Space Engineers

Space Engineers

Balanced Deformation
58 Comments
Chojun 11 May, 2022 @ 10:30pm 
As mentioned earlier, this mod breaks voxel collisions. Hope to get an update on this.
Skallabjorn 17 Apr, 2021 @ 4:32pm 
Francis 17 Feb, 2021 @ 6:53am 
Any idea why this mod seems to make missiles do almost no damage?
Without the mod, a direct hit from a 200mm missile does ~1/3 of the health damage to a lone Industrial Cockpit (the cockpit sitting alone with no other blocks attached.)
With this mod, direct hits from those same rockets do ~1% of the cockpit's health in damage.
Mike-Bizzle 14 Jan, 2021 @ 11:36am 
my bad, I read the older comments
Mike-Bizzle 14 Jan, 2021 @ 7:54am 
same with slower speeds
Mike-Bizzle 14 Jan, 2021 @ 7:54am 
with this mod my ships take 0 damage from impact with voxels, damage from turrets and gunfire works as intended with the mod though

flew a couple of times 100m/s into a mountain and 0 damage each time, also hit non deformable blocks on the side of my ship and also they take no damage at all
faith2ess 17 Dec, 2020 @ 8:08pm 
So hoping someone here might be able to help. I use https://sp.zhabite.com/sharedfiles/filedetails/?id=1713051166&searchtext=chillz in a number of my builds, but the blocks don't seem to support deformation. The entire block gets destroyed when damaged. Is there any way I could modify the most to make them act more like armour blocks when damaged and get deformed ?
dexyr 15 Sep, 2020 @ 7:15pm 
@Squidtank btw i'm working on a mod to do just that (add those tags to all the buildable blocks in the game), i also added you
dexyr 13 Sep, 2020 @ 11:13pm 
@Squidtank That's super useful info in your comment. I was trying to figure out why I couldn't get some blocks (yeah, mostly thrusters) to survive even the slightest damage despite upping the integrity of components in Components.sbc. Thankfully, this mod seems to fix it for me at least, but it's crazy that non-deformable blocks just vaporize in vanilla.
Squidtank 9 Aug, 2020 @ 9:14am 
I assume you know all that stuff already, just can't fit much in a 1000 characters heh. Not sure if you tried this already and it's a perf hit or something. But what a rabbit hole. Why did they just put that 50% damage reduction on one block? Good old space engineers.
Squidtank 9 Aug, 2020 @ 9:13am 
I think I found a solution for deforming blocks popping terminal blocks problem? Adaptive Simulation Quality stops deforming even when the server is capable of handling it, so you get deleted blocks. Turned it off. Using scripts to change deform/dmg values seemed to be iffy compared to using an .sbc. Multiple sources modifying values caused stiff grid/elastic effects. Got block values where I want, but when they deform they blow up terminal blocks they are connected to, most noticeably thrusters. The effect isn't obvious in vanilla since damage is low, but with modded weapons its usually better to shoot at armor connected to things to blow them up. Added to thruster def:
<DeformationRatio>0.4</DeformationRatio>
<UsesDeformation>true</UsesDeformation>
and now the thruster isn't affected by the armor block deformation. I don't know scripting, but it'd be a lot easier to use one to apply these values to blocks than to mod everything!
Olie 22 Jan, 2020 @ 1:52pm 
I love how you used a slightly melted lego for the thumbnail of this.
OnyxGuardian1337 4 Sep, 2019 @ 11:15am 
i've noticed that with this mod i can pile-drive my ships into planets without so much as a scratch, it was a suprise to be sure
enenra 11 Aug, 2019 @ 3:08pm 
Hi Gauge

Some questions regarding this.

1) You mentioned that we're free to adjust the script. I'd like to use this script method to do my adjustments for a combat rebalance because it'll be much easier to maintain than countless definition changes in the cubeblocks.sbc - would that be alright with you? Of course with attribution and linking back.

