Space Engineers

Space Engineers

213 ratings
Safe Zone Repairs
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Type: Mod
Mod category: Other
File Size
Posted
Updated
501.583 KB
31 Oct, 2024 @ 7:28pm
1 Nov, 2024 @ 11:20am
2 Change Notes ( view )

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Safe Zone Repairs

Description
Automatic ship repairs in Safe Zones—for a price!

Tired of repairing your ships manually after every battle or scrape? With this mod, Safe Zones become not just sanctuaries, but full-service repair stations. Simply enter a Safe Zone and watch your ship get automatically repaired—at the cost of Space Credits, of course.

Features:
  • Automatic Repairs: Damaged ships are fixed automatically when they enter a Safe Zone, with credits deducted for the required materials.
  • Projectors Supported: Missing blocks? Activate your ship-mounted projector and watch as your vessel is restored to its full blueprint.
  • Configurable Component Restrictions: Tailor the repair process to your needs by defining a list of forbidden components through the XML files generated in your storage folder.
No more time-consuming welding—just glide your ships into a Safe Zone, pay the fee, and watch them get restored!




Feel free to modify and reupload! I just ask that you share any changes with me, as I’d love to learn from them and improve the mod. I hope you enjoy it!
Popular Discussions View All (2)
5
31 Dec, 2024 @ 4:08am
Doesn't work in single player!
Shootme
1
26 Nov, 2024 @ 6:59pm
Crash when Torch server shuts down
_jo.nat_
47 Comments
Goose 15 Dec, 2024 @ 5:58pm 
This mod doesnt seem to work in my game, not even in creative mode. Is there something I need to do manually to trigger the repair? The chat reads "Grid has entered" and "Projector found" but it never repairs. I have 26 mil in credits so it should be repairing but nothing happens. Any ideas?
Torqs 11 Dec, 2024 @ 12:04pm 
Cool mod but it causes way to many issues for too many players to be reliable on a server, even if it works on a server, which it doesn't, at least on my server.
Poru 10 Dec, 2024 @ 1:44am 
I've just installed in a dedicated server. Still have to test it, but when closing I get an error from the mod. I hope this mod works. Because it gives some purpose to money and economy. Makes credits usefull
Ozki 3 Dec, 2024 @ 8:53pm 
I couldn't make it work. It highlights the damaged block and blinks but doesnt repair. Just staying like this and continuing blinking bright green even out of the zone. I had a big hope it is a great idea. Sad ...
HARD TURBO 2 Dec, 2024 @ 12:46pm 
Doesnt crash the game but doesnt work correctly for me - Some block are repaired and some arent. I havent tested destroyed blocks and projectors. Biggest problem is if a damaged block isnt repaired it keeps flashing green forever, even if you repair it yourself or go to a different safe zone. I have a lot of money and components both in the ship and my inventory, not sure what else Im supposed to do to get everything repaired or at least turn off the green flashing lights.
Jim 29 Nov, 2024 @ 10:23pm 
Had to uninstall as the game has been crashing to desktop since I started using it. Have a few QOL mods installed so might be a conflict.
Dragonmar 14 Nov, 2024 @ 6:29pm 
only working in creative mode for me
miku567 13 Nov, 2024 @ 1:56am 
I moved my ship inside SZ but despite the chat message it didnt start the repairs. Checking log file revealed this error close to the end:

2024-11-13 10:42:06.011 - Thread: 1 -> Exception occurred: VRage.Game.ModAPI.ModCrashedException: Mod crashed! ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.ShowMessage(String sender, String messageText)
at SafeZoneGridMonitor.UnloadData()
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
--- End of inner exception stack trace ---
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
at Sandbox.Game.World.MySession.Unload_Patch0(MySession this)
at Sandbox.Game.World.MySessionLoader.Unload()

Full log (remove spaces): https:// / www.mediafire . com/file/sxc7erizfcevsfy/SpaceEngineers_20241113_100420670.log/file
Jim 9 Nov, 2024 @ 7:03pm 
This is a fantastic mod. Given the resource and power cost of a safe zone generator, it is end game content and would make total sense for this to be vanilla IMO.
Curious to know though if it can be configured to pull components from inventory when available rather than creds?
Tipok 9 Nov, 2024 @ 2:48am 
Does it work only in the creative mode?