Space Engineers

Space Engineers

PvE Planetary Base Bombardment
74 Comments
Microwave 3 Sep @ 2:25pm 
rest in piece
Second Soulless 11 Jul, 2023 @ 8:18pm 
Any chance of this getting updated to fix the flight issue? One of the best mods if functional imo
Space_Captainface 3 Jul, 2023 @ 7:50pm 
Oh man! Got super excited but then noticed it's essentially a periodic resource dump at the moment lol... Very cool idea!!
Appeltaart 15 May, 2023 @ 8:51pm 
Does this stil work?
Old Fat Unicorn 14 May, 2022 @ 7:09pm 
This mod is a bit broken at the moment, they spawn in for me but slowly cash a sort time after... can anyone help this fella fix it? i love using it as it gives that OH Shit factor
Wyr3x 11 Mar, 2022 @ 12:34pm 
So this mod doesn't work for me, i have both the required mods to have it working but it doesn't even spawn in even tho my base is powered, am i doing something wrong?
Charleston 20 Feb, 2022 @ 5:32pm 
This thing used to be a horror, now it just crash lands whenever it gets close to base lmao.
G0DS F3AR 7 Feb, 2022 @ 3:14pm 
Thank you for keeping the mod updated as best you can.:steamthumbsup:
Lemmiwinks  [author] 6 Feb, 2022 @ 8:53pm 
Thanks for reporting the issue!
Lemmiwinks  [author] 6 Feb, 2022 @ 8:53pm 
Something has changed with Keen's autopilot. The RC block this ship uses can't deal with the final bombardment waypoint above the target. It's super annoying and time consuming to debug, let alone to find a workaround. I'll try and fix it when I get time.
BarQes_ 6 Feb, 2022 @ 2:03pm 
Yep can confirm, the platform literally just falls from the sky, never actually makes it to the bombardment position
G0DS F3AR 31 Jan, 2022 @ 6:39pm 
Started a new game and it still falls from the sky when about 1 km away from base. It says moving to scan area and as soon as it hits about 1 km it just drops. Base is out in the open this time.
G0DS F3AR 22 Jan, 2022 @ 6:28pm 
platforms continually plummet out of the sky when getting near my base. they dont even shoot at us anymore
G0DS F3AR 21 Jan, 2022 @ 6:07pm 
@Lemmiwinks I had the same issue as Jerbyt. My base is carved out of the side of a mountain.
Jerbyt 14 Jan, 2022 @ 7:17am 
@lemmiwinks
Yes they litterally just fall on top of me. They do fire their misiles as well for like 5 seconds before getting obliterated by the planet's surface
Lemmiwinks  [author] 11 Jan, 2022 @ 9:50pm 
@Jerbyt
Are you saying that the bombardment craft literally falls on your base? That's definitely not intended haha. Does it try to fire missiles? Where is your base situated? Above ground/underground/on a hill/in a valley. The pathing in Space Engineers can be super derpy.
Jerbyt 11 Jan, 2022 @ 5:13am 
Hey uhhh. Im not sure what's going on but these orbital bombardment platforms keep spawning in and they will attack even if I depower the base. It just says "Scanning for energy signatures" and then proceeds to drop on top of my base. Just falls on my base and wrecks everything. I know its supposed to scan cuz its done so before but Ive been unfairly bombarded 6 times and Im sick of rebuilding my base. Please fix :(
ArcticFox 1 Jan, 2022 @ 7:12am 
Thanx for the update. i ended up removing the mod and now the server works stable. i have also gave the log files to torch dev but haven't heard anything yet
Lemmiwinks  [author] 31 Dec, 2021 @ 3:39am 
@ArcticFox
That's a wacky error. This mod does not contain "Textures\GUI\Icons\Fake.dds", nor does it reference such a file. The only result I saw regarding this error suggested verifying game files. Apart from that, sounds like an issue with Torch.
ArcticFox 30 Dec, 2021 @ 11:17pm 
mod is broken on DS TorchAPI

