Space Engineers

Space Engineers

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Rust Mechanics
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Type: Mod
Mod category: Other
File Size
Posted
Updated
258.452 KB
22 Feb, 2022 @ 2:29pm
9 Feb, 2023 @ 10:37am
5 Change Notes ( view )
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Rust Mechanics

In 2 collections by Bačiulis
Eat. Drink. Sleep. Repeat! - Immersive survival
25 items
Ancient Astronauts recommended mods
17 items
Description
Blocks will slowly rust over time while in atmosphere of configured planets.

All blocks that is not covered by other blocks or airtight spaces in all directions will be affected by rust.

By default Earth, Alien, Pertam and Venus (that is any modded planet that has "Venus" in it's name) planets are configured.

Grids inside SafeZone that has damage disabled will not rust.

Rusting of powered grids can be disabled in config.

Rusting of specific block types can be disabled in config.

Server side only scripts! (Should work on Xbox dedicated servers, but not tested)

!!WARNING!! This mod is still somewhat experimental. Bugs are expected, please report if encountered. Also careful adding this to your already build world without backup saves.


F.A.Q

- How to repair rusted block?

Wield it up and paint. Only texture needs to be applied to fix rust.

- Does weather affect rusting?

No. Weather effects are not implemented, but it's something to think about for the future updates.


Configuration

This mod can be configured per save game:

Create and save game with this mod added.
Open Storage directory of your save, i.e.:
C:\Users\<User Name>\AppData\Roaming\SpaceEngineers\Saves\<Some number>\<Save Game name>\Storage\<Some number>.sbm_RustMechanics
config1.3.xml file should be inside.
Make sure to edit the latest version if there is more than one!
Also need to re-config every time mod is updated with changes to config options.
Open it with Notepad or other text editor

You will see planets config:
<OnlyRustUnpoweredGrids>false</OnlyRustUnpoweredGrids> <RustDamagesBlocks>true</RustDamagesBlocks> <Planets> <Planet> <PlanetNameContains>Earth</PlanetNameContains> <AverageMinutesToStartRusting>300</AverageMinutesToStartRusting> </Planet> <Planet> <PlanetNameContains>Alien</PlanetNameContains> <AverageMinutesToStartRusting>180</AverageMinutesToStartRusting> </Planet> <Planet> <PlanetNameContains>Pertam</PlanetNameContains> <AverageMinutesToStartRusting>60</AverageMinutesToStartRusting> </Planet> <Planet> <PlanetNameContains>Venus</PlanetNameContains> <AverageMinutesToStartRusting>10</AverageMinutesToStartRusting> </Planet> </Planets> <BlockSubtypeContainsBlackList> <string>Concrete</string> <string>Wood</string> </BlockSubtypeContainsBlackList>

OnlyRustUnpoweredGrids - will rust only unpowered (abandoned) grids if set to true.

RustDamagesBlocks - blocks will get damaged when rusting if set to true. Only texture change when set to false.

More planets, vanilla or custom can be added. PlanetNameContains is any part of planet name. AverageMinutesToStartRusting is how much minutes on average will it take for rust to start appearing on blocks. The further rusting depends on block integrity. I.e. it will take about 20 times more for large light armor block until block completely dissapear.

BlockSubtypeContainsBlackList - blocks that subtype name contains any of the string from this list, will not rust. Keep in mind this checks block subtype name, NOT texture name. So armor block painted in concrete or wood texture will still rust, but for example Concrete block from AQD Concrete mod or Wood Armor block from Tree Harvest mod will not rust.
Any vanilla or modded block names can be added to the list.


Integrations

Any modded planet that has atmosphere can be used with this mod.

Any modded block will rust if it supports textures.

To make rust maintenance more realistic it is recomended to use this mod together with Paint Gun mod, while disabling vanilla painting


Acknowledgements

Mod is based on Atmospheric Damage script by Rexxar. Could not find the original link, if someone has it, please let me know.

