Space Engineers

Space Engineers

Configurable Parameters
697 Comments
AL3RCE 13 Nov @ 2:55pm 
@The_ich thanks i'll try that. Other thing i noticed is that the "Reduced Stats on Respawn" setting only lowers your health and food but oxygen, energy and hydrogen are at 100
The_Ich  [author] 12 Nov @ 11:24pm 
@AL3RCE
I would recommend to reset the configuration in that case.

This mod loads the default values quite late in the loading process. So if another mod is overwriting the same parameter, it will be seen (and saved) as the new default. If you still have issues with that, play around with the load order of the mods.
AL3RCE 12 Nov @ 2:26pm 
@The_ich an apply button would be cool because i was just looking at each category and my settings from other mods were overwrited :(
@SpaceGhost
the set value doenst change if its below the new max value but if you did change the max value and cant pull them up to the new max value or they didnt got lowered to the new lower max value something did go wrong.
from past cases the usual thing was that there was no saving of the world after making the changes and before unloading the world which doesnt happen automatically on a server when stopping the world.
SpaceGhost 9 Nov @ 9:47am 
For the Ore detector ranges: After updating these and restarting the server, are they supposed to show the updated value or is it a bug that they show the same value but were improved?
The_Ich  [author] 9 Nov @ 8:47am 
@Mantismax
I assume you mean for the character's jetpack and not for thruster blocks.

If so, that is already available.

If you look at the jetpack settings, you can choose the "custom" preset. There you have something like a consumption factor, which you can increase or decrease, depending on what you want to achieve.
Mantismax 9 Nov @ 8:39am 
hey
can you add in a hydrogen consumption use multiplier? have one for oxygen
The_Ich  [author] 8 Nov @ 10:57am 
@DaniBot
That's a perfect valid reason. ;)

@Atomhirsch
Only on the first load, the default values are loaded and stored in the configuration. So if any of the default values changes with a game update (like the suit settings lately - which is as far as I remember the first time of this mod's lifespan), they will NOT be updated.

You can either check with loading a new game, as you said, or you could use the reset option, save and load to enforce new, fresh default values - though that would reset your entire configuration.

I would recommend comparing (Notepad++ or some other tool) of the saved configuration (in Sandbox.sbc) of your existing world with the one of a fresh world and check, if that contains any unintended changes.
Atomhirsch 8 Nov @ 10:25am 
I need to add:
If i want to make sure all values are default, is there a config its saved?
I could load a new game, add this mod, and check...
Atomhirsch 8 Nov @ 10:14am 
What if default parameters change in the game. Do you have to update this mod or is it like "i dont change it, it will always be default"?
DaniBot 4 Nov @ 11:44pm 
Getting this just for the possible options and because it has a GUI - but actually only to turn the damn hand drill quieter :D
Verlian 4 Nov @ 12:59pm 
@The_Ich Whenever you have time I would be thankful! My players on my server does not fear Radiation enough...... I want to teach them a lesson! =P
Oh yes since Apex several planets stopped having meteors as well so thats a nice addition.
The_Ich  [author] 4 Nov @ 11:12am 
@Atomhirsch
Resetting might work even on a dedicated server. But I don't know right now, just try it out?

@Camnomis
The configuration is saved in Sandbox.sbc - make a backup first.

@Verlian
Good suggestion! There are the following properties inside the MyPlanetGeneratorDefinition, which all look interesting to me:

public float RadiationGain;
public float? RadiationStartHeight;
public float? RadiationEndHeight;
public bool AllowMeteors; // Not related to radiation, but might also be nice to enable/disable meteors per planet.
public float SolarRadiationProtectionFactor;

I need to play around with these to understand, what they do exactly and then I might add some settings regarding that, when I find some time.
Verlian 4 Nov @ 9:56am 
Any possible way to add radiation levels availible to planets/space to the configurable?
Camnomis 3 Nov @ 9:26pm 
I am an admin on a server. I've followed the instructions to save the ore finder distance, Leave game then restart server but the settings will not change. It keeps reverting to default. Is there a text file config setting somewhere I can change instead?
Atomhirsch 25 Oct @ 7:12am 
"Furthermore you can reset the whole configuration to default with one-click.

