Space Engineers

Space Engineers

[Obsolete] WEC - PvE Encounters
30 Comments
YoshiWoof22  [author] 10 Mar @ 11:35am 
@Amumu

Did you miss the title and description saying this is obsolete? lol

Please use the more updated version which is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2121919067

It installs like any other mod that uses Modular Encounters Systems.
Amumu 9 Mar @ 5:26pm 
im confused about how to install this. do i need more mods then just this one? trying to add some spicy for my frinds on my server atm we only have somthing [EEM] Exploration Enhancement Mod and havent seen a soul so far whit it. my frind live on astoroids and fell like nothing apears for them to fight pls give some tips what i need to install :) im a pure server noob trying to get the boys some fun :)
Anubis 6 Jan, 2020 @ 1:11am 
Nice to know thanks.
YoshiWoof22  [author] 6 Jan, 2020 @ 1:01am 
Its an NPC "AI" Framework that will allow us NPC modders to include complex ehaviours in our mods (f.E. Defending a cargo ship from pirates to gain repuation, better fighter behaviour, etc.).

If you check Meridius_IX's YouTube Channel you can see some teasers for what it can do ;)
Anubis 5 Jan, 2020 @ 6:21pm 
This is the second time I've heard RivalAI mentioned, will it be like that arms autopilot or space sappers mod way back before SE 1.0? I really hope so those were great mods that sadly died and almost took my SE career with them.
YoshiWoof22  [author] 5 Jan, 2020 @ 7:06am 
@Anubis - Due to the way my future mods will work, I'm sadly only able to keep this mod up as a legacy version. This might change in the future, but don't quote me on this.

I suppose I do have some good news to share though:
I'm working closely together with Meridius_IX to bring enhanced behaviours to my next mods using his RivalAI Framework, which is in a closed alpha right now.

Expect a lot of new NPC mechanics and interactions between my upcoming mods soon, especially in WEC - Planetary Expansion :)
Anubis 4 Jan, 2020 @ 8:08pm 
Any chance of keeping this version current for those who just want the all in one experience in one package?
Reigdaer 10 Sep, 2019 @ 10:08pm 
Hi there, what's the range of detection of antennas and beacons?
Squidtank 25 May, 2019 @ 9:43am 
Good stuff, hopefully more people find this one!
YoshiWoof22  [author] 26 Apr, 2019 @ 4:25pm 
After taking a small break, I have finally managed to get an update out...
The main feature is the first implementation of the CMax faction.
I'll be adding more content to all factions very soon, but this is a good foundation for now :)
YoshiWoof22  [author] 7 Apr, 2019 @ 8:23am 
@Caelaran With "error message", do you mean the SpawnGroup mod warning that you can see in the F11-Menu when you press "Open in new window"?
If yes, that's from me disabling the Ravager/Scout-Drone SpawnGroup, so just ignore it.

I wouldn't worry too much, I just got home and I'm now working on getting a patch for the chat and drone-antenna issues out in the next hour or so...
Caelaran 7 Apr, 2019 @ 7:12am 
I'm getting a different error message, how do I output the log?
Caelaran 6 Apr, 2019 @ 12:54pm 
Not yet, but I've been erratic in my playtime today
YoshiWoof22  [author] 6 Apr, 2019 @ 11:37am 
@Caelaran Just a quick question - Are you encountering the bug I've found where the Nether Corvette starts "spamming" chat with "detected"-messages?
Caelaran 6 Apr, 2019 @ 11:28am 
Wohoo!!!
YoshiWoof22  [author] 5 Apr, 2019 @ 11:52am 
It'll hopefully happen soon TM ;)

Gotta say, the reason for the filter atm is because the drones only aim for players. So that would mean that if a creon corvette was triggered by f.E. a Junker Airship, it would send drones after you instead of said Junker ship.

