Space Engineers

Space Engineers

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O&B's Ship Class System
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
830.260 KB
20 Mar, 2024 @ 3:41pm
14 Dec, 2024 @ 3:24pm
168 Change Notes ( view )

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O&B's Ship Class System

Description

If you enjoy this mod, please rate! Thank You.

OB's Ship Class System

Inspired by Blues Hailfire's mod and Zebgef's rework of said mod, this mod has been completely built from the ground up with modularity and performance in mind.

The purpose of this mod is to be able to put your grids within specific classes and then according to those class limitation and modifiers get various bonuses. This mod is mainly meant for multiplayer scenarios where multiple factions are battling it out with various fleets. These fleets can then have ships from all sorts of different classes that each have their own bonuses and building limitations.

This mod mainly serves as an alternative to the default keen block limit system and should diversify your fleet makeup by quite a bit.

Logic is fully event driven, which means that updates only happen when they really need to.

Configurator app
By courtesy of skiittz there also is an application available that allows you to create your configs for the mod through a visual UI.

https://github.com/skiittz/Ship-Class-System-Config-Editor/releases

Gratitude
Special thanks to Guage for guidance on ship speeds.

Common Questions:

Where do I set my ship class? From your main cockpit.

How do I see the limits? Go to your Beacon terminal bottom right.

Does it work on servers? Yes, and it has been tested.

Does it include subgrids? Yes, this has been tested thoroughly.

Could I just Use this as a replacement block limiter? Yes

Go to Your_World_Save/Storage
What is configurable, each class contains the following: (You can make as many as you want.)
- Name (Required)
- MaxBlocks (If set to -1 will not run)
- MaxPCU (If set to -1 will not run)
- MaxMass (If set to -1 will not run)
- CubeSize (Large or Small)
- LargeGridStatic (T/F)
- LargeGridMobile (T/F)
- SmallGrid (T/F)
- ForceBroadCast (T/F)
- ForceBroadCastRange (in meters)
- MaxPerPlayer (If set to -1 will not run)
- MaxPerFaction (If set to -1 will not run)
- Modifiers: (Set to 1 to change nothing)
------- AssemblerSpeed
------- RefineSpeed
------- RefineEfficiency
------- Gyro_Efficiency
------- GyroForce
------- ThrusterEfficiency
------- ThrusterForce
------- PowerProducersOutput (Reactors Only)
------- DrillHarvestMultiplier
------- MaxSpeed
------- MaxBoost
------- BoostDuration
------- BoostCoolDown
- DamageModifiers (10x more damage 0.01x less damage, damage*modifier)
------- Bullet
------- Rocket
------- Explosion
------- Environment
------- Kinetic (WeaponCore)
------- Energy (WeaponCore)
-BlockLimits
------- BlockLimit Groups
------------ Limit Name
------------ Any Number of blocks

Join my Discord to discuss configurations and changes: https://discord.com/invite/EUDeV4xhBC
Bug Reports: https://github.com/OwendB1/SE-Ship_Class_System/issues


COPYRIGHT exclusive ODB-TECH

This workshop item cannot be redistributed without explicit permission.
This item is not authorized for posting on Steam.
58 Comments
Blues Hailfire  [author] 30 May @ 9:25am 
I’d like to Second OB here, that’s on the world/server owner. If you feel shield make a difference configure some classes to use shields and some not. The mod also includes speed limits so you can change what classes move the fastest. What you do with it is your business, but if you don’t like the result, consider changing your config.
OB  [author] 28 May @ 12:00pm 
Not really sure if I understand but it is up to the owner of the world to implement limits how they see fit. If they implement it in such a way that drone spam is the meta to counter the big ships then that's on them.
Ronin 25 May @ 12:35am 
Name and size doesn't wining the battle, all of this named vessels can be easy accounted with good fast many drones or sustained a significant damage , you need support or shield generators I tested a many and it is ....zero...only good name and show
Blues Hailfire  [author] 21 May @ 2:22pm 
Lol, OB with the live updates.

@skls ultra you have a way to bypass console scripting restrictions? If so do tell.
Striker 20 May @ 3:02pm 
No worries, thanks
OB  [author] 20 May @ 1:13pm 
Hi! We picked up development again yesterday. Both of us have been extremely busy with life.
Striker 15 May @ 4:27pm 
Hi, any updates on the new version of this mod? Thanks
OB  [author] 3 Apr @ 9:30am 
We are currently working on a new version of this mod to fix all these kinds of issues. Stay tuned!
Alpheraz 20 Mar @ 3:31pm 
Hi! I'm having an error when using this mod with Real Solar System. I don't know if you can help me find a solution. This happens when I select a default class. I would like to be able to send you a Log of the error, but I leave you a small part here:
[Ship Classes]: CubeGridLogic::OnGridClassChanged: Unable to set Class Because:
[Ship Classes]: Exception message = Object reference not set to an instance of an object., Stack trace:
at ShipClassSystem.Utils.GetBlockTypeId(IMyCubeBlock block)
at ShipClassSystem.CubeGridLogic.<>c__DisplayClass31_0.<GridClassHasChanged>b__0(MyCubeBlock b)
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at ShipClassSystem.CubeGridLogic.GridClassHasChanged()
skls ultra 20 Mar @ 12:20pm 
We have some people that can bypass those restrictions on EOS