This feature is only available, if you are running the session as Singleplayer or hosted Singleplayer."

Just to make sure, that means Reset doesnt work on dedicated servers?
@Krateria
to my understanding it doesnt change anything until you tell it to change stuff.
Krateria 22 Oct @ 2:07am 
I noticed that after enabling this mod, planet weather changed it's behavior. I don't exatly know if this mod override it by default? Does it?
Abisius Xarvenius Carbensius 18 Oct @ 10:02pm 
@LtColonel Forest
that is a worldsetting you set inside the worldoptions.

i have both set active inside a world and configurable parameters with it in use and no probs with them showing up so far.

as long as you dont use a mod like modular encounter systems which is made to interact with these systems i cant think of any mod that would influence them.
LtColonel Forest 18 Oct @ 9:59pm 
Hello, is it possible for the mod to prevent random encounters and meteorites from appearing?
Thank you.
Mezztaz 18 Oct @ 12:03pm 
Playing in a survival setting. I was wondering if it would be possible to have a setting to change the spawn frequency for the wolf/spider entities. Maybe change the quantity of items dropped? Otherwise, thank you for this mod and what it does.
The_Ich  [author] 18 Oct @ 1:59am 
@Strower
Unfortunately, that is not possible. The gravity is already set to the spawned entity. Changing the definition of the planet would not affect the already existing planets.

And if I would add this option with the hint, that it will only work for manually placed planets, it will just be confusing and lead to a lot of (false) reports.
Strower 17 Oct @ 1:38pm 
beuatiful mod but planet' section need gravity option as well
The_Ich  [author] 15 Oct @ 12:19am 
@Francis
Thank you for the report.
There was a small issue in the code when applying the parameters.
It should be fixed now.
Francis 14 Oct @ 5:27pm 
Specifically for example, the large grid welder has 1.3 meter radius (matching small grid), but the Apex Survival DLC Welder Type II has the correct 2.26 meter radius.
Francis 14 Oct @ 5:26pm 
With this mod enabled, some large grid ship tools are being treated as the small grid variants.
This seems especially to be on the non-DLC large grid welder & grinder, and in SOME ways the drill.
Your latest update for ship tool settings seems to have borked... something.
okay nope, i'll move this to the Bug Report Thread to not clutter the comments here
the ore spawning probability is on its default values. didnt change anything there but no matter what i do, once i activate Iron and Nickel, only those 2 ores spawn, and if i disable those two and leave others, including gold, uranite and deuterium on, only those 3 spawn. none of the other defined ores like silver, magnesium.
i'll check if its a mod compability issue or something else and report back
The_Ich  [author] 10 Oct @ 1:42pm 
@Katarina [WolfCraft Industries]
That sounds correct? With this mod, you can define, which ores can spawn within asteroids, but that does not mean, that all of these ores will spawn on a single asteroid. The likelyhood of each ore type you can also define in the "Ores" section of this mod.
anyone else not able to set ore spawns on asteroids?
for me, i cant get more than 3 ores on asteroids, usually its Iron and nickel.
once i disabled those, best i can get is uranium, gold and deuterium (mod)
@The_Ich
i did some testing, now a few month in the past, while having wc in the world as i wanted to adjust the rocket speed to the changed gridspeed and it caused wc based rocket launchers to no longer work which is why i say it shouldnt be touched.
as it didnt happen without wc i am just avoiding touching any of the weapon options as long as wc is in the world and its also why i didnt report it in as i didnt know the whole section should be skipped if wc is in use.
The_Ich  [author] 8 Oct @ 9:50am 
@Krateria
All settings apply to the whole world and therefore everyone.

