Space Engineers

Space Engineers

MES - Log: The Great Space Nation (Outdated)
28 Comments
Bryan  [author] 24 Jan, 2023 @ 11:18am 
I like that idea. I can look into something like that for a Remaster. Although a simple fix would be to label the mod as extremely difficult. I see so many issues, that I think it would be better to recreate the entire mod. My plan is to learn enough about MES, to create a Remaster of Log.
JackalopeHunter 24 Jan, 2023 @ 8:40am 
@Bryan The mod has some great potential. Not sure if it can be done but if the higher end ships only went after more advanced players would be nice. For the advanced player it is a real challenge to go after carriers and such. For starting players its a complete sucker punch loosing everything they have. Wish I knew more about modding to say how to fix this, but I don't.
Bryan  [author] 22 Jan, 2023 @ 11:18am 
Hopes for the future:
-Drones should not make a beeline for the player's face but have to find them first.
-Drones should be able to target players and NPCs alike. Example: Log attacking reavers.
-Spawn like 2 drones, not 18 Million!
-Don't just randomly spawn drones. People don't seem to like that. Save that for a Wave Spawner type of mod.
-Most ships and installations should interact with the world around them.
-Be extra careful when adding economy into MES. (Or maybe just don't)
-DO NOT use NPC Defense Shield Provider but instead build the shields into the design.
-On the off chance I do use WC again, stick with 1 weapon mod, and not like 5.
I want to thank everybody who's had to put up with my incredibly flawed mod. It was a great learning experience, and I hope to create better mods in the future. If people have ideas on how I can improve my work, please do tell.
Bryan  [author] 22 Jan, 2023 @ 11:18am 
This was my first MES mod, and I used the WeaponCore mods I used to use in my worlds. The mod is far from perfect, in fact, it's extremely flawed. I've found when I use Log, I use the non-weapon core version as it's the one I recommend people use sadly as the mod has an insane amount of problems. I'm currently learning how to properly use MES and not to rely on a million drones to create a "challenge", and I'm making another MES mod as a way to force myself to learn, how to use MES. Still never using Inhibitor Blocks though. I'm going to try to stay away from WC altogether as people can add them to their own world. Someday I will remaster Log. Although not today, as I still have a lot to learn.
JackalopeHunter 22 Jan, 2023 @ 5:10am 
Can confirm that the NPC in this mod do shoot through the shields. They also spawn in such large numbers to destroy a station in 2 minutes with you unable to even spawn being sniped through anything to be shot.
Total Pipec 29 Sep, 2022 @ 9:36pm 
Any log encounter, any log weapon ignore any shields. I know now that I just have to kill myself to despawn it in 7km range to be avoid of lost half my ship.
Bryan  [author] 17 Sep, 2022 @ 8:09am 
@Medic! How do I do that? How do I use the Spawn Group to give ships their own shields? This is the first I've ever of this being possible.
Medic! 16 Sep, 2022 @ 11:42pm 
Because of this mods dependency on NPC Defense Shields Provider. ALL the other modular encounter NPCs have shields in the world, not just Log!
Very rough planetary start.

For anyone else encountering this, you can use the chat command to disable shield for encounters, and always re-enable them later:

/MES.Settings.Grids.EnableGlobalNPCShieldProvider.false

Just replace false with true at the end to re-enable.

To @Bryan Log's author: According to the Modular encounter documentation,
"a spawned grid will receive Defense Shields blocks if using the EnableGlobalNPCShieldProvider option (or the NPC Defense Shields Provider mod). SpawnGroups that enable Defense Shields on their own do not use this value."

So rather than using the NPC Defence Shield Provider mod, which gives ALL encounter ships a shields, you should set the Log spawn group to have shields independently.

