Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tested the MK2 on all vanilla planets/moons and having no problems with the ship, if you are on a modded planet then it could be that there's no atmosphere or they are spawning above it and then falling down.
(They don't spawn on Pertam for this exact reason)
Ahhh UTC had a update at some point that I wasn't aware of it allowing them to become friendly explains my confusion and good to hear Legion still hating everyone with a extreme passion as always.
I'm pretty sure UTC is military just like IMDC and that they don't trade but the bounties reward either a free asset or free cargo and not rep.
Unfortunately IMDC was designed to be hostile faction and not a trade able faction since you would be unable to make them neutral under normal circumstances, which makes them features unless for them to have.
Hi again
He and his clone flew to the "imber escort drone" and crashed into the wall like the drone, and the "zombie" fell
IMDC are neutral to me, and I take advantage of this)
Also, many ships have a problem with flying over the wall of Olympus, they crash and cannot fly over
Still the best~
Ah Trade Coalition is a completely different faction unrelated to IMDC so no conflict at all.
Both use MES to spawn since is the framework (This applies to all factions using MES).
Hope this helps
Thanks for the rapid replies. You the best.
Did a test and Imperial Drilling Consortium will be replaced/gone unless you change the faction tag in your sandbox.sbc file if you wish to keep them.
This slightly effects the mod with the faction now starting with 0 reputation instead of being hostile from the start, declare war with them or take this as an advantage.
(The Trade Faction is vanilla and just randomly generated out of a list you should have similar factions)
Also by chance a Merchant Trader Faction can be named IMDC known as Imperial Drilling Consortium.
(Space Engineers Wiki)
They aren't although there was a old encounter with the Cerberus Destroyer in the older times of SE, if you are running other MES encounters one of them could also have IMDC ships not sure how that would conflict so best bet is to put this above the mod in the mod list.
- Lunar Cargo Ship Eligible: False
- Planetary Cargo Ship Eligible: True
- Gravity Cargo Ship Eligible: False
- Random Encounter Eligible: False
- Planetary Installation Eligible: True
- Water Installation Eligible: False
::: Planetary / Gravity Cargo Ship Eligible Spawns :::
- IMDC-SpawnGroup-TF-180Group
- IMDC-SpawnGroup-TF-180pGroup
- IMDC-SpawnGroup-TF-200Group
- IMDC-SpawnGroup-Albatross
- IMDC-SpawnGroup-Condor
- IMDC-SpawnGroup-Skycrane
- IMDC-SpawnGroup-HydraPatrol
- IMDC-SpawnGroup-HydraH2
- IMDC-SpawnGroup-ProtoClass
- IMDC-SpawnGroup-AtlasClass
- IMDC-SpawnGroup-ProtosMK2
- IMDC-SpawnGroup-Protos
- IMDC-SpawnGroup-AtlasFrigate
Ran a world with IMDC and MES mods and did /MES.GESAP
::: Spawn Data Near Player :::
- Threat Score: 5054.57
- PCU Score: 5304
- Combat Phase: Disabled In Settings
::: Environment Data Near Player :::
- Distance From World Center: 60406.1414897007
- Direction From World Center: X:0.226260463781286 Y:0.0865029410664514 Z:-0.970218245404781
- Is On Planet: True
- Planet Name: EarthLike
- Planet Entity Id: 3868533696819502467
- Planet Center Coordinates: X:0.5 Y:0.5 Z:0.5
- Planet Surface Coordinates: X:13666.5263671875 Y:5224.9287109375 Z:-58602.875
- Planet Diameter: 120000
From your GESAP it's saying you aren't even on a planet and nothing exists in your world in terms of PCU (No ships at all exist) seems to be something very wrong with either your world or mods.
What does this even mean, I couldn't find such a setting
only ships from air trafic appears
::: Spawn Data Near Player :::
- Threat Score: 0
- PCU Score: 0
- Combat Phase: Disabled In Settings
::: Environment Data Near Player :::
- Distance From World Center: 1989754.62107052
- Direction From World Center: X:0.520261013048417 Y:0.0592559913167916 Z:0.851949062910981
- Is On Planet: False
- Planet Name: N/A
- Planet Entity Id: N/A
- Planet Center Coordinates: N/A
- Planet Surface Coordinates: N/A
- Planet Diameter: N/A
- Oxygen At Position: N/A
- Atmosphere At Position: N/A
- Gravity At Position: N/A
- Altitude At Position: N/A
- Is Night At Position: N/A
- Weather At Position: N/A
- Common Terrain At Position: N/A
- Air Travel Viability Ratio: N/A
Make sure you have also have MES which is the spawn framework. After that is just a bit of waiting for ships and stations to spawn.
