Space Engineers

Space Engineers

Dynamic Repulsorlift
24 Comments
Kreeg  [author] 8 Jun @ 8:15pm 
Directional', the glowing tube with the glow matching the Icon is the front
GloBeast 8 Jun @ 5:07pm 
Are these omni-directional or should they face a certain direction?
Yaku 28 Dec, 2023 @ 11:36am 
Any news on if/when the missing smol upgrades are going to be implemented, love using this mod btw <3
Kreeg  [author] 18 Jun, 2023 @ 11:50pm 
glowing light port connects to the Repulsors' similar port
VONMON 18 Jun, 2023 @ 9:51pm 
How do you attach the upgrades? Do they just need to be touching the repulsor?
Kreeg  [author] 13 Jul, 2022 @ 2:42pm 
Not that I am aware of, should be fully functional.
Fenrir Gaming 13 Jul, 2022 @ 2:29pm 
Any need for this mod to be updated due to the new Warfare II and Most Wanted DLC/Updates?
Kreeg  [author] 21 May, 2022 @ 7:24pm 
Is the water mod involved?
As block descriptions keep getting overridden of late by that mod, so that's my assumption on that.

If the server has a different version of the mod, such as changing the subtypeIDs (Which would match that behavior), the blocks with a different ID will despawn.
This is the same with if the server has modified the availability of select block functions.

A server can do this via Script as well' without requiring an reupload, so that is suspected.
CODE7 21 May, 2022 @ 3:55pm 
Curious. Ya so are all the module attachments set up for both small and large grid? In MP there is a comment for large grid only in the tooltip something that doesn't exist in single player. When spawning a ship built in SP intothe server if I have a thrusters with say 3 superchargers attached they vanish. So if the thruster was buried inside I need to cut away to get in there and add them back.

It's not so much the mount points but in MP for instance the Supercharger, efficiency and the big square one all will not work on small grid. They say large grid only.

Thanks for the prompt response, I would like to keep this mod if I can figure out why this is happening.
Kreeg  [author] 21 May, 2022 @ 2:19pm 
I have special subtypeIDs, which should prevent any mod conflict due to how long said IDs are.
The script attaches via ID, which should also make it pretty safe.

For the behavior issue: Not aware of how that happens.
In the slightest, since mount points shouldn't change between DS & SP.

Should be perfectly safe to install near Flares' due to the ID differences.
CODE7 21 May, 2022 @ 2:06pm 
I added this to my dedicated server and as a mod in Single Player. Firstly, for some reason these mods display and act differently between the two. All of the upgrades available can be attached to a small grid ship in singleplayer, but only the force booster can be attached in dedicated. Kinda makes working on a ship in one and importing to the other tedious.

I then tried to uninstall the mod as depending on where I am I work on ships in both MP and SP and as it stands I can't really use this mod effectively....and while it's not in the modlist it's still in the server. Does this mod conflict with other repulsor mods? Like Flare's Star Wars Repulsors?
Kreeg  [author] 15 Mar, 2022 @ 2:01pm 
```All Environments; Work in Space & Atmosphere without difference.```
ThaDaVos 15 Mar, 2022 @ 11:19am 
As you only mention ION thrusters, I guess it only works in space?
Kreeg  [author] 5 Oct, 2021 @ 9:11am 
No
ceilyurie 5 Oct, 2021 @ 7:50am 
does oen thruster apply thrust in all directions?
Kreeg  [author] 22 Mar, 2021 @ 1:12pm 
No'

You place Repulsor, you place upgrade on that repulsor; That repulsor is upgraded.
It's a thruster, without flames, that has upgrades that you slot onto it, to dramatically increase the thrust output of that repulsor.

Nogrim Stoneson 22 Mar, 2021 @ 6:20am 
okay so the wording in description is a bit strange, but to be clear am i understanding that this gives you a block you can put in the middle of your ship that boost output of all other engines on the grid?

or is each repulsor an engine that works independent of the standard thrusters?

and then once you connect the upgrades to the sides of each one or to just the mother block, they also boost the engines?


are the repulsors multi directional (since they are flameless) or are they also directional, but just heavily upgradable?
DiZ_1989 18 Mar, 2021 @ 1:56am 
Roger, thanks.
Kreeg  [author] 17 Mar, 2021 @ 5:53pm 
Slots on the Repulsors, they're not proximity or grid-local, but installed onto the repulsor.
DiZ_1989 17 Mar, 2021 @ 5:43pm 
Do the upgrades have to be adjacent to the repulsors to work, or can they be put anywhere? And do the upgrades need a specific orientation relative to the thrusters?
Kreeg  [author] 5 Mar, 2021 @ 1:52pm 
Update launched; New Upgrade Modules;
- Heavy Force Upgrade, 5x, 10x
- Efficiency Upgrade, 2x,4x, 6x

Added Tiers to Existing;
- Force Upgrade, 2x, 4x, 6x
- Supercharger, 6x, 9x, 12x
Kreeg  [author] 5 Mar, 2021 @ 12:48pm 
More Upgrades coming today.
Allowing from 2x, to 6x on Basic upgrade type 1, with the introduction of 2 additional upgrade types.

Each progressive upgrade, for most types, has an inherent improvement over the latter, usually better Efficiency, reducing the intake cost of the improvement.
4x, for example, reduces energy drain by 50%, making the 4x increase in force less expensive, than having a 2nd 2x module or thruster.
devil may freak 5 Mar, 2021 @ 12:29pm 
sick
Skallabjorn 5 Mar, 2021 @ 5:50am 
EPIC, love em !