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A backwards compatible Space Engineers mod pack to add QoL improvements and features in the style of THE EXPANSE

Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=3002953565

License: Other

AMPL 3.04% C# 95.81% Batchfile 1.15%
mod space-engineers space-engineers-blueprint space-engineers-mod the-expanse

expansive-mods-se's Introduction

Hi, my name is Josh ๐Ÿ‘‹

I'm a...
๐Ÿ’ป Developer
๐Ÿ–Œ๏ธ 3D Artist

๐Ÿ’• I'm passionate about Unity & game dev, low poly & stylized 3D art, C# tools and workflow automation.

๐Ÿš€ VR/AR, ML rendering, CAD, 3D printing and futurist concepting are things I enjoy as well.

๐ŸŽฎ For fun I love to play video, card and tabletop games, make game mods, and generally tinker with tech and art.

๐Ÿ‘‡ MORE ABOUT MY WORK ๐Ÿ‘‡

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โš™๏ธ TECH STACK โš™๏ธ

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expansive-mods-se's Issues

Gatling Turrets still fire while reloading (SE issue)

Currently there is an issue in base Space Engineers that allows controlled Gatling Turrets to continue firing while reloading.

Not something that is a problem with this mod, though it is more noticeable because of the fire rate change.

Propose looking into patching it as part of this mod if it still still lingering when I stand up a new Torch server. Probably needs to be patched via PluginLoader and via Torch.

Add mod for better hostile grid takeover

Base SE grid takeover is kind of lacking to me.

Add a better way to takeover a hostile ship that doesn't require adding new custom blocks.

Perhaps:
Grind hack main cockpit (or if none set; any) + grind hack remote control (if present) = grid ownership.
Kind of like Easy NPC Takeovers, but without cryo etc. being counted as 'control blocks'.

Add themed MES mod with faction ships

After faction ships are built and added, add a custom MES mod for themed NPC ships for PvE that include tailored loot in their cargo, custom chat lines and interactions, custom drones and missiles, and custom audio chat interactions such as radioing players, faction grids and factions HQs.

Add themed ship blueprints

Add some ship blueprints that are themed and survival functional, as well as close to scale. (work has started on this)

Plan to incorporate them into the NPC mod so that they spawn and provide PvE interaction.

Plan to add a belter themed spawn ship.

Add default Torch setup for servers

When the main components are together, I would like to add a Torch server config people can chuck into their Torch install to spin up an Expansive enabled world with scale Sol system, realistic sound etc. - the bits and bobs I consider "best experience" for this gameplay.

Probably a recommended mods section and optional config that adds other great community mods that add to the experience.

Add merge script for Steam Workshop publishing

Having the option to publish a single combined mod would be beneficial for upkeep of the mod and have a single place for community engagement.
However, it will limit users from being able to toggle the components on and off that they want - for instance, they may want colored thrusters but not want forward thrust only.
(Add new issue for this once done?)

Proposed change:

  • Add a batch file for merging the mods into a single mod

Config file or options panel to select wanted sub-features

Would be great to add a feature at a later date that allows users to enable or disable sub-features (like disable the thruster limitations) via an in-game menu, commands, or a config file.

However, complications arise for multiplayer vs. singleplayer, as multi will need a way to sync the servers config to the players reliably and securely ๐Ÿค”

Update Planetary Damage for Sol planets

Add the planet names to Planetary Damage for bodies that players should not be able to approach or land on.

Proposed planets that will definitely destroy grids due to their harmful composition:

  • Jupiter
  • Saturn
  • Uranus

Add Sol system planets and sandbox save

Make planets for Sol system and add them to a sandbox save at a certain scale.

Proposed scaling:

  • AU distances in km divided by 30,000 for body placement.
  • Body diameter in km divided by 200.

Result should be roughly a travel time of:
Mars <-> Earth of 2.06 in game hours at max speed, small grid ship.

The book series notes a rough travel time of 46 hours for that trip.

The intent of long (but not anywhere close to real) travel times is intentional.
Space is expansive after all ๐Ÿ˜‰

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