Space Engineers

Space Engineers

Modular Encounters Systems
3,198 Comments
sneakwolfhond 25 Sep @ 5:25pm 
will food be added to killed creatures at some point? , would like to use it again but its kind of a pain if i cant get food from creatures that i kill sinds meat is the best food out there
@Davv
the vanilla planetary encounter stuff, unknown signal stuff, unidentified signal stuff and economy stuff isnt touched by mes, but its possible for a mes mod to utilise economy functions.
Davv 25 Sep @ 7:54am 
@Abisius Xarvenius Carbensius

Wait, wait, we're still talking about SPACE encounters.. What about PLANETARY encounters? Do they need any mod for fix too? Also, maybe could I add you as friend so we can move discussion there? I have nothing against, and maybe some people will use knowledge we gathered here, however it would ease talking to a bit more dynamical context :P

I also hope we get fixed this some day by some good soul 😢 so we don't have to use workarounds.
@Davv
as no change happened to mes that would break mes based mods, atleast to my point of information, they would all work.

for the part with the vanilla cargo ships the following two mods are testet to help with it but they wont have the new behaviours that they got with the cargoship rework and will use older behaviours.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=888457124
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3523656693

as for the attacking part that would need a far heavier swing to break my crust :p

a small not about the meat from creatures that i forgot in the last comment: if you want to play with food active and have high end food you will need meat from the creatures.

the modlist i did run in the last world before the apex survival update, maybee it can give you some inspiration.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2425314026
Davv 25 Sep @ 4:55am 
To my previous comment:

I wanted to bring back my PvE experience in which I had ASSERT's and few other factions attack me from time to time, with danger increasing as I increased in "wealth" (PCU). That's what I want to recreate and if it won't be possible with MES and it's packs, then I will need to find some other idea for it...
Davv 25 Sep @ 4:09am 
@Abisius Xarvenius Carbensius

Aaah, in this way it changed :) I'm returning after long pause so I didn't study all the prior changelogs, my bad. Wasn't meant to attack you anyhow, and thanks for clarification :)
Do you have any suggestion for which mod would reduce this issue? Also, do other MES' mods, like ASSERT pack, still work? If you don't know then no problem, I will test things myself too.
@Davv
keen reworked the cargo ships with the update prior to apex survival and removed the remote control from the cargo ships and put ai blocks on them for how they work so they no longer have a remote control on them for mes to work with.
the block itself is still there, just no longer on the cargoships without using a mod that puts it back on them.
Davv 24 Sep @ 2:11pm 
@Abisius Xarvenius Carbensius

I'm not that much concerned about meat from creatures.

However, as far as I know, Remote Control is still ingame and it doesn't have changed usage anyhow, or am I missing something?
Abisius Xarvenius Carbensius 24 Sep @ 12:04pm 
@Davv
to my point of informations there are atm the following things going on that have accumulated and where you might want to use another mod to atleast alleviate it:
- cargo ship rework broke the cargo ships as mes relies on remote controls to function and they got remove (there are some mods out there to replace the vanilla cargo ships with mes adapted ones)
- no food on mes spawned creatures outgoing from what i read others write (didnt test myself so far as i have started a run without mes after the apex survival update which is the first one since years)
Davv 24 Sep @ 11:46am 
So, is it working, or it's not? I'm asking about MES with vanilla, ie. no mods which change game's behaviour besides MES. I would want to add it to have a bit more encouraging PvE experience than one Keen's serving but I'm not sure if it won't break anything since we had Apex Survival update..
Kizen 18 Sep @ 12:31pm 
It is working for me and my lads.
Cosmos 17 Sep @ 8:25am 
no mes stuf spawns for me atm
GadenKerensky 17 Sep @ 5:32am 
That is welcome news. Can't really use AI Enabled without MES.
InsaneJack 16 Sep @ 7:47am 
@crimson thank you, looking forward to seeing this mod back up and running
crimson 15 Sep @ 8:02am 
@InsaneJack