MOD_ERROR: PvE Planetary Base Bombardment
08:47:09.2078 [DEBUG] Keen: in file: C:\TorchAPI\Instance\content\244850\1565828319\Data\SpawnGroups.sbc
08:47:09.2078 [DEBUG] Keen: Resource not found, setting to null. Resource path: C:\TorchAPI\Instance\content\244850\1565828319\Textures\GUI\Icons\Fake.dds

I have removed and reinstalled but same error
[☣] Ryuu_CZ [☣] 14 Nov, 2021 @ 1:44am 
this is true enemy of slow starting players like me and my friends :D
Lemmiwinks  [author] 20 Oct, 2021 @ 3:51pm 
Swell :)
StrikeWyrm 20 Oct, 2021 @ 11:42am 
@Lemmiwinks lucas has his reuse conditions posted so we are in the clear there and thank you!
Lemmiwinks  [author] 19 Oct, 2021 @ 11:51pm 
@StrikeWyrm
Thoughtful of you to ask - go for it. Do as you please with any of my mods. I guess keep in mind that Lucas made the ship this mod is based on though. I don't know if I can transitively give his permission XD
StrikeWyrm 19 Oct, 2021 @ 2:40pm 
Hey Lemmiwinks,
Can we have permission to upload a mod with some of your content for private use with an unlisted posting (i.e. for a server). We would want permission to tweak the ships for our custom scenario and factions. Also if this only applies to certain mods of yours could you please let us know?
Thanks,
Strike
Juper0 27 Mar, 2021 @ 2:40pm 
@fb.gg/ohaakar , yes. if I use the mod that changes the weapons on NPC ships or mods that modify vanilla weapons, it will change the behavior and fire anyway, even breaking the behavior entirely so it does not every leave.
oHaakar 5 Feb, 2021 @ 12:19pm 
anyone else experiencing the bombards atacking bases even with no power?
CptVodka 17 Nov, 2020 @ 11:11am 
Not sure if you can do anything about these things or not..

1. With WeaponCore (and the mod which replaces vanilla guns with WeaponCore ones), the platform will start shooting as soon as it's in range. Which means, with those long range guns, it will shoot while scanning. Just not all guns as it does after the scan. I suppose there's not much you can do about this one, but might be worth to mention in the description :)

2. Kinda weird around neutrals. Neutrals (or rather other factions) won't shut down. So even if i leave or turn my stuff off, they get shit on.
Even if this can't be coded so that other grids turn their power off, it might be possible to code the platform to ignore other factions as a "Roleplay" that they turn off their power and wait?

3. Any way of setting some kind of PCU requirement for it to appear? I read down there that you could nerf the spawnrate which i'll certainly do though. I've been getting one per hour..
~(WoE)~ Emerald Dawn 15 Sep, 2020 @ 3:03pm 
This would be awesome paired with something like an advanced pirate base, something like if it starts taking too much damage or if nearby smaller pirate bases take too much damage it would spawn this thing in to get rid of the threat.
T-1000 25 Aug, 2020 @ 1:13am 
@Lemminiwinks I use this mod in my server and it looks great.

Just it also need to give chance for players to build bases. Can you make it also count PCU on player grids and spawn when it is 10k+ PCU? This would stop nuking people who just started new bases.
Or allow to be used with modular encounters spawner mod (I use V5 - 1775277473) for configuration options.

