Space Engineers

Space Engineers

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SpaceCraft Dark Templar
   
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Type: Mod
Mod category: Modpack, NPC, Other
Tags: NoScripts
File Size
Posted
Updated
121.924 MB
4 Dec, 2020 @ 11:40am
31 Jan, 2021 @ 11:57am
2 Change Notes ( view )

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SpaceCraft Dark Templar

In 1 collection by Feldon Cane
SpaceCraft Collection
11 items
Description
[Neutral]

THIS MOD REQUIRES THE SPACECRAFT: CLANGS OF LIBERTY BASE MOD

The Nerazim have severed their connection to the Khala when it was corrupted by an outside source, exiling themselves from the Protoss Empire and becoming outcasts. Because they are no longer linked to the Khala, they are no longer driven to purify like their Protoss bretheren and will actually work with anyone who does not wish to destroy them.

Image credits to Blizzard Entertainment: Starcraft II
11 Comments
Feldon Cane  [author] 29 Dec, 2020 @ 11:27am 
Actually, they aren't ion thrusters. Protoss don't use wheels so I had to invent their own thrusters for early game. Since I can't create my own custom block graphics (yet), I used the Sci-fi Ion model, but they work in gravity.

The reason the units don't move much is because of the performance hit it would cost. Having all the units moving would use significantly more resources than the entire mod for animations which will mostly not even been seen by the user. It's possible I'll add more animations someday but it will come with an off switch.
Arachnade 29 Dec, 2020 @ 7:54am 
A lot of things in this mod spawn on planets with ion thrusters. And as such dont move a whole lot.
Feldon Cane  [author] 26 Dec, 2020 @ 6:55am 
It should appear inside your save game folder. I'm working on something to switch this automatically but for now you should find it in:

C:\Users\{Your name}\AppData\Roaming\SpaceEngineers\Saves

If you find your most recent session, and browse into the "Storage" folder, you should see the MES config files there.
BloodDragon95 25 Dec, 2020 @ 8:38pm 
can anyone tell me where this file is Located or the basic directory, i am having the same issue with this.
Feldon Cane  [author] 21 Dec, 2020 @ 4:48pm 
That is very good to know. I'm going to have to mention this on the main thread and will look into ways I can possibly override it without having to bug Lucas over it. Thank you so much for finding this!
Arachnade 21 Dec, 2020 @ 4:33pm 
I figured it out. MES has a cleanup setting inside its advanced xml files. You can turn off the cleanup trigger at 50km which this mod seems to spawn past. The inital base is fine for the npc to build but the free grid they spawn gets cleaned up before it can be finished.
Feldon Cane  [author] 21 Dec, 2020 @ 6:59am 
Both my mod and MES are doing a lot of different things so it wouldn't surprise me if there were more conflicts that I haven't resolved yet. I'll dig deeper as I have time and will hopefully figure out what's going wrong. Thanks for the help!
Arachnade 21 Dec, 2020 @ 5:37am 
I have a bunch of other mods. But also the ships are fairly distanced away i wonder if MES or something is clearing things way out of view distance the way it does with its own encounters.
Feldon Cane  [author] 20 Dec, 2020 @ 7:14pm 
I just tested and it seemed like the Protoss were working as intended however I'm doing a pretty limited test. I am running only SpaceCraft mods and starting a Custom Game > Solar System. If you could provide me with any additional information, I'd be happy to look deeper into it, and thanks for reporting this!
Feldon Cane  [author] 20 Dec, 2020 @ 6:33pm 
No that's not normal. I'm taking a look now to see if I can reproduce the same results. It may have been introduced in a recent update or it could be conflicting with another mod.