Space Engineers

Space Engineers

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Eternal Colossus Mech Chassis
   
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11.914 MB
2 Aug, 2023 @ 1:04am
16 Feb @ 10:25pm
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Eternal Colossus Mech Chassis

Description
No Mods. Works in Survival but meant for Creative (I wouldn't recommend trying to make this in Survival but feel free to try).

Hello everyone! I present for your enjoyment and consumption the Eternal Colossus Mech Chassis. As far as I know, this is the biggest mech chassis out there that is primarily built for fighting. This is somewhat inspired by Pacific Rim Jaegers, and I might eventually make a chassis for those as well (fun fact, those are about half the height of this mech). Feel free to edit this as you please. Add weapons, change colors, have fun! The only thing that I ask is that you give me credit if you post your versions to the workshop.

Uses BeeSoldier's Advanced Walker Script II for its walking. Its a great script that I would highly recommend using for anyone who enjoys making Mechs of any kind. https://steamproxy.net/sharedfiles/filedetails/?id=2686110637

Also uses Blarg's Hinge Script to move the arms. Another great script with a ton of possible uses. https://steamproxy.net/sharedfiles/filedetails/?id=2206750300

If you like this, check out my Discord and other Steam creations for more!
https://discord.gg/DMnDDHXa3y

General FAQ:

Why does this mech look plain?: Yep, that's intentional! I designed this version of the mech to be as easy to modify and use as possible. It currently uses no DLC's, is 100% vanilla, and has very little in the way of greebling or customization. This should allow you to all easily modify it in any way that you would like to make your own awesome versions. Add missiles or melee weapons, change colors, mixup the shape or anything else that you would like! If you have questions about how to modify something (especially with the mech script), then let me know and I'm happy to help!

Do I need to turn of voxel or block damage to use this mech?: I would recommend turning off voxel damage when using this, since it is quite heavy and SE voxels are currently very squishy to impact damage like its feet (until Keen adds mech foot pads, someday). However, you can feel free to keep block damage on, and the mech will usually work perfectly fine without damaging itself. In fact, that is the primary reason that I built it, to be used in mech vs. mech fights.

How do I get the mech to stand back up if it has fallen over?: There are two methods I would recommend.
a: You can find the group I created called "Gyroscopes". Click on that group, and change the pitch of all the gyscopes to the max in either direction, then it will stand, and you can turn off that override when it's close to standing back up.
b: You can turn on the AI behavior for the flight block and one other AI block (such as the attack or basic block), and have that second AI block track a target or character. This works especially well if you tell the mech to auto walk. All of those AI options are in Toolbar 3. This can take some getting used to, but I filled this thing to the brim with gyros, enough to get this choncky thing back up on its feet.

How do I make the mech jump?: Hold down the C button to Crouch, then hold down the SPACE bar if you want a little jump

How do I control the mech with the other Control Seats?: With the mech walking script that I use, it chooses the seat that will control the mech based on the name that I put into the script. It is currently set for the seat called "Control Seat - Main" to control the mech. Only one of these seats can control the mech at a time, but if your main seat gets destroyed then all you need to do is change the name of one of the other Control Seats to "Control Seat - Main", recompile the "Mech" Programming Block, and you should be good to go. If you want to change the name that the program uses, open up that same Programming Block, scroll down near the bottom of the Custom Data of that Program Block, and change the "Mech Name" to whatever name of seat you would like.

How do I get the mech to turn faster or go up hills?: There is an easy solution to both. In toolbar 1, change the gyroscope group override to OFF. This will allow the mech to turn much faster and will follow your mouse movement to incline up or down medium sized slopes. However, turning that override OFF will make the mech less sturdy when it walks and more likely to topple over. I would recommend practicing when to use both at the right times.
10 Comments
FantomX 10 Jul @ 3:21am 
well thank you
Eternal Colossus  [author] 9 Jul @ 10:05pm 
It can be used in survival, but I wouldn't recommend using it with voxel damage turned on, since its feet will currently sink into the ground with every step, damaging its feet until it's stuck in the ground. I'm currently working on a potential fix for this.

Aside from that, it does work in survival. Though I also wouldn't recommend trying to build it in survival since it has so many subgrids
FantomX 9 Jul @ 1:26am 
hi can it be used in survival mode to defend the base or to attack pirates?
Eternal Colossus  [author] 8 Oct, 2023 @ 2:02pm 
Adding thrust to fly is definitely possible for anyone who wants to modify the chassis. They would need to add quite a few thrusters and more power though, since the chassis is very heavy.
Sonicsloth816 6 Oct, 2023 @ 5:30am 
You should put thrusters on it so it can fly
Eternal Colossus  [author] 1 Sep, 2023 @ 3:41pm 
Yes, you can put downwards facing suspension so that the voxels won't damage the feet. However, I have found that the mech's heavy weight tends to clang the wheel suspensions into the ground and eventually destroy them. And this chassis is basic, meaning that if you want to add stuff like that you definitely can. It's up to you!
⎝⧹Greedynuf⧸⎠ 1 Sep, 2023 @ 11:46am 
If you put downward facing suspension so the wheels face downwards, it won't damage the voxels. It looks really cool tho!
Marredone 2 Aug, 2023 @ 8:12pm 
Hhhrrrnnngghhh SO COOL
Eternal Colossus  [author] 2 Aug, 2023 @ 5:05pm 
Thank you, I appreciate it!
Stratus 2 Aug, 2023 @ 4:40pm 
YOOOOOOOOOOOOO

Amazing work! Love the hands opening detail.