Thanks!
JSHALO2025 28 Jul, 2020 @ 1:56pm 
This thing is sick, Great Work!! Yes more type's of boss npc's yes!!! Give use more Please!!!:steamhappy:
Lemmiwinks  [author] 25 Apr, 2020 @ 4:57pm 
@Whobacca
Glad you like it haha
Whobacca 5 Apr, 2020 @ 8:24pm 
I love this thing. It makes Earth feel like the Terminator when they show the future, you have to go deep underground or stay on the move. Paired with Scarce Resources and Reavers it is adventure mode :D
Fatsack 29 Feb, 2020 @ 7:56am 
I didnt even notice it. I think it would be better on the beacon
Lemmiwinks  [author] 28 Feb, 2020 @ 8:01pm 
@Fatsack
The "Scanning for energy signatures..." chat message it sends isn't enough?
Lemmiwinks  [author] 28 Feb, 2020 @ 7:56pm 
@Tojota_30
Haha, good plan. It's not a clever ship :P
Lemmiwinks  [author] 28 Feb, 2020 @ 7:56pm 
@BionclSage
Feel free to edit the <Frequency> value in the SpawnGroups.sbc of this mod to your liking. That dictates how often MES will select this ship as the PlanetaryCargoShip to spawn. You can also change the spawn settings of MES for your world. I think its documented somewhere on the mod's page/doco. Glad to hear it's making the game more interesting!
Fatsack 22 Feb, 2020 @ 1:48am 
From a game design perspective, you should add some warning to the player ingame, about how to hide from it. They have to read this description to understand the mechanics. I would add a to the antenna/beacon signal of the bombardment platform "Searching for powered grids" or something to clue the player in on how to avoid fighting this if they want.
TheTrueTojo 21 Feb, 2020 @ 7:47am 
I have finally managed to outsmart this thing after becoming a new crater on the planet's surface at least twice. I just captured a bunch of the space pirate bases that spawned around me and left them there as decoys. So the bomber bombards it's own bases instead of mine >:D
Noah 18 Feb, 2020 @ 3:08pm 
All well and good, until I find out after each one, another is spawned shortly after
Meaning my base is not safe for long
maybe make either the respawn time a lot longer or no respawn at all
Great mod however, adds some thrill to the otherwise bland gameplay
Lemmiwinks  [author] 13 Aug, 2019 @ 2:44am 
Haha, that's fair
deothor 12 Aug, 2019 @ 7:37am 
I really really really want to try this mod... But then I really enjoy my base not being a huge steaming crater of destruction and salty tears :<
Lemmiwinks  [author] 15 May, 2019 @ 4:08pm 
@fabricator77
I agree - it would make more sense for the NPC drones to target the bigger threat. Has to be done in custom ingame scripts though.
fabricator77 14 May, 2019 @ 5:48am 
I was experimenting with drones, and was disappointed Keen's AI autopilot targets me and not the ship I am flying in. Good to know there is a better way of doing this, even if there is a navigation issue.
Foxman [505th] 12 Mar, 2019 @ 8:39am 
After your mod I tried https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1661220359 and had very similar result, maybe it helps.
Lemmiwinks  [author] 11 Mar, 2019 @ 11:21pm 
@Traveling Fox
Well at least it leaves after failing now I guess. I haven't quite nailed down the exact circumstances which cause it to derp out. I'll have another crack at working around the autopilot bug soon.
Foxman [505th] 11 Mar, 2019 @ 10:07am 
Same problem as the rest I assume. My base is max 15m underground connected to some wind turbines on surface. It detected the base and after a few min of doing nothing it gave a navigation error.
Lemmiwinks  [author] 6 Mar, 2019 @ 11:29pm 
@Derp Dolphin
I spent all day trying to fix this issue to no avail. The stock autopilot just considers some perfectly reasonable waypoints unreachable so it'll instead go in the opposite direction. Rerouting to any different path to get there does not fix it so I give up for now. The ship will just says it's had a navigation error and retreat when this happens now.
Lemmiwinks  [author] 6 Mar, 2019 @ 11:26pm 
@MagnusEffect

That seems fair, have pushed an update with 1/4 of the spawn rate. There are also fewer launchers concurrently firing now. It performed noticeably better once it started dropping rockets for me.
MagnusEffect 6 Mar, 2019 @ 2:00pm 
PS - If I recall correctly, I was not using any mods that increase spawn rates.

The NPC encounter mods I'm usiong are from this list:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1666322410

However, , I purposefully was NOT using the "More NPC Encounters" nor "NPC Weapon Upgrades" mods. As far as I know, none of those other mods should affect spawn rates. I could be wrong? I can't say for sure.