Space Engineers

Space Engineers

(ARMCO) Imperial Light Incursions
85 Comments
Kreeg  [author] 28 Jun, 2023 @ 4:17pm 
There is a SW called "Rebirth" I believe that fields additional or more NPCs of this type
In addition, in the mod is the Blueprint Files I referenced to create these NPCs.
As for ones, I've got - Yeah this holds all the SW NPCs I had operational at the time
Pigfisher 28 Jun, 2023 @ 2:32pm 
Hey Kreeg i know your burned out on space engineers but i was just curious is this the only encounter pack you have that uses your SW assests? My friend and i were looking for more PVE stuff.
Darklus 21 Mar, 2023 @ 6:39am 
Dear Kreeg,

Thank you for creating this mod, however there seems to be an error whereby once one of these NPC are spawned all weapon systems dont work. they give Drain option like they are some sort of sorter. or ejector.

Possible to fix so I can pay this again?
Kreeg  [author] 9 Oct, 2022 @ 12:01am 
This is the one that spawns the speeder.
However the speeder is composed of blocks from ImperialMod.
Danklad 8 Oct, 2022 @ 11:29pm 
Ok, I apologize but this is the only armco/starwars mod i have subscribed to and the only thing i took out was this and when i do i cant save and i understand that it is not this mod then which one from MES do you know spawns the speeder? Also thank you for replying so quick.
Kreeg  [author] 8 Oct, 2022 @ 11:12pm 
This mod itself doesn't have blocks.
This mod just spawns NPCs using MES, and the grids are made of blocks from ImperialMod.
Nothing in this mod, nor those is special or more difficult to remove than normal.
Danklad 8 Oct, 2022 @ 10:58pm 
i haven't built anything with the mod at all, the reason why i wanted to remove it was bc a speeder crash landed in my base and is blasting everything and since it ts so durable i cant break it in time for everything to not break. After i remove the mod i cant save the game anymore
Kreeg  [author] 8 Oct, 2022 @ 2:23pm 
I'd assume that means in your save, you've built or have grids with other mod content.
This mod only has NPCs - said NPCs use blocks from the dependencies.
Danklad 8 Oct, 2022 @ 2:00pm 
nice mod but i cant remove it without my save breaking
Macho Bear Panda Savage 8 Mar, 2022 @ 2:24pm 
Sorry Kreeg, I figured it out. Great mod by the way, I am just not ready for all the new block types. It seemed REALLY cool though! Thank you for the fast reply.
Kreeg  [author] 8 Mar, 2022 @ 2:23pm 
As with most of my mods , there isn't any overrides on vanilla.
Once removed as the grids use modded elements, they'll likely vanish entirely.
Zilver04 25 Jan, 2022 @ 12:51pm 
Is this one needed and still relevant when paired with your empire galaxy mod?
Kreeg  [author] 10 Jan, 2022 @ 2:32am 
There's nothing in this that touches vanilla assemblers.
Sharty McFly 10 Jan, 2022 @ 2:07am 
There seems to be a bug. When I installed this mod, it caused my assembler to not recognize computers when crafting or recycling components. It simply left them out of recipes, so you had to manually order it to make / recycle computers.
Kreeg  [author] 2 Mar, 2021 @ 3:42am 
Not currently. Mostly as I haven't figured out to handle them.

In the future; In theory
Spartan007 2 Mar, 2021 @ 2:18am 
will there be friendly factions too?
Kreeg  [author] 28 Jan, 2021 @ 11:52am 
This mod is on my re-work list. a lot changed.
Gray Goat Gaming 28 Jan, 2021 @ 5:54am 
Sooo many errors in this thing... hung up my machine.
redfox 18 Dec, 2020 @ 3:19am 
@kreeg hey it says all the factions/faction leaders are dead so isn’t spawning anything. Is there some way of fixing this? (Don’t know if it’s a bug or if I’ve done something)
Kreeg  [author] 11 Dec, 2020 @ 2:45pm 
And it crashed with what?
TwiztidStyle 11 Dec, 2020 @ 2:03pm 
@kreeg just FYI damage to the MIGO Boring platform, shots from a tie fighter and using a vanilla grinder on it, have caused two instant crash to the server
drmskr 27 Oct, 2020 @ 6:15pm 
Oh, dang. I wanted a slimmer work around, without all the crafting parts. So it can be salvage only.
Kreeg  [author] 27 Oct, 2020 @ 6:13pm 
interdependancy lacks non-starfighter parts', such the shuttle parts & Guild turrets.
drmskr 27 Oct, 2020 @ 6:09pm 
Any chance of a version of this that uses the interdependancy instead of the Imperial Mod?
Northac 14 May, 2020 @ 12:46am 
The mining guild ships spawn in with escort, move a bit then stop, unless i approach they just sit there until i admin delete them.
Kreeg  [author] 14 Dec, 2019 @ 2:33pm 
I don't have ships past the Station, intended to spawn at 0 Velocity.
At least the frigates are at 15/s usually, at least in my settings.

