⫸Lyric Drake 591⫷ 28 Dec, 2019 @ 10:20am 
AWESOME.
one time i kept rebeling against a greifer on a MP server and he ended up using that exploit to destroy my most advanced mars base and i sadly ended up rage quiting that server (KEEN NA#4 was the server) and now at least in my worlds that wont be able to happen!
LORIC 26 Dec, 2019 @ 9:44am 
Давай, мы не против.
=+= 25 Dec, 2019 @ 2:29pm 
Может плагин вам дать? На это дело? Лорик? Дориманкс?
Peifmaster 8 Dec, 2019 @ 4:26am 
Another method that might work, instead of trying a reactive approach and negating damage of suspect grids, why not have the mod make unbuilt blocks use either their proportional mass based on their completion state or a set percentage of their completed mass? So for instance the heavy armor block with one steel plate weighs the same as one steel plate, or weighs 1% of its block mass. The proactive approach would make this a much more robust mod and would require a lot more work to get working properly, but it would probably be more consistent. Plus, it would be more realistic too. XD
Dorimanx 4 Dec, 2019 @ 1:05am 
Hmm YES it's can be great idea, check if suspected unbuild grid block count is less than 3 blocks
and it's moving with speed above 10m/s (probably thrown by buthead) then delete the block!
And problem solved :)
no one will cry for lost block worth 1 steel plate.