Space Engineers

Space Engineers

MES Lost Colony Encounters + Frostbite
60 条留言
Stormy 3 月 13 日 下午 5:39 
Are there commands to spawn these in?
r4v1n6 2 月 8 日 下午 5:00 
Seems to work quite well... on EarthLike anyway. With one of the mods that adds really dense forests and water. So far only Deep Cave has spawned in water, which isn't an issue as it fits it's looks, Crew Enabled also works well with it...
Aftrshock98 1 月 6 日 下午 2:43 
does this mod still work? I'm not seeing them anywhere
꧁༺ Some ༻꧂ 2024 年 9 月 12 日 上午 1:32 
@Null This is possible using the caves mod? but voxel changes will affect the server/client and cause slowdown
Null 2024 年 8 月 21 日 下午 1:00 
I had the Vaughn Brothers (Fe, Ni, Co)prefab spawn with all of the lower area buried under sand. Any way you can remove voxels spawning inside these grids?
Dragon Fire 813 2024 年 5 月 25 日 下午 9:40 
Been having some save issues today do to me apparently unchecking autosave at some point when messing with settings. Lost 3 sessions where I drove to and completely salvaged a location then lost all the salvaged parts cause my trailer clipped a tree and self-destructed.
Dragon Fire 813 2024 年 5 月 25 日 下午 9:34 
Can you post the MES spawn command for these structures (if it's just a single command that is)?
HiiPower 2023 年 3 月 1 日 上午 4:59 
All the quests that say you can find the gps coordinates here, on notes found in lockers are blank
Dalten 2023 年 1 月 26 日 上午 6:17 
Good morning, thanks for keeping this mod updated. Does each spawngroup come equipped with at least some form of defense (interior turrets, etc.)? if not, would you please list the undefended spawngroups so we can adjust our configs accordingly? Thanks so much.
Ugga 2023 年 1 月 14 日 上午 7:05 
How to adjust the spawn height, I unfortunately do not know.
Some grids I see that they are created on purpose so that if they do not fall perfectly on the voxel, then the design allows you to hide the features of the relief in several blocks. Something like elongated stairs and the entrance is higher.

Vanilla pirates that I've met appear relatively normally. But I don't see them often. Usually 3rd party MES mods have a higher spawn rate.
The Antenna prefab will probably always be problematic. It's a very high station. For me, she spawned exactly in the middle in the voxel.

I also noticed that in mods where a group of objects spawns, the grid spawn height is slightly different. Some are higher, some are lower. Perhaps there is an error in the calculations as Viper wrote.
Bačiulis  [作者] 2023 年 1 月 14 日 上午 3:16 
Ugga, do you happen to know how they are fixing it? I have already made all grids RivalAI spawns with remote control blocks, which fixed all the spawning issues I seen before (except Antenna is sometimes spawns weird, I guess its due to its height). These fixes are already in mod as of 6 Nov, 2022 or even earlier.
Ugga 2023 年 1 月 13 日 下午 3:34 
@Viper Our EarthLike distance is 240,273,466.0 meters. This is much more than 10,000 km.
All mods have different calculation errors. There are ideal mods with an error of +5/-5 meters, there are mods with an error of +20/-20 meters. In this mod, I saw grids +50/-50 meters.
Some authors ask us to specify grids, which are often located in the air or under the voxel, and they correct them.
Viper 2022 年 12 月 29 日 上午 2:19 
Buildings spawning with incorrect heights relative to the planet surface is entirely a Keen/engine issue. It has to do with how far from system center (0, 0, 0) the planet is. The further away, the worse the placement accuracy.

Minecraft has a similar problem with things like entities and dropped items. It's a common gameworld design limitation.

It has nothing to do with any specific mod. Place a planet 10,000km from center, and compare with Earthlike at 0, 0, 0. You'll find everything is spawning correctly on Earthlike and completely wack on the far away planet.
Ugga 2022 年 12 月 8 日 下午 4:01 
1. On the planet 120 km, your mod was not tested.
2. A similar problem exists with some mods. These mods have also been removed. Abandoned Settlements [v2] and there are some issues with some installations in other mods.
There are no issues with ACS Assertive Bunkers, Vanilla Planet Crashed Ground Encounters, Imber Corporation (Formerly Air Traffic), Independent Contractors (Formerly Reddit Custom Encounters), Parallax Concepts (Formerly Surface Occupation) mods.
Bačiulis  [作者] 2022 年 12 月 8 日 下午 3:02 
OK, so two things:
1. Does this issue happens on any vanilla planet with normal size?
2. Does this issue not happen on your planet with some other MES mod, that spawns planetary installations?
Ugga 2022 年 12 月 8 日 下午 12:19 
The radius of the planet is 250 km.
<SurfaceDetail>
<Texture>Data/PlanetDataFiles/Extra/material_detail_4</Texture>
<Size>128</Size>
<Scale>1</Scale>
<Slope Min="45" Max="80" />
<Transition>5</Transition>
</SurfaceDetail>
<HillParams Min="0" Max="0.09"/>