Thanks!
Bryan  [author] 4 Sep, 2022 @ 8:29pm 
@Fojop, no. I believe Weapon Core is the foundation the other weapon mods use to function.
I'm sorry for the stupid question, but can I use only the weapon core, and not subscribe to others?
Bryan  [author] 4 Sep, 2022 @ 8:15am 
I'd gladly look into a variant of the mod that doesn't rely on WeaponCore.
Keira 4 Sep, 2022 @ 4:54am 
is there a chance that you will make this without the weaponcore dependence. I think this would be neat to use, however I don't use weaponcore.
Bryan  [author] 30 Aug, 2022 @ 12:25pm 
@Sensational Being, sadly no. However, this could help with future projects. I'm looking for a way to have an NPC start with, or gain more money without the player having to sell a lot of stuff. I'm unsure if this is best done with a mod or MES. If you know anything that could help, I'd gladly hear it.
Sensational Being 30 Aug, 2022 @ 6:12am 
@Bryan could this be made to help in some fashion?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2352489221
Bryan  [author] 27 Aug, 2022 @ 9:22am 
I've figured out what the problem is. However, I need help finding a solution. The problem I'm running into is that the owner of Log Mart, which owns the stores only starts with only 10,000 credits. You can buy things to increase this, however, it's just not enough when dealing with Space Engineer's Economic system. I'm asking for help. If anybody knows of a way to get around it, I'd be glad to hear it.
black_dragon1230 23 Aug, 2022 @ 6:37am 
Thank you so much for that link. It will really help since my worlds are usually all out war between npc vs. npc vs. myself. I dont care anything about capturing ships its all about salvaging whats left after battle.
Bryan  [author] 22 Aug, 2022 @ 8:40pm 
It has come to my attention that the economic systems are glitched. I'm working on fixing them.
Sensational Being 20 Aug, 2022 @ 5:16pm 
black_dragon1230 19 Aug, 2022 @ 7:25am 
I hate the inhibitors and not having the option to turn them off. I had an issue of a ship crashing onto my base ans it had an active inhibitor and I was stuck while it ripped my base apart so I ended up having to tele out of there. Now when ships spawn in with inhibitors I just use creative mod and delete the blocks.
Bryan  [author] 18 Aug, 2022 @ 9:04am 
Some of the mods already contain weapons used in the MexPex Collection. While Inhibitors with Crew Enabled is a great idea. I don't think it's necessary out in space like it is on planets. Besides, I've found other ways to keep the players in check...
V0ID 18 Aug, 2022 @ 7:35am 
Inhibitors are easy to add, you can even add them with behaviors. I highly recommend you to add em
[82DK] wyomingwolf 18 Aug, 2022 @ 6:27am 
I highly recommend the inhibitors as they provide a challenge on top of what is inside this mod. Makes it quiet fun to get past defenses of grids and then board (bonus points if you threw in crew enabled mod which spawns bots, example the stations will never truly be defenseless)
black_dragon1230 18 Aug, 2022 @ 5:30am 
Awesome im looking forward to trying this out. Hey have you considered adding the new MexPex Collection 3?
The Erubian Warlord 17 Aug, 2022 @ 1:03am 
awsome
Bryan  [author] 17 Aug, 2022 @ 1:00am 
Sorry, I misread what you said. The mod doesn't use any inhibitor blocks. Mainly because I don't know how to make them, and the mod just doesn't call for anything like that.
The Erubian Warlord 16 Aug, 2022 @ 11:20pm 
their is a system in place where the author of a MES mod can put in a setting/block to their designs that will interfere with standard gameplay functions such as switching off the jetpack when the grid and engineer get too close to each other or causing a person using the hand grinder to take damage for no reason other then they are in the effect range

these features of the mod are considered undesirable by a portion of the users myself included as such ive been going out of my way to gather a list of mods that have elected to leave the inhibitors off their grids since Lucus's response to the criticism he has gotten since he added them has been in mine and others opinion less then reasonable
Bryan  [author] 16 Aug, 2022 @ 10:02pm 
I'm sorry, I'm still new to MES, so can you please explain what an inhibitor faction is?
The Erubian Warlord 16 Aug, 2022 @ 7:06pm 
are you using the inhibitor functions in your mod? if not may i add it to my inhibitor free collection?