Space Engineers

Space Engineers

O&B's Ship Class System
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
OB  [author] 19 Mar @ 2:44pm 
"Hi there, would I be able to have permission to try and put this on MOD.IO? Because I am an admin for a EOS server and would like this on our server."

I dont think much if any of the scripting logic for this will work with crossplay servers
OB  [author] 19 Mar @ 2:43pm 
I doubt it would be a config issue
Seems like out of the box my ship will not use the "Utility" class could this be a configuration issue?
skls ultra 15 Mar @ 4:11pm 
Hi there, would I be able to have permission to try and put this on MOD.IO? Because I am an admin for a EOS server and would like this on our server.
OB  [author] 24 Feb @ 8:58am 
@kjs could you add me on steam, send me a copy of the config and the tank? I will check it out.
[Spitfyre] kjs 22 Feb @ 10:53am 
I have a problem with a custom class I made for tanks. When the grid is set to a tank everything says its good. But then the weapon will still just shut itself off. I tried with modded and vanilla cockpit blocks. Modded and vanilla guns. Singleplayer and Multiplayer. I do not know why it does it and CTRL X+V does not fix it. Any way to fix this?
OB  [author] 12 Feb @ 11:39am 
That's rather unfortunate! We will have a look to see what could cause the memory leak.
GetRaccD2004 10 Feb @ 10:44am 
this mod seems to overload the memory usage on my server, causing it to crash and restart
OB  [author] 17 Jan @ 4:49am 
@Amos Burton Technically that is possible, functionality is not there currently so I'd suggest creating a feature request ticket under "issues" on our GitHub repo https://github.com/OwendB1/SE-Ship_Class_System/issues
Amos Burton 16 Jan @ 3:57pm 
Hey Blue. so i can see how this can be used but it still doesn't do what im looking for. you have any ideal if possible?. you place your cockpit and depending on how you set it in the script to check to not allow any thrusters of a certain type to be placed in the directions you like to prevent. if found it would shut off that thruster.
Blues Hailfire  [author] 19 Nov, 2024 @ 8:40pm 
Go ahead and load in the vanilla config. It does not create from scratch, and then you'll be okay.
Alpheraz 11 Nov, 2024 @ 4:08pm 
Hi! The app to create configurations doesn't work, it gives an error for every button I press. I don't know if I'm doing something wrong, do I have to put the app in a specific folder for it to work?
Blues Hailfire  [author] 10 Nov, 2024 @ 7:26am 
So we have a built in check, if grids are owned by an NPC they are ignored. You can also add faction tags to the ignore list, for example an admin faction.
<IgnoreFactionTags>
<string>SPRT</string>
</IgnoreFactionTags>
<IncludeAiFactions>true</IncludeAiFactions>
Clockwork The Painfully Ok 15 Oct, 2024 @ 4:26am 
Thanks for the reply, one more question though, what happens to NPC grids when using this system? Say I create a new class system and delete the old ones, with ID 0 being "unclassed", since all new grids are unclassed does that mean all NPC grids will be marked as unclassed? for context I am using the configurator app linked above and have unchecked "Include AI Factions". Just trying to make sure I didn't accidentally debuffed all NPC grids
OB  [author] 14 Oct, 2024 @ 3:24pm 
That is intended behaviour, try setting it to -1
Clockwork The Painfully Ok 14 Oct, 2024 @ 6:53am 
setting MaxBlocks to 0 seems to prevent me from placing any blocks on the ships
d.r.hartmann 11 Oct, 2024 @ 6:29am 
Is it possibel to make some classes cost resources?

for example making a capital class ship cost some platin idk
Blues Hailfire  [author] 1 Sep, 2024 @ 11:17am 
Galactic Gamer feel free to make your own classes! You can add as many as you want.
G.Admiral_Telcar 14 Aug, 2024 @ 1:58pm 
Awesome mod, I really like being about to set auto broadcast minimum range and equipment efficiency per class. This has way more options, and actually works compared to the plugin.
JakeFromSt8Farm 30 Jul, 2024 @ 8:52pm 
@Galactic Gamer, you can make any class any way you want. You dont have to just use what it preloads in the configuration as an example.
Galactic Gamer 27 Jul, 2024 @ 3:35pm 
I think there should be a Frigate Class for medium ish size ships.
SinOfDeath 13 Jul, 2024 @ 3:15am 
I...am speechless... i have been looking for something like this for ages. if i'd been able to code i would have been working on something similar!