But I will look into it, as they should be moving
Gaming in a Daydream 14 Dec, 2019 @ 3:31am 
@Kreeg - all the ships spawn at 0 velocity and don't start moving until you go towards them (aprox 3km start moving). On planets is fine I guess, but in Space is hard to find to get close for combat, I end up deleting and wait for a future closer spawn. Any chance to have them spawn moving or is this some issue with my save?. Thanks
Kreeg  [author] 28 Sep, 2019 @ 7:44pm 
# BlackSun: Space Only
SCALP Fightercraft, begins at 500 PCU and ends at 1500 PCU
Corvette Begins at 1k PCU, Aggressive Corvette, 1.5k
Frigates begin at 2k, and more above.


#Mining Guild Planetary & Space:
Relays begin Deployment at 700 PCU.
Supply Caches begin at 10 PCU, and end at 400 PCU
Enforcement begins at 450 PCU.

Kreeg  [author] 23 Sep, 2019 @ 4:50pm 
It's possible, that the actual low %'s in space make it it unlikely.
I haven't reworked the space yet, only Planets, so there's no High-spawn-rate space unit all that much, in comparison to other mods.
CT IronGarrison CT-11648 23 Sep, 2019 @ 4:20pm 
@dark ok, thanks for the info i guess that this mod is just broken for some of us. Thanks again.
DARK 17 Sep, 2019 @ 4:20pm 
Sorry clone didn't see that message. No i never got this mod working for some reason.
No idea why. Even tried it on it's own with no luck ether.. Only ever get SW ships in space from the ugly mod. Can't figure out what i did to bug this mod out thow. Ive stopped playing now as i was so over trying to get stuff working. Hope you have more luck then me Clone, GL.
Kreeg  [author] 17 Sep, 2019 @ 2:29pm 
The Uglies mod, is an NPC set-up using the ARMCO SW parts, and the ship makers are also from ARMCO, so yes
Rude 17 Sep, 2019 @ 11:02am 
Are there other encounter mods like this ? I mean SW ships ?
CT IronGarrison CT-11648 1 Sep, 2019 @ 6:25pm 
hay dark if that works then you are a life saver i have those mods you mentioned+ and i would have never thought of that. so ya tell me how it goes. thanks. =)
DARK 1 Sep, 2019 @ 3:20pm 
Ill remove the other mod & report back// Thanks for the reply & help.
Kreeg  [author] 1 Sep, 2019 @ 11:15am 
It should spawn regularity, but most of the Space based NPCs are rare at the moment.
Planets have the majority - but I'm not sure how their %s are against other mods.
DARK 1 Sep, 2019 @ 3:40am 
Hey guys. Another question. Is this mod not spawning enemys atm or am i having incompatibility issues with another NPC mod im using, i got installed atm uglys unleashed , + 2 other npc mod ,Ground encounter & Air traffic. I can take all out besides the 2 star wars ones you guys are working on to eliminate any issues. Ty for any help you can give me. sorry for my bad typing.
CT IronGarrison CT-11648 28 Aug, 2019 @ 8:12pm 
yep still not working. =(
CT IronGarrison CT-11648 28 Aug, 2019 @ 10:47am 
was there a recent up date to the game?
if so, let me try the mod now; it might have fixed it's self.

thank you for you understanding and patience.
DeAnti 27 Aug, 2019 @ 4:43pm 
Orks vs them = amazing
Kreeg  [author] 23 Aug, 2019 @ 12:19pm 
Different faction so in theory if they spawn near each other, Combat
Xskyth 23 Aug, 2019 @ 8:13am 
if i load this mod and the Ork mod, will they fight each other? or just gang bang me?
Kreeg  [author] 16 Aug, 2019 @ 12:20pm 
Yes, when it's known what can be done with it.
The Moronic Core 16 Aug, 2019 @ 7:25am 
hey kreeg, I was wondering if you where planing on doing anything with the new economy update
Captain Mark S 15 Aug, 2019 @ 4:39pm 
That's what I thought too, but it starts and stops at about 800-900 meters way, I only here it when they fire. There are some not to far way in my world, I'm going to fly by them and do some more testing.
Kreeg  [author] 15 Aug, 2019 @ 12:10pm 
I'm thinking it's the engines, as Carrier uses the same guns as the Haulers.
Which I needed to adjust sound for anyway
Captain Mark S 15 Aug, 2019 @ 11:45am 
Would having the video help?
Kreeg  [author] 15 Aug, 2019 @ 11:38am 
Hmm, I'll look into that, much appreciated.
Captain Mark S 15 Aug, 2019 @ 11:20am 
A Nebulon B and a droid carrier engaged my group at the later, and neither one had the sound issue.
Captain Mark S 15 Aug, 2019 @ 11:17am 
Just the transport ships.