Space Engineers

Space Engineers

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Damaged Spawnships
   
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Type: Mod
Mod category: Respawn Ship
File Size
Posted
Updated
910.616 KB
1 May, 2022 @ 2:20pm
21 Oct, 2022 @ 11:40pm
7 Change Notes ( view )

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Damaged Spawnships

In 1 collection by Patrick
Rule Changes / Additions
26 items
Description

Automatically Damage Any Spawnship
This allows any spawnship to start with damage to specific (or random) parts. This enables players to have more interesting spawnships without disrupting the early game (beyond having initial access to a little more basic components than normal). This works with any spawnship and any mod.

Convert every start into a unique "red ship scenario" start.
Do I try to fix up this ship, or do I focus on building something anew?

Suggestions, Questions, Comments, and Bugs -> Discord[discord.gg]
I don't troubleshoot, give technical advice, or have discussions in the comment section. That's what the Discord is for. Comments get lost to time, but discord histories can be searched and referenced.

Features
  • Works with any spawnships
  • Eliminates the need for "damaged" versions of blueprints
  • Specify systems for damage, e.g., Jumpdrives
  • Protect systems from damage, e.g., Survival kits
  • Protect specific spawnships from damage
  • Admins spawn without damage
  • Supports SP, MP/DS, and local hosted MP

Quick Start
  1. Add the mod to your game
  2. Respawn

Configuration
The mod generates a default configuration that ensures anything with gravity components and super conductors are degraded to the point where these components are no longer present. Also include are definitions to provide a moderate amount of random damage spread around the ship (but nothing crippling).

File location
~AppData\Roaming\SpaceEngineers\Saves\76561199002779266\{save game name}\Storage\2802482180.sbm_DamagedSpawnships

ProtectAdminSpawnships
Default: true
Allows admins to spawn with undamaged ships.

ProtectedPrefabs
Default: empty
Add a line for any spawnship prefab you wish to always be immune from damage. Multiple entries are supported. For simplicity, you can copy the "Prefab" line from your Spawnships.sbc file into here.
<Prefab>RespawnPlanetPod</Prefab>

ProtectedBlocks
Default: Parachutes, Survival kits, Cockpits, Beacons
Add an entry for any block you wish to always be immune from damage. Entries can define individual blocks (by specifying both TypeId and SubtypeId) or all blocks of a specific type (by leaving SubtypeId blank). For simplicity, you can copy the "TypeId" and "SubtypeId" lines from the block definition .sbc files. The default configuration includes examples. A definition looks like the following.
<Block> <TypeId>Parachute</TypeId> <SubtypeId>LgParachute</SubtypeId> </Block>

DamageDefinitions
Default:
  • ~45% armor blocks damaged 50% or more (~10% armor blocks fully destroyed)
  • all production, jump drives, large grid-gyros, and gravity blocks damaged beyond 85%
  • ~50% of all thrusters damaged beyond 60%
  • the O2/H2 generator on the default spawn pod damaged beyond 60%
These entries define the damage you wish to apply to spawnships. All applicable damage definitions will be applied to every spawnship. Each entry uses the following format.
<DamageEffect> <Prefab>RespawnPlanetPod</Prefab> <Probability>1</Probability> <MinimumDamage>0.6</MinimumDamage> <MaximumDamage>0.9</MaximumDamage> <TypeId>OxygenGenerator</TypeId> <SubtypeId></SubtypeId> </DamageEffect>

Prefab
This is the name of the prefab taken from the spawnships.sbc file. The damage defined in this this entry will only be applied to this prefab. You can copy and paste directly from the .sbc file into this entry. Leave this blank to apply this effect to all spawnships.

Probability
(0-1) This is the percentage value for each matching block to have damage applied to it.

MinimumDamage
(0-1) This is a percentage. Each matching block will have at least this much damage applied to it.

MaximumDamage
(0-1) This is a percentage. Each matching block will have at most this much damage applied to it. Use a value over 1 if you want the possibility for the block to be destroyed.

TypeId
This is the block's type Id as shown in the block definition .sbc file. You can copy and paste directly from the .sbc file into this entry. Leave this blank to match all blocks.

SubtypeId
This is the block's SubtypeId as shown in the block definition .sbc file. You can copy and paste directly from the .sbc file into this entry. Leave this blank to match all blocks of the provided TypeId.

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Suggestions, Questions, Comments, and Bugs -> Discord[discord.gg]
I don't troubleshoot, give technical advice, or have discussions in the comment section. That's what the Discord is for. Comments get lost to time, but discord histories can be searched and referenced.
17 Comments
Patrick  [author] 11 Nov, 2024 @ 1:04pm 
@Farmer Nate, if you add this mod to your game, it'll work with whatever spawn ships you are using.

@Jack the Stripper, thanks! I'm glad it's working so well for you :D
BarveyBude 7 Nov, 2024 @ 6:00pm 
nvm i got it to work
Jack the Stripper 3 Nov, 2024 @ 2:33pm 
Never leaves my modlist. 10/10 improvement on space spawns.

Nothing like spawning near a planet in a blazing inferno, barely escaping gravity with the remaining battery charge, and playing thruster tetris to bring the ship to a halt.


I've made a few of these types of scenarios by hand in the past, and the fact that they're automated with this mod is just awesome.
Dayquil 21 Oct, 2024 @ 8:15pm 
does this only work on base game/vanilla spawn ships? or does it work with modded ones as well?
Patrick  [author] 16 Oct, 2024 @ 5:37pm 
BarveyBude, head to the Discord and I'll be happy to help you.
BarveyBude 11 Oct, 2024 @ 3:50pm 
help it dont work
Xandrii 8 Jan, 2023 @ 9:22am 
Thats great, was just curiously if that was only luck or real.
Patrick  [author] 8 Jan, 2023 @ 8:04am 
Thank you! The mod already ensures the cockpit, survival kit, parachute, beacon, and batteries remain intact. If this has not been the case for you, please go to the Discord and report the bug.
Xandrii 8 Jan, 2023 @ 6:47am 
Not sure if this mod have it *by standart* but it would be great if at least one battery and starter kit is untouched. (because Medic components are nearly impossible to get in early game, and you need at least one WORKING assembler to create a battery)

Else lovely mod ^^ We all needed that :P
Patrick  [author] 6 May, 2022 @ 6:01pm 
Jump on the discord. It works every spawn for me. Is it possible you turned on creative tools prior to those subsequent spawns?