Meridius_IX, the original mod author, retired from modding a while back, but CaptainArthur has taken up the mantel for keeping this mod updated and worked on.

so yes, this mod is being worked on. it may take some time but they'll eventually get it updated..
InsaneJack 15 Sep @ 7:53am 
is this being worked on and updated?
@Ignis Fox
same for me, first time sicne years without mes in a fresh world and waiting for things to work properly again.
hope it happens soon as i already miss imber, parallax, incon, trade and reavers.
Ignis Fox 14 Sep @ 9:13am 
Thank you. Sounds like I'm best to keep things vanilla now, but monitor and watch. Not trying to completely mess up my DS with all this, which is also why I'm testing in SP.
@Ignis Fox
they do spawn if you dont blacklist them but they wont work properly.
what mes doesnt touch is the unknown signals and unidentified signals to my point of understanding and information.
there are some mods that replace the vanilla things with reworked ones that have a remote control readded to them so that they can work with mes as before theyre rework but that is then missing the ai blocks functionalities.
its a known problem and some people work on it since the cargo ship rework to find a solution for it that doesnt require a bund of replacers.
Ignis Fox 14 Sep @ 9:04am 
Do the vanilla encounters still spawn with MES then? I'm trying to add, not replace, but if the choice is between Vanilla Encounters or not, I'm keeping Vanilla. I do know about the cargo ship bug, but I have the quick fix installed.
@ryangoslinglover306
no food on mes spawned creatures in my experience with the test i did after the apex survival update, didnt test much further.
@Ignis Fox
mes disables the vanilla spawn control things as it supercedes them, so that part is normal.
though since the cargo ship rework of the vanilla cargoships it had its struggles with them.
some mes based mods dont spawn things unless you fit into specific requirements, but that is somethign you need to look at on the end of these mods.
Ignis Fox 14 Sep @ 8:33am 
Is it normal for this to disable Cargo Ships and Random Encounters, or do I need to wait for MES to update? Testing in my survival SP world with Assert and IMBER, and I'm seeing no signs of spawns, even after flying around for ten minutes.
ryangoslinglover306 14 Sep @ 6:59am 
how compatible is this for the apex update?
crimson 13 Sep @ 5:17pm 
and if you dislike the fact that the ai is harder to shoot, you can always get a better hand weapons mod that either rebalances damage, or rebalances recoil.
gigglelamer 13 Sep @ 11:47am 
@Warlocc You'll need the 'Ai Enabled Vanilla npcs' mod for MES with AIEnabled. Works great and the AI is much harder to shoot. You can also configure them to spawn on only certain voxels like GrassDry or Rock.

Now I'm having the issue of vanilla space cargo ships stopping in space with MES. I'll most likely have to blacklist them for now in the configs.

I'm also unable to blacklist vanilla RandomEncounters in MES.
Warlocc 13 Sep @ 11:01am 
I'm noticing the same problem as Rex. There's no way to get meat from animals with the mod enabled.
Gootsu 12 Sep @ 6:55am 
Ships spawn but they just travel a certain distance and stop, have already several npc ships stopped on the space any fix for this?
Rex 11 Sep @ 10:17pm 
seems like this mod might need a update for apex animals arent spawning with meat
crimson 11 Sep @ 2:22pm 
@gandalf on the AI enabled mod page, in the comments the mod author says that this mod does disable animal spawns, if you want animals to spawn you'll I think have to add Ai Enabled Vanilla npcs and AIenabled V.1.9 (the AiE mod uses MES as a platform for spawning modded animals, and the vanilla npc's mod allows AiE and MES to work together to spawn the base game critters you need for food)

