Space Engineers

Space Engineers

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Modular Encounters Systems
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Type: Mod
Mod category: NPC, Other
标签: ServerScripts
文件大小
发表于
更新日期
23.859 MB
2018 年 9 月 24 日 上午 10:25
8 月 30 日 上午 6:44
306 项改动说明 ( 查看 )

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Modular Encounters Systems

在 Meridius_IX / Lucas 的 2 个合集中
Modular Encounters Collection
20 件物品
MES-Friendly Mods
57 件物品
描述
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

What is Modular Encounters Systems?

This mod was designed to be a flexible framework that will handle nearly all spawning of NPC grids in your game world. It also includes a behavior system that NPCs can use to engage with players and the environment in unique ways. The mod was built to be compatible with existing NPC mods, while also providing new and powerful options to add extra variety and control to how NPC grids appear in the game.

Simply run this mod with any other mod(s) that add NPC grid encounter content (Eg: Reddit Custom Encounters, Air Traffic, Surface Occupation, Etc). This mod will identify the spawn groups included in those mods, regardless of whether or not they were setup to use the advanced features of this mod.

Because this mod is a framework, it does not add any NPC encounters to your world if you load it by itself.


Why Was This Mod Created?

Previously, this mod was two separate framework mods called Modular Encounters Spawner and RivalAI. Previous to those mods, there were two older framework mods that controlled spawning for Planetary Cargo Ships and Planetary Installations.

All of these framework mods were difficult to manage as separate mods, so a decision was made to merge them all into a single framework. Not only does this make it incredibly easier to maintain the project, but it also makes it a lot easier to create new features for use in future NPC encounter mods.

This new single framework was designed to be backwards compatible with all existing NPC encounter mods that were using the older frameworks. Because this framework replaces the limited functionality of some in-game spawning systems, the following world options will be Automatically Turned Off when using this framework:
  • Cargo Ships
  • Random Encounters
  • Enable Wolves (If Planet Creature Spawner Option or Addon is used)
  • Enable Spiders (If Planet Creature Spawner Option or Addon is used)

What Does This Mod Handle?

This mod will take care of the spawning and despawning of several types of NPC grids.
  • Space Cargo Ships - These encounters are one of the oldest types of NPC Grid Encounters. They appear near player proximity every so often and travel in a fixed path for a while before despawning.

  • Lunar Cargo Ships - This is a new type of encounter. These encounters are essentially the same as Space Cargo Ships, however they will only appear near players that are within a shallow gravity field (Eg: Moons).

  • Planetary Cargo Ships - These encounters are similar to Lunar Cargo Ships, only they will appear close to the surface of larger planets.

  • Gravity Cargo Ships - These encounters are similar to Planetary Cargo Ships, however they will only appear in the zone where a larger planet's gravity begins to diminish.

  • Random Encounters - These encounters are discovered as players explore the game world. One change that has been made to these encounters is that they're no longer tied to the world seed in regards to how they appear, but now use the player travel distance and a timer (similar to Planetary Installations).

  • Planetary Installations - These encounters appear on the surface of planets as static grids / stations. They appear as players travel and explore the surface of the planet.

  • Boss Encounters - This is a new type of encounter. When this spawn is triggered, a GPS marker is created near the player. Once the player approaches the GPS marker, a difficult NPC encounter will appear.

  • Static Encounters - These encounters will only spawn once in the world, and will always spawn at a specific set of coordinates in the world. These are useful for scenario builders.

  • Creatures and Bots - These encounters are Character based NPCs that will often spawn and attack the player from the planet surface. Wolves and Spiders fall into this category.

The new encounters (factorium) use new vanilla spawning systems that are not managed by MES. So whether or not these new encounters appear or not will be entirely controlled through your regular game settings.

Other Compatibilities

The framework also adds several APIs from other popular mods so that encounter mods can take advantage of their added functionality. This includes (but isn't limited to) the following:

Configuration and Modding

This framework contains several configurations and tools for administrators and modders. The majority of the details can be found at the Modular Encounters Systems Wiki, located Here[github.com]


Restrictions Regarding Republishing This Mod:

Please refrain from republishing this mod on the workshop or anywhere else. Because this mod is used as a dependency by many other mods, it will likely auto-load this mod with any cloned instance - which will cause unstable behavior as a result of 2 instances of the spawner running. If this is not respected, I will exercise my right as the original creator and file DMCA notices against infringing copies at my discretion.


Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]



“Copyright 2018 Meridius_IX / Lucas. This item is not authorized for posting on Steam, except under the Steam account named Meridius_IX / Lucas”






引用自 CptArthur
Regarding the fieldwork bug where vanilla cargo ships appear to be immobile, we are looking into it. However, it looks like there may not be a permanent solution available that works for everyone.

In the meantime, I recommend using the following mods:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=888457381
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=888457124

I have not yet tested this but you can also try:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3523656693&searchtext=mes+fix
Steam Workshop::[MES] New Vanilla Cargo Ships Quick Fix



热门讨论 查看全部(152)
9
6 月 2 日 下午 7:04
Vanilla Cargo Ships not working as intended
Grebanton1234
20
7 月 1 日 下午 1:14
Nothing is Spawning except CIVIL stuff
xXspeedfistXxD
0
2022 年 9 月 18 日 上午 11:42
置顶: Combat Phase System
Meridius_IX / Lucas
3,207 条留言
@DrakoMT
the autocleanup should get them if its active and they fit the requirements for autocleanup.
you can access it via the admin menu to look at its settigns and if neccessary alter them.
DrakoMT 22 小时以前 
Is there any way to remove crashed drones after sometime without manually deleting them?
Abisius Xarvenius Carbensius 9 月 30 日 上午 6:39 
@crimson
while wc is a bit different nothing in it would stop its weapons from targeting stuff that can be targeted by vanilla weapons as long as the targeting rules (for example: allowed to target large grid, small grid, biologicals . . . ) for that weapon are obeyed.

you can tell a vanilla weapon if it is allowed to go after a specific target type and the same is possible in wc, same goes for modded weapons if they are even allowed to be able to target a specific target type.
the only difference in relation to targeting is that wc based weapons can have a minimum target ranges besides the maximum target range and its possible toi have smart projectiles that guide themself to a selected target.
Abisius Xarvenius Carbensius 9 月 30 日 上午 6:35 
@Xenophile30
if i remember it correctly there is a possible boss encounter with a scriptshielded npc that you need to hit in a specific point to deactivate the shield and its scriptet beam weapon and it cannot be targetet by ai controlled weapons or damaged outside that specific spot until the shield is destroyed, though its a while since i did get that one.
crimson 9 月 30 日 上午 12:52 
@Xenophile30 isn't it WC that messes with targeting and weapons, not MES? might want to look through your mod list to see if there is any weapons core dependent mods or weapons core itself.
Xenophile30 9 月 29 日 下午 7:51 
Okay, i can't wrap my head around this one... Whenever a boss encounter spawns, it can hit me with a giant beam that ignores my shields, and my guns (lasers, turrets, assault cannons, artillery turrets, gatling turrets, even drone launch platform) can't target the boss or fire at it. What gives? Am i supposed to manually aim all of my guns?
My turrets track and shoot any other NPC grid automatically when in range and hostile, but its like the boss is considered "ghosted" or something. I can't even lock on with targeting to it, which is a vanilla mechanic.
I have no idea what is going on and i don't understand how any weapon in the game (out of all the mods i have) can ignore shields without even damaging them and hit the ship...

Any info on what might be going on would be much appreciated because i am out of ideas.
And no, i can't tie 50+ turrets, lasers and whatnot into manual targeting... Id likely be blowing myself up if i try to fire.
Ignis Fox 9 月 28 日 上午 9:28 
Y'all who say MES is working fine for you, are you seeing the various vanilla random encounters alongside whatever MES mods you're using? When I was doing testing, I was only seeing SPRT and MES encounters, I didn't see any UNKN encounters, and that was even with forcing encounter spawns. I really want to bring Assert and maybe other factions into play, but not if I lose out on the various vanilla random encounters.
howardxu23 9 月 27 日 下午 3:13 
unfortunatly, I have no idea as to where is the vannila to MES spawn logic is handled
howardxu23 9 月 27 日 下午 3:10 
I was wondering about this: is it possible to adjust the script so that instead of replacing vannila spawn logic, instead running alongside it.

it should also be possible for it to check to see if the spawngroup is from a MES mod or not already, as all MES mods uses "InventoryComponentDefinition" and their own [Modular Encounters] Tags, while vannila spawngroups uses "SpawnGroupDefinition" tags, so there is no conlifct issues there.

This means that if the part where it disables the vannila spawning system+vannila cargoship conversion system is removed, it should still function correctly in theory
sneakwolfhond 9 月 25 日 下午 5:25 
will food be added to killed creatures at some point? , would like to use it again but its kind of a pain if i cant get food from creatures that i kill sinds meat is the best food out there