Source-checkedQuality of life & UI

UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar

by Sneaky_Weasel · for Space Engineers

*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other…

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6 yr agoLast updated
Steam WorkshopSource

About UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar

From Steam Workshop

*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other…

*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work! ***

I hadn't been using my old droid because, when I made him, I had zero modelling experience and it showed. Ugly! I missed his little chirps and beeps so figured I'd use my just-over-zero modelling experience to make him look better.

In essence he is a programmable blocks, with a few added extras: * You can change the colour of his status lights * You can trigger 20 different sound effects * He looks way better than the vanilla PB * He looks around and will let you know he's there with some droid chat * If placed on a large block, he can assume any of five positions. Scroll to change. * He'll try to get you out of trouble if your ship gets a bit shot up. Basically, any terminal blocks within 10m which are damaged (not deco'd by grinder, damaged by gunfire/explosion/collision) he'll attempt to repair. He's not magic, he works a little slower than a regular welder and only on one block at a time, and he doesn't repair armour blocks, but he's a master of salvage and doesn't require any components so he might just get that shot-up jump drive working in time for you to escape.

NEW FEATURE: Pseudo-radar! Your astromech friend can now detect grids based on their reactors' output levels. It's the same code as in my standalone pseudo-radar mod http://steamcommunity.com/sharedfiles/filedetails/?id=2051825134 so duck over to that page to see how it works.

NEW NPC-ONLY FEATURE: 3 new functions can be used on NPC grids (faction tags longer than 3 characters) only. bool ok = Me.GetValue<bool>("JumpIn"); bool ok = Me.GetValue<bool>("JumpOut"); bool ok = Me.GetValue<bool>("JumpTo"); JumpIn will create a flash of light to simulate an NPC ship exiting hyperspace. All NPC grids will automatically do this when they spawn anyway. JumpOut will create a "warp" particle effect as if an NPC ship is about to enter hyperspace. JumpTo will cause a NPC ship to do a hyperspace jump to another location. This doesn't automatically trigger any effects. This will fail if the block's CustomData field doesn't hold a valid Vector3D, such as: X:555.555 Y:2000 Z:-3000

CUSTOMISATION: To change his light colours, just edit his CustomData field. For example: Ready: Green Working: Red will make his round light green, and the two square lights red. There are dozens of colours. Note when he's is turned off or damaged, the lights will both be black. If he's animating he'll also make his own mind up about light colours.

To play a sound, add the following to his CustomData field: Play: # where # is from 1 to 20. The sound will loop every five seconds, and when he's looking around. Handy for an audio cue when your shields are low, your ammo has run out, or anything else you can think of. If he doesn't have a sound allocated he'll chat away randomly whenever he moves his head.

He's just over 2 small blocks high (1.2m ish) so if you pop him on a small grid, you can almost hide him from incoming fire on top of an X-Wing with two blocks. I made the collision box small enough to allow him to fit into a 1x3x1 space even though he's slightly wider. His model is identical whether you put him on a small or large grid.

Let me know if you strike any issues, he should be pretty reliable. A bit dirty, though.

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 6 yr ago.

UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2020-07-04, released 2020-07-04

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar.

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What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Quality of life & UI

Small conveniences, tweaks and interface improvements players notice straight away.

Compatibility

Game
Space Engineers

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
  • ✓AuthorSneaky_Weasel, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar, answered

Generated from the mod’s own source data.

Is it free?

Yes. UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download UPDATED Star Wars Systems Astromechs (Animated!) with radiation detection radar from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

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