2) I'm a bit confused why you include a cubeblocks.sbc at all in the mod and don't make all changes in the script directly? Why distribute it over both? Are there some things that couldn't be done via script?

3) I'm not quite sure I understand the current issue with deformation: Does the mod intentionally now disable all deformation (if so, how? since from what I can see it just reduces it) or does it still just heavily reduce it so that the results may look like there's no deformation, because Keen changed things around recenlty?
troubled_offspring 20 May, 2019 @ 2:25pm 
I have found an edited version of yours for a server that appears to be working, https://sp.zhabite.com/sharedfiles/filedetails/?id=1735114641 . Is it ok if i include this edited version of your code and schrapnel into my weapons mod to balance things out nicely?
troubled_offspring 20 May, 2019 @ 1:29pm 
awe so it just deletes the block when it hits max damage and does not allow deformation at all?
Gauge  [author] 20 May, 2019 @ 12:11pm 
Depends on your definition. The mod still solves the overpowered gun problem but at the cost of deformation entirely.
troubled_offspring 20 May, 2019 @ 10:47am 
so its currently broken then?
Gauge  [author] 23 Apr, 2019 @ 2:23pm 
Whatever keen did back in the MP overhaul major update made things worse. this mod now turns deformation off completely. If block take any deformation damage AT ALL high damage weapons will delete blocks instead of damaging them.

If you want to accurately balance weapons use this mod along with my shrapnel mod that spreads overkill damage.

Feel free to unzip and modify my script if you want to change deformation rates and experiment yourself.
Master Anon 9 Apr, 2019 @ 3:37am 
weapons overhaul? Will it include the heavy armor dmg reduction reduction? Why would u remove so much reduction? Its heavy armor - why r u making it weak?
Mistlynx 4 Apr, 2019 @ 8:50pm 
I'd happily be a test for your new system, I already have a firing range world save
Gauge  [author] 4 Apr, 2019 @ 8:45pm 
I am working on a weapons overhaul mod that will make this obsolete. It's working for the most part but has a few bugs I need to fix before I release it.
Alb 4 Apr, 2019 @ 6:23pm 
I noticed that collisions into voxels would often do no damage. It seems that collision is based on deformation, and since this mod just about removes it, you'll be hard pressed to damage a ship with crashes.
Mistlynx 4 Apr, 2019 @ 3:49pm 
also the shrapnel was destroying blocks 4-6 blocks away instead of the block getting shot which was very weird
Mistlynx 4 Apr, 2019 @ 3:48pm 
yeah I notice gravy cannons and the like were doing nothing with this installed
Gauge  [author] 4 Apr, 2019 @ 6:01am 
@mistLynx that because the weapon was not doing it's intended damage before. My bet is that your weapon does around 1000 damage per shot. A light armor block has 2500 HP. Keens crappy deformation system will simply delete blocks if weapon damage gets above 800-1000~ damage per shot.

This mod is intended to allow people to balance off exact DPS numbers. I usually use this mod in conjunction with the shrapnel mod to spread over kill damage to neiboring blocks.

Note: a side effect of this mod is that it makes kenetic damage almost meaningless.
Mistlynx 3 Apr, 2019 @ 5:24pm 
This mod is a step in the right direction for what I want but it is a way to far. a weapon that used to take out two layers of light armor can't even take out a single armor block with this installed.
Gauge  [author] 6 Jan, 2019 @ 5:13pm 
Projectile weapons never had splash damage, however I made a mod to do just that.

https://sp.zhabite.com/sharedfiles/filedetails/?id=1412756337
Green_Lightning 6 Jan, 2019 @ 1:06pm 
I like this mod, but it may be a step too far in the wrong direction, making even large caliber guns break a single armor block with no real other damage. Something halfway between this and vanilla would be nice.
Jni 4 Dec, 2018 @ 12:18pm 
I see, happy holidays!
Gauge  [author] 3 Dec, 2018 @ 5:10pm 
I am still working on it. With holidays and other projects progress has slowed a bit. I hate that stuff doesn't deform to.
Jni 3 Dec, 2018 @ 2:40pm 
How's that project / other mod going?

