Space Engineers

Space Engineers

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NPC Provider (BB)
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Type: Mod
Mod category: Script, NPC
File Size
Posted
Updated
105.249 MB
29 Nov, 2023 @ 10:19am
21 Oct @ 1:47pm
511 Change Notes ( view )

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NPC Provider (BB)

In 1 collection by BookBurner
Maintained/Created by BookBurner
27 items
Description
NPC Provider was originally developed for my SE server. At the start it was only a wrapper containing NPC behaviour so I could move away from the programmable blocks. The potential was there to do more however, and over time we added more functionality by linking special events to the NPC behaviour, by scripting predefined encounters (such as fleet battles, station combat, boss fights etc.).


WHAT DOES IT PROVIDE?

NPC AI: Behaviour scripts are included in the system, allowing you to setup your NPC ships and stations with predefined behaviour. You can use your own behaviour through programmable blocks or in-game AI blocks as well and use the Provider's AI only for inventory replenishment.

Spawning: System handles spawning of random space encounters, wreckages and planetary encounters. These are defined in the NPC Faction definition.

Despawning: System despawns tracked ships/stations when no players are nearby. The rules are more complex, based on if the ship is or is not a part of a mission.

Economy: Custom made economy system which allows for randomly spawned NPC trade ships and custom defined Trade Stations. The prices are dynamic and reflect how well the specific NPC faction is doing. Price modifiers can be further altered to account for supply/demand.

Missions: Space and Planetary scripted missions which override the vanilla economy contracts. Mission types are going to expand as I add more. Now we have about 20 different mission types for both Space and Planetary environment.

NPC held territories: Planets in the system have assigned ownership and siege options. This is either static, or when the dynamic ownership system enabled leads to possible planet sieges and takeovers. Planetary ownership impacts NPC spawning and Economy systems.


COMPATIBILITY

Supported mods

Shield Mods
Defense Shields: . Integration ✅ Replacer ✅
Energy Shields: ... Integration ✅ No replacer
Deflector Shields: Integration ✅ Replacer ✅
Nerd's Shields: .... Integration ✅ Replacer ✅

WeaponCore & Weapon mods, NPC Provider can use WeaponCore API to replenish and control weapons. But it is not a hard requirment. Built-in weapon replacer can handle most vanilla based and WeaponCore based weapon packs.

Defense Shields, NPC ships react to have their shields taken down and take evasive actions and perform combat jumps (if they have functional jump drives). If Defense Shield is not present, behaviour still works.

Not recommended to run alongside of:

Modular Encounter Systems, these two systems can ♥♥♥♥ with each other, not recommended to use them alongside each other.


Does nothing unless configured

If you have further questions or want to see how to configure the system and set-up NPCs, you can visit my discord: https://discord.gg/6Gd6W8TcJb

Demo scenario - Alien Invasion (Alien faction has weaponcore dependency)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3217769979

Demo scenario - Swarm Containment (different menace faction without weaponcore dependency)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3304092711

Demo scenario - Star System (without weaponcore dependency)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3355295552
53 Comments
Syphond 9 Oct @ 3:41pm 
does this alter the vanilla spawn system? looking to liven up the world a bit but still want the new vanilla stuff and factorum.
Acouthyt 6 Oct @ 8:07am 
Awesome, thanks a bunch.
BookBurner  [author] 6 Oct @ 7:56am 
Sure, I will check it out, I will write it down as a feature request, you can follow it on discord
Acouthyt 6 Oct @ 7:30am 
Any chance we could see compatibility with Vanilla+ Framework added? Its an alternative to WeaponCore.
Dots 5 Aug @ 7:55am 
wish you could have a version that can run with MES mod and play nicely. I subscribed to this for now.. but just to help with subs count.. or at least until someone brainstorms how to make it MES friendly
CDClone 10 Jul @ 3:58pm 
thats all good^^ i would like to try something new, but i have allso grown quite happy with the assertive mods, stealing those thrusters have become keind of a lifestyle that fits very well with stealing prototech from the factorium :D :D :D
BookBurner  [author] 10 Jul @ 10:17am 
CDClone: technically yes, it can run alongside the MES. But the NPC provider requires it's own NPC packs, it can't use the MES packs.
CDClone 9 Jul @ 1:45am 
can this mod run on the same server as MES ? like the assert enemies for a specific example?
BookBurner  [author] 5 Jun @ 11:27pm 
Not yet, I already have a feature request to make it compatible with water mod. I will do it at some point, but I will not throw estimates when. There are a lot of things I want to finish that are already in the pipeline.
CM:D 5 Jun @ 8:38pm 
I want to use this over MES (And I will for more conventional NPC mods) but I have a question. Will this work with the water mod? I want to have naval ships to add a bit more flavor to the game and I know I can do it with MES. Problem with MES is that it's clunky and the naval ai got very little love and making custom ai for MES is a pain.