if you see them standing around, you apparently just need to reboot the game according to someone in the AiE Vanilla npcs comments.
Gandalf 10 Sep @ 5:27pm 
Does this mod also control the wolf spawns? I haven't seen any on Earth while playing for ~7 hours with this mod enabled.
everytime a update or a dlc comes out a bunch of bigger mods dies for a week or two, sadd but undertandable
WobblyAimer 9 Sep @ 5:37pm 
Does this plan to be updated to the new apex update? or do i have to go into the coding myself? as this is a good mod i used for my server or is this going obsolete?
Grumpy 9 Sep @ 5:07pm 
Do vanilla encounters still spawn with the mod on? I am curious if the new update may have effected the spawning or anything. Also does the new update cause any problems with the spawning?
Meridius_IX / Lucas  [author] 9 Sep @ 3:58pm 
Each of the encounter type config files has a section for turning off blocks on NPC grids at spawn. This works on inhibitors, so you can customize which ones you want for specific types of encounters (ie disable on planet stations, leave enabled on cargo ships, etc). I don't remember the names of the configs for this, but they're in the wiki, along with an admin command that gets the definition id name for all blocks (which you'll need to reference the block(s)).

Enjoy! I'm going back to sleep now.
Commander Brisk 9 Sep @ 3:39pm 
i have a plugin that seems to work on disabling them
Vargali 9 Sep @ 10:39am 
no way to disable unless you can find the lines for them in the mod code... it's been mentioned a toggle should be in game, but primary author "now retired" said no dice....
ZiPP3rZ 9 Sep @ 9:06am 
anyone know how to disable the inhibitors please?
Berci 9 Sep @ 3:32am 
hello, do we get the new 30 encounters added by Apex update with this? Cause it says to have Random Encounters Disabled and id hate to miss on those new encounters...
Zenric 8 Sep @ 5:28pm 
anyone experiment with the new update, do you still get the new stuff?
Dragnoxz 8 Sep @ 1:58pm 
Ok, so I know it won't do anything for Factorium, but can we make it so we only allow encounters in specific areas ? Trying to set a Factorium region, and a SPRT region among many star systems. I want to block encounters in most areas.
Vargali 5 Sep @ 6:15am 
short answer most likely, long answer you will just have to wait and see.. my thought is yes though as some encounters are being changed and added...
Space Viking 5 Sep @ 6:14am 
With the upcoming update on Sep 8th will that break this mod? I have a server up for our community and trying to prepare for damage control if needed. Thanks in advance! Love this mod!
Abisius Xarvenius Carbensius 29 Aug @ 11:57am 
@Nameless
prototech isnt in the encounter system.
it has it own system and mes doesnt touch that, same goes for the new planetary stuff from keen side and the crates you can use to poker for skins.
Nameless 29 Aug @ 10:22am 
When i activate this mod it turn of random encounters. So the "new" prototech encounter / endgame encounter doesnt spawn anymore? Or will they still spawn?
mrmoore2050 28 Aug @ 10:08pm 
Sees an update Aug 28 2025. *Single tear and smile. You guys are awesome.
Satono Diamond 21 Aug @ 5:56am 
How do I make enemies use fuel at normal rates? It doesn't seem to be in any of the settings.
Walter Grey 15 Aug @ 10:55am 
Can somebody help me with an issue I'm having? Most of the ships that spawn around you don't despawn or move away. They just stay at around 6-8km distance. I really dont wanna anger the factions by destroying or "reactivating" (grinding something off) them all the time. I had a look through the wiki in case there are some config options that could help but its all a bit much and I dont wanna change much so I dont break EEM which I'm using with MES. Does anybody know a fix for this?
Roy 4 Aug @ 1:11pm 
A friendly reminder that block entity names are case sensitive and can cause problems if this is forgotten. Please see the InfiniteTanks.cs file for an example.

2025-08-04 15:48:44.681 - Thread: 1 -> Exception: System.NullReferenceException: Object reference not set to an instance of an object
at ModularEncountersSystems.BlockLogic.InfiniteTank.RunTick100 () [0x00091] in <7762c1b7f76d49d092a93793cee59089>:0

public InfiniteTank(BlockEntity block) is not Block. Yes, problem goes away changing either the references to lowercase "b" or changing the block name to have an uppercase "B"