Skip to content

Instantly share code, notes, and snippets.

@MeridiusIX
MeridiusIX / modupdate.md
Created November 28, 2023 06:47
My Last SE Modding Update

My Last SE Modding Update

Hey Everyone.

Yeah, the title sort of spoils the plot here, but I still wanted to talk to everyone about this.

As many of you know from last month, I decided to take a break (mostly) from Space Engineers. I was starting to feel burned out with modding (both new creative stuff and maintaining the existing stuff), and this was being compounded with stuff I had/have going on in real life. I gave myself some time away from the game, played some other games, relaxed, etc - all with the hope that I'd be able to come back to it feeling a bit more renewed. This was fully my intention at the time.

I did eventually jump back in and decided to start up work on the Corruption rewrite again, along with some other things. For a couple days, I was getting stuff done with it, and it looked like I might be back in the groove of things.

@MeridiusIX
MeridiusIX / NPE-TargetCanFly.cs
Created June 24, 2018 11:24
Ingame - NPC Programming Extender - TargetCanFly
//NPC Programming Extender - TargetCanFly
/*
Description:
- This method will check if a grid (identified via
entity ID) is capable of proper flight. It will
check for thrust in all directions, gyros, power,
and a functional ship controller. If any of these
requirements are not met, the method returns false.
@MeridiusIX
MeridiusIX / NPE-AttemptDespawn.cs
Created June 24, 2018 11:17
Ingame - NPC Programming Extender - AttemptDespawn
//NPC Programming Extender - AttemptDespawn
/*
Description:
- This method will attempt to despawn the grid and any
attached sub-grids. It will only work if the grid is
mostly owned by an NPC faction.
Dependancies:
- NPC Programming Extender mod.
@MeridiusIX
MeridiusIX / Misc-CargoShip Ascend Script.cs
Created June 24, 2018 01:26
Misc - NPC Cargo Ship Ascend Script
//CargoShip Ascend Script
Vector3D despawnCoords = new Vector3D(0,0,0); //This is where despawn coords are kept.
double distanceToTravelUp = 8000; //How High Despawn Is From Ship Spawn
double distanceToTravelRandomForward = 1000; //How Far Despawn Is From Ship Spawn
double distanceFromDespawnTrigger = 500; //How Close Ship Needs To Be From Depsawn To Trigger
string remoteControlName = "Remote Control";
IMyRemoteControl remoteControl;
float remoteControlSpeed = 100;