Ships in screenshots:
Astron, interplanetary tanker/hauler (No mods) by OctoBooze
“Frontier” Scientific Research Exploration System(No Mod) by ARC17Alpha
SpaceX Starship (1:1 scale) by me


Reporting issues

Please report any issues you encounter to help make this mod better.
When reporting be mindful to provide all possible information, so I can debug and fix it.

This is the minimum information needed when reporting a problem:

- List of all mods used in a game in exact order (take a screenshot of mods menu of save game)
- Latest log, just after issue or crash happened. Log is located:
"C:\Users\<User>\AppData\Roaming\SpaceEngineers\SpaceEngineers_<datetime>.log"
- Screenshot of problem if it is visible in-game

Provide any additional information/details that might help.

Use online services like Imgur, pastebin or others to share screenshots/logs/etc.


Github

Any help on maintaning/improving this mod is welcome, here is Github repo with the code:
https://github.com/vaidasmaciulis/rustmechanics
Popular Discussions View All (7)
22
9 Jun, 2023 @ 4:19am
Suggestion
Jack
6
22 Nov, 2023 @ 8:41am
Suggestion: Quality of life fix for maintenance / repairing rusting blocks
Samarty Pants
3
14 Jul, 2022 @ 10:47am
How can i make things rust away in like 1min?
patris225cz
372 Comments
Shinda Akuma 29 Oct @ 10:24pm 
Shinda Akuma 29 Oct @ 10:19pm 
i fixed it my self
Shinda Akuma 28 Oct @ 1:08am 
<BlockSubtypeContainsBlackList>
<string>Concrete</string>
<string>Wood</string>
</BlockSubtypeContainsBlackList>
dosent work
Ghost57_ 27 Oct @ 1:12am 
Прикольно но лучше бы отключить такой эффект на тех структурах с которыми идёт взаимодействия, строишь корабль и частично он ржавеет. А вот если со структурой не идёт никакое взаимодействия то да, было бы круто, забыл про что-то а оно уже ржавое.
crowstilskin 25 Oct @ 1:24am 
I was just looking into that... I was doing a survival run on Triton with the Frostbite structures added in and really loved this mechanic for rust, but it would be great for frost also
Lotl 20 Oct @ 11:53am 
Can we get a Frost Mechanics for Frozen worlds?
JayRog 20 Aug @ 6:09am 
hi! if you're still updating this mod i've noticed that heavy armour blocks take real time weeks to start to physically break down and decay, while light armour takes a few hours? is this intentional.
Phistandantilus 18 Jul @ 4:11pm 
a problem that I notice whenever I make a duplicate save or "save as" iteration, if I load one of those saves, the configurations are reset to default. further, the rust mechanics folder won't generate until I've loaded the game. this means I have to load a game, unload it, adjust the configurations again, and then reload it, just to carry over my settings. it wouldn't be a problem if I wasn't always making divergent save games, but I can't trust autosave, it has ruined me too many times. is there something that could be done about this? some way to adjust the way the defaults generate? its a minor annoyance in the grand scale, but one I'd still like to be rid of.
ZEN_2255 17 Jul @ 6:50pm 
Hello:se:, after playing and observing this mod, I came up with a rather interesting idea to add a <SafeSkinList> option to <BlockSubtypeContainsBlackList> This line would bring additional mechanics and usability, instead of a whole difference in subtypes of blocks that are not affected by rust, a list of skins would be added, This would bring bolier vanilla mechanics to the game without having to add specific blocks to the game, making it unnecessarily heavy.
A sample string config would look like this:
<SafeSkinList>
<string>Wood_Armor</string>
<string>Concrete_Armor</string>
<string>Plastic_Armor</string>
</SafeSkinList>.
The idea is not really mine, but we managed to implement something similar in the
Atmospheric Damage & Hazards (BB)
https://steamproxy.com/sharedfiles/filedetails/?id=2981291508 .
I think you might be interested to see it...:steamthis:
nickforgie 23 Jun @ 2:11pm 
@Bačiulis, are you still updating this mod?