However, you have a reason to be excited for the future!
I'm currently thinking of how i'll use some of the Modular Encounters Spawner's more "interesting" features, such as "Boss Encounters" that i can use for e.g. an escorted, but very valuable cargo ship fleet; or derelicts (makes finding them easier, i guess)
Caelaran 5 Apr, 2019 @ 11:44am 
Aye, it was the "attacking other factions with drones" I was curious about, would be fun to have them add to the carnage!! ;)
YoshiWoof22  [author] 5 Apr, 2019 @ 11:32am 
It should be compatible, but dont quote me on this.
I mean after all, that mod is what inspired me to make this mod :steammocking:

However, Creon won't send drones after the other factions (because of a filter thats in the detection script).
Turrets will fire at other factions, including the ones my mod adds (f.E. Creon VS CMax).

Heh... I wonder If i should try to make the drones use a ship detection algorithm so I can allow Creon to attack the others properly... ;)
Caelaran 5 Apr, 2019 @ 11:06am 
Yoshi, how does this mod do when combined with the NPC Wars mod in the same mod list?
YoshiWoof22  [author] 2 Apr, 2019 @ 1:36pm 
@Penguin
You mentioned that you "disabled the other NPC mods" - Did you accidentally remove the NPC programming extender mod?
The creon vehicles need the programming extender mod and in-game scripts to spawn drones, so it might be related to that.

I've updated the mod, so if it's not related to what i said above, it might be fixed now.

If the issue persists, create an issue over on my GitHub [github.com] so we can look into it with more detail :)
Penguin 2 Apr, 2019 @ 12:06am 
Just a little update, I went ahead and disabled the other NPC mods I had going and now im getting a Creon ship that is spawning, although its only neutral and hasn't become hostile but it doesn't do anything and that is the only ship that is spawning. Its called the Nether Patrol Corvette.
YoshiWoof22  [author] 1 Apr, 2019 @ 9:46am 
The update increase the corvette's cruise speed from ~40 to 64 m/s as a test to see if it reduces the dronespam you can sometimes get, but thats the only notable change i did.

Question: Are you using any other mods that add planetary cargo ships? The spawn frequencies of one of the mods might be too high, which ends up in the lower ones not spawning as likely. So if you do have some additional mods, please tell me which ones and I can look into the problem.

For now, I'll change the spawn frequency from 3 to 5 and revert the speed changes, and I'll make a github page so I can track issues more easily.
Penguin 1 Apr, 2019 @ 1:09am 
So I was playing for quite a few hours today and didnt see a single Creon ship. Not sure what happen but they would pop in here now and then but not a single time today. Maybe the update did something but ill keep messing around with it. I even checked the entity list every now and then..nothing.
YoshiWoof22  [author] 31 Mar, 2019 @ 1:48pm 
@Penguin Glad to hear that it's working well!

Feel free to give some feedback and/or suggestions; I'm open for ideas and ways of improving the balancing/difficulty/fun of the mod, although I do have the main focus of the next update already planned :)
Penguin 31 Mar, 2019 @ 11:56am 
Working pretty good so far! Been attacked a few times already, adds another layer of challenge to the game! Keep up the great work. Thank You
YoshiWoof22  [author] 31 Mar, 2019 @ 6:40am 
The mod has now been updated to include the COFS Faction, which focus on cargo transport.

It's nice to see that my first proper mod is actually getting some traction, and I will definetly continue working on it.
Expect some new and interesting additions to the mod in the near future :steamhappy:
YoshiWoof22  [author] 27 Mar, 2019 @ 12:15pm 
@Caelaran It should be compatible with pretty much any NPC/PvE mod that relies on the Modular Encounters Spawner.

But yeah, update that adds COFS and some of their ships should be ready on the weekend if all goes according to plan.
Caelaran 26 Mar, 2019 @ 12:03pm 
Sounds really neat! Will give things a try, how compatible should it be with other NPC mods?
YoshiWoof22  [author] 24 Mar, 2019 @ 3:42am 
@Caelaran I've added a description now, hope that helps a bit. The mod is currently not very feature-rich, but I'll be working on it some more later today to hopefully get some more ships added.
Caelaran 22 Mar, 2019 @ 12:01pm 
Any details you'd care to share? :)