Torqs idea would be phenomenal! you could place them not only as a buyable option - but some as lootable from bosses only! or even having to get specific ore from a special planet!

i am definitely about to go down the rabbit hole on this one!
OB  [author] 6 Jul, 2024 @ 3:37am 
Issues from update now fixed!!
Blues Hailfire  [author] 5 Jul, 2024 @ 3:23pm 
UPDATE IS LIVE!
OB  [author] 5 Jul, 2024 @ 10:43am 
Hi Book, yes it does! Subgrids are included in the limits of the main grid it is attached to.
BookBurner 5 Jul, 2024 @ 3:00am 
Hello, any idea if the system checks for subgrids? Meaning custom turrets?
Blues Hailfire  [author] 30 Jun, 2024 @ 8:29am 
Hi everyone, this is a quick PSA.
1. If you are experiencing bugs, please report them here: https://github.com/OwendB1/SE-Ship_Class_System/issues
When you do, including a crash log is helpful!!
(If we can't reproduce the bug, we can't fix it give us a hand pls.)

2. We have an update coming in the next week, We are currently reviewing it and working with @Skittiz to make sure the GUI configuration tool will be ready. Said tool can be found here: https://github.com/skiittz/Ship-Class-System-Config-Editor/releases/tag/1.2

3. The Next Update includes NoFlyZones, Configurable Ship Class Max Speed, and much much more so get hyped!
Torqs 12 Jun, 2024 @ 3:48am 
Added my request to Github and Discord. Hope I'm not too pushy with my idea but I'm just stunned that no mod or plugin yet offers the option to apply a block limit to a grid, depending on a block.
Your ship class system is by far the most advanced and user friendly for players and server hosts system I have seen so far! We only need more options on how to apply the limits and its perfect!
OB  [author] 10 Jun, 2024 @ 4:38am 
Definitely an interesting proposition, throw it as a feature request onto the github and we'll see if we can do anything with it.
Torqs 2 Jun, 2024 @ 8:38am 
Is it possible to set a custom made block as the definer to apply a ship class?
What I have in mind is: selling Ship Class Permits (custom component), these are then required to build the class definer block. Depending on which permit and resulting block you build on your grid, it defines what ship class limit is applied.
I just want to include the classes into economy to create a need to deal with economy at all.
skiittz 26 May, 2024 @ 9:38am 
crash when placing a cargo container on an npc grid i was grinding down:

2024-05-26 12:33:58.629 - Thread: 1 -> [Ship Classes]: CargoContainer | LargeBlockSmallContainer
2024-05-26 12:33:58.683 - Thread: 1 -> Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at ShipClassSystem.CubeGridLogic.OnBlockAdded(IMySlimBlock obj)
at System.Action`1.Invoke(T obj)
at System.DelegateExtensions.InvokeIfNotNull[T1](Action`1 handler, T1 arg1)
at Sandbox.Game.Entities.MyCubeGrid.NotifyBlockAdded_Patch1(MyCubeGrid this, MySlimBlock block)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock_Patch1(MyCubeGrid this, MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
Q.C Cosmos 19 May, 2024 @ 10:35am 
seems to crash the game when trying to set the class
Blues Hailfire  [author] 16 May, 2024 @ 4:10pm 
Hi there! Due to the most recent update your cockpit MUST be set to MAIN COCKPIT in order to change your ship class!
Awulf 15 May, 2024 @ 8:42pm 
Any chance you plan to create a UI for setting/creating ships?
OB  [author] 12 May, 2024 @ 5:17am 
@Kittamaru Currently there is none but the damage class handlers might be able to help. If I were to implement a setting for incoming damage on the specific class that might immediately also integrare with defense shields.
Kittamaru 11 May, 2024 @ 5:58pm 
Perhaps a dumb question - is there anything in this that would allow for modifiers to the DefenseShields mod (I don't know how hard it would be to integrate with that sytem).
OB  [author] 16 Apr, 2024 @ 11:41am 
It should still work. I'll do some testing on my side.
Sam_R_I 15 Apr, 2024 @ 2:54pm 
Are remote blocks disabled? I have a utility ship that will not let me fly it. It has a helm with the ship classed as utility and a remote + antenna. I have tried all configurations of main cockpit/remote settings and nothing changes.
Blues Hailfire  [author] 10 Apr, 2024 @ 4:20pm 
Well this mod allows you to create ship classes. Then place blocklimits and modifiers on said classes, including all the stuff listed above.
Access the menu from the cockpit
Maoman 8 Apr, 2024 @ 9:38pm 
But what does the mod DO? This description is useless. I'm not adding something I don't even know what it does.