I'll have a look at adding a condition which disables Jetpack Inhibitors once a ships reaches 1.5km from the ground, I also take a look at the AI's code to since it may require to some adjustments.
Yes, that's a great idea.
Neat would of though they be classed under something else this makes them easier to target since there aren't much in terms of communications blocks.
Been sorting and clearing out the coding side of the AI and made progress. The engagement distance of 2500 isn't ideal so I scrap that idea of increasing it and made a trigger to make the cargoship enter combat mode once player damage is detected.
Probably going to change up the spawn groups and give patrol fighters the ability to aid the easier cargoships (Testing stuff today gave me some new ideas for AI behaviour).
After this I probably stop anymore major developments on this mod and will be strictly bug fixing and small changes if they are required.
You got me curiosity since I recalled that ships would actually start engaging you at a certain distance once you got -1450+ instead of just letting you attack them.
So I had a look and it turns out that it's set at 1500m which assault cannons and railguns can bypass with 2km range. I going to change this to 2500m to cover this problem.
Btw this strategy can be applied to Parallax, Imber, and Independent Contractors since they have this exact same code.
Then this encounter mod isn't for you, it wasn't made to be difficult it's focused on fun.
No worries
IMDC was built from Parallax mainly with other useful bits taken from the other MES factions.
Bad news is seems MES cleanup is linked to the user's world so I can't edit this.
Good news I finally found the code involved in just straight up removing grids from existence so stations will now have a 4Hr shelf life before being deleted to keep worlds from having to many IMDC stations (I believe taking out the remote control will stop them deleting).
I also made space stations spawn 17.5km apart so they are less common.
IXO Drones most likely require more fuel to stay powered since they delete normally probably just depower and so can't path to the despawn point.
I push a update shortly and hope this helps out.
regarding random encounter and installation cleanup, you are correct in that the MES core mod controls that with its configuration files. I had reviewed those files recently, and I will do so again and let you know. I just wanted to make sure your mod was following the core settings and not making any deviations in that respect. if your codebase is cloned from IMBER, then that is most likely not the case and all is good.
other pve mods we have running alongside this one for comparison are the main three ( parallax, imber, incon), plus pravda, wycc and cult. this piling up behaviour described before was noticed only on the spawngroups listed below, the other factions despawn on time. thank you :)
Random encounters
IMDC-SpawnGroup-SupplyStation
IMDC-SpawnGroup-DefenseStation
IMDC-SpawnGroup-GarrisonStation
IMDC-SpawnGroup-FuelingStation
IMDC-SpawnGroup-ManufacturingStation
IMDC-SpawnGroup-CommandStation
IMDC-SpawnGroup-IXOReconDronePatrol
Planetary Installations
IMDC-SpawnGroup-GarrisonOutpost
IMDC-SpawnGroup-FuelingOutpost
IMDC-SpawnGroup-CommandCenter
IMDC-SpawnGroup-Airbase
IMDC-SpawnGroup-ManufacturingOutpost
I need to know what random encounters you are referring to since the only one in this mod is IXO Drones. I know they have a timer to retreat and despawn if they aren't working I need to if it's them or something else.
If it's fighters that are spawning from planetary installations that are piling up then I need to know if they aren't retreating after 1.5hrs, this also could be certain fighters not having the correct fuel needed to perform the task and powering down. (Might need to adjust their spawn timer)
Regarding stations I never seen a station despawn even from other MES mods I usually perform manual cleanup on my own worlds to keep them lag free could be due to the fact I stay in one location most of the time. If you have more info on this
(MES does have Cleanup settings that can be adjusted but I'm unsure if it's automatically on or how it functions)
@Shaggy
Going to make some adjustments to fighter antennas that will help (They are set to 15km setting them to 5km)