@Abisius Xarvenius Carbensius
Just for clarification:
The entire section regarding Weapon adjustments is skipped, when the WeaponCore mod is used in the same world. There is no risk involved here.

Also the UI section for "Weapons" will only display the Searchlight settings in this case, which is uncritical to adjust alongside WeaponCore.
@Krateria
as its worldspecific once a value has been changed, the world saved and reloaded on host side it applies to all that use that world.

though you should make sure that no other mod that wants to change the same thing takes a bad take on having stuff changed via this one.
for example:

- aerodynamics has no prob with speeds beein changed even though it has a speed change by itself.

- weaponcore takes it badly if you change weapon related values via this one as the settings from this one are changing stuff based on the vanilla weaponframework which gets replaced by weaponcore with the weaponcore weaponframework.
Krateria 8 Oct @ 3:27am 
on dedicated server, when en admin user changes something like top speed, does it changes for everyone?
GadenKerensky 30 Sep @ 11:59pm 
Yeah, it was relative top speed. Another mod I want to learn, but in this case, it was just causing confusion. Only realised it was in there when I kept searching for it in my left-side list but it would never show up, despite being subscribed.

Entirely my fault.
GadenKerensky 30 Sep @ 11:52pm 
Forgive me, I did a dumb. I had relative top speed in the mod list without realising, testing now with that mod removed.
Abisius Xarvenius Carbensius 30 Sep @ 11:28pm 
@GadenKerensky
did you save and restart se before loading into the world again after changing the value for grid speed?

i for my part work with 150m/s for large and 200m/s for small grid as speed limit and can move 210m/s with my char.

if you mean the speed for the rocket launcher that needs to be altered inside a specific file provided by wc itself when wc is useed as already mentioned and file alterations should always be done with se closed.
GadenKerensky 30 Sep @ 10:29pm 
That's fine with me, I don't intend to modify WC stuff much, just making sure what I should and shouldn't do.

Just gotta figure out what the best way to increase speed actually is. For some reason, even after increasing small grid speed to 250ms, it can't go above 110ms. I do have the aerodynamics mod installed, but I upped the speed there too, and I tested that in space.
@GadenKerensky
dont touch any of the weaponrelated settings if you use weaponcore as it has the possibility to break stuff.
the weaponsettings are made to work on vanilla weapons and when you use a mod that replaces the vanilla weapons you shouldnt touch the settings related to the weapons beeing replaced.

that said if my brain isnt totally of the wire there should be a file where you can modify some settings related to wc based weapons, info about that should be inside the github based wc wiki which is linked inside the moddescription of wc itself.
GadenKerensky 29 Sep @ 8:19am 
Does the missile speed parameter matter if you're using WeaponCore?
@The Lapis Fox
if none of the mods using the interface of rich hud are showing up in it it might be related to rich hud.
as i havent noticed it on my end i would guess it could be either a mod conflict or a case of file corruption related to rich hud.
The Lapis Fox 19 Sep @ 5:32am 
In fact, none of the Rich Hud mods are showing up in it, only Rich Hud Itself.
The Lapis Fox 19 Sep @ 5:14am 
This isn't showing up for me either. I've tried to unsub and resub and that didn't fix it.
ATF_Coldblooded Carebear || 18 Sep @ 11:34am 
@Skinner yu need to use “F2” to have access to the configuration menu then once you set it the way you like it then save quit and reload and your good to go.
Skinner 18 Sep @ 6:53am 
I subscribed to this mod, but nothing happens when I press F1 after pressing Enter. I've installed the Rich HUD Terminal as well. Am i missing something?
Maxillius 8 Sep @ 1:53pm 
thanks bro:steamthumbsup:
Mytos 8 Sep @ 1:02pm 
Wow, quick response, tyvm!
Gandalf 8 Sep @ 12:25pm 
Thanks a ton for the quick update!
Tobias 8 Sep @ 12:01pm 
Guys pls it is just like 1h after the update so leav him some time
The_Ich  [author] 8 Sep @ 11:53am 
It should be resolved now.