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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
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.
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.
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
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
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
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..
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!
Glad you like it haha
The "Scanning for energy signatures..." chat message it sends isn't enough?
Haha, good plan. It's not a clever ship :P
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!
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
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.
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.
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.
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.
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.