Yesterday, I was flying my hangar ship towards a moon, I put the thrusters on override to keep gaining speed (using a higher speed-limit mod) and walked around in my ship a little. Then suddenly all hell broke loose and the gravity switched, that's when I found out that I had literally rammed my ship STRAIGHT into the ice-moon, and it just bounced off. I'm talking a massive light-block ship going at 500m/s, flying directly into the ground. Not a single block was damaged.

Was pretty funny to say the least, but it kiiiinda removes the challenge of it haha
Gauge  [author] 25 Oct, 2018 @ 11:54am 
yes @baughn keen made more changes and to have it work at all it needs to be like this. I have a project that, when complete will fix the problem entirly
Baughn 25 Oct, 2018 @ 11:11am 
Unfortunately this makes collision damage (ship/voxel) entirely nonexistent. I can crash into an asteroid at 100 m/s and take no damage.
Gauge  [author] 17 Oct, 2018 @ 12:14pm 
@ Zoroastra working on a mod that will make this o1bsolete. Only a few more weeks.
SsteelEater 16 Oct, 2018 @ 10:30am 
It works for custome weapon packs, sadly it does have the side effect of making my gravity cannons useless.. (projectiles and target both remain 100% intact on collision)
MixedMethods 28 Aug, 2018 @ 11:27pm 
Neat! Hopefully this makes the custom weapon packs practical to use now :)
Gauge  [author] 28 Aug, 2018 @ 7:11pm 
Both. Deformation damage from weapons fire scales proportionally to damage it does. Blocks can only deform so much. If deformation goes over the threshold it is simply deleted, ignoring the actual HP of the block (an oversight on keens part). With really hight powered weapons this effect can delete many layers of blocks.

The simplest solution to this problem was to reduce all deformation values till it no longer deleted blocks.
MixedMethods 28 Aug, 2018 @ 5:33am 
Does this just reduce the visual damage or does it actually lower damage taken from weps? I'm confused!
Gauge  [author] 27 Jul, 2018 @ 6:49pm 
Yes it does.
Jaz🦊 26 Jul, 2018 @ 11:30pm 
Still work?
Gauge  [author] 10 Jul, 2018 @ 9:28pm 
Thanks
Twitch|JustRyanThings 10 Jul, 2018 @ 7:14pm 
You're*. :line2
Shrimp Fried Rice 16 Jun, 2018 @ 3:02pm 
@JD.Horx Lego's are straight up midnight landmines though. Ever step on one of those little shits at 3 in the morning, when you need to shit?
~(WoE)~ Field Marshall ShVAK 6 Jun, 2018 @ 12:12pm 
the picture is great
Gauge  [author] 15 Apr, 2018 @ 5:09am 
Twig, I have been doing extensive research on this the last month. Keen has been cheating hardcore with deformation. Warheads, missiles; anything that explodes. It completely ignores traditional damage and uses hidden values behind the scenes. You can set the damage value for Warheads to 1 and it will perform the same as it would set to 100,000. Look forward to more mods like this one in the future!
SwazzozzawS 14 Apr, 2018 @ 9:49am 
Devs spend 3 years trying to get blocks to deform right, 1 person in there house does it right in a wekk or month.
jphuffman55 13 Apr, 2018 @ 4:51am 
This mod should be vanilla, its that dope
Gauge  [author] 1 Apr, 2018 @ 10:59pm 
Heads up users. There is no longer any need to build around modded weapons with blast doors. I have replaced my crappy sbc edit with a slick script that handles mods.
JD.Horx 1 Apr, 2018 @ 12:52pm 
Danish? You mean south Sweden.