Perhaps the height of the grids probably makes sense to adjust on a flat planet. I don't know how you do it.
Bačiulis  [作者] 2022 年 12 月 8 日 上午 11:44 
I see. What do you mean by 500 km aligned voxel? What is the radius of the planet?
Ugga 2022 年 12 月 8 日 上午 11:20 
We have a Dedicated Server. The mod is balanced and we really like it. The mod has now been removed due to problems with placing grids under the voxel or in the air, so I can't take screenshots.
We have an EarthLike planet with a 500 km aligned voxel, and the problems with the grids are very visible. For example:
Valley Bunker hangs in the air 50 meters.
Antenna is halfway through the voxel.
Klang Cola Company in the air 10 meters.
PV-4-SV3 is completely under the 10m voxel.
Distances are not accurate.
Bačiulis  [作者] 2022 年 12 月 8 日 上午 10:04 
Just in case - any building that has spawned before update will stay as it was.
Bačiulis  [作者] 2022 年 12 月 8 日 上午 10:01 
Ugga, can you make some screenshots of those when you see them? Been testing, though fixed all of those. Maybe something changed again.
Ugga 2022 年 12 月 8 日 上午 6:33 
@Bačiulis There are still a lot of buildings that too high in the air or below the voxel.
Bačiulis  [作者] 2022 年 12 月 7 日 上午 11:58 
Yes it is there, in one of Lost Colony city variations.
blaze214263 2022 年 12 月 3 日 下午 5:58 
did you include the lost colony's reactor in this mod, if so I have yet to encounter it [sorry for the un-intentional joke]
Bačiulis  [作者] 2022 年 11 月 11 日 下午 4:52 
wyomingwolf, yes, disabled cut voxels for biggest installations to avoid lags. Also for sand and snow installations to make them look more abandoned.
[82DK] wyomingwolf 2022 年 11 月 6 日 下午 2:24 
Encounters are nice to see popping up (can take awhile yet that is what I get for having multiple MES encounters to fill this empty game.. *coughKeencough*). One thing I noticed is that some of the builds have a basement however requires you to dig to them. Is this to help voxel damage lag?
Bačiulis  [作者] 2022 年 11 月 5 日 下午 3:10 
UPDATE 11/5/2022:

- LCE bunker encounters added
- Rusted Lost Colony buildings now spawn on sand and Mars soil terrain.
- Cars added to Frostbite buildings
- Frostbite Old Mining Base added
- Drones added to Frostbite mining base
- LCE cars reworked to be drivable and more random
- Removed GPS coords in datapads that leads to nowhere
- Other small changes/bug fixes
Hobbs 2022 年 10 月 28 日 下午 12:46 
Love the sound of the update. Will be checking it out soon
Bačiulis  [作者] 2022 年 9 月 16 日 上午 3:50 
UPDATE 9/16/2022:

- Frostbite scenario buildings now spawns in Snow terrain.
- Fixed broken spawns where grids would spawn too high or too low.
- Sunset Valley reworked into several smaller towns, for better performance and spawn opportunities.
- GPS coordinate notifications added.
The Commander 2022 年 9 月 2 日 下午 1:40 
Impressive Nice Dude! I Give 3 Thumb Up's!
:steamthumbsup::steamthumbsup::steamthumbsup:
lechkingofdead 2022 年 8 月 7 日 下午 3:55 
i hope folks realise that yes MES disables game options BUT REMINDER it also has a more game friendly system. so the random encounter system is more refined and has its own internal spawn system. bloody idiots have no idea how some mods work but think they know stuff because of toggable options.
baph.online 2022 年 6 月 30 日 下午 2:41 
does this mod support spawning on Thora-4 from the Ares System mod? cheers
Commander Star 2022 年 4 月 7 日 下午 11:24 
Mr.-RexeX-, mind if I inquire as to how many brain cells you happen to have? This mod has Modular Encounters Systems as a dependency, which disables Cargo Ships & Random Encounters as to use their improved system of spawning. This is NOT a bug.
Mr.-RexeX- 2022 年 3 月 14 日 上午 9:15 
Attention, this MOD disables the "Cargo Ships" & "Random Encounters" hooks in the Advanced World Settings. :steamsad:

Noticed on 03/10/2022
Bačiulis  [作者] 2022 年 3 月 7 日 上午 3:28 
JD, spawns on any planet that has grass terrain in it. So it will spawn in Pertam on grassy regions, but not in Mars. The idea is to later expand this mod to other terrain types, i.e Frostbite scenario buildings on snow terrain and Scrap Race buildings on sand terrain.
JD 2022 年 2 月 25 日 下午 4:01 
Weird Question, is there any way to have them spawn on other planet types? Mars, Pertam etc?
I3eauLeBoi 2022 年 2 月 13 日 下午 3:16 
That should do something then, at least. if you think that would impact a lot more. Thanks for letting me know! c:
Bačiulis  [作者] 2022 年 2 月 13 日 下午 1:19 
I3eau_LeBoi, there is no single command, a lot of them affects the frequency of spawns in some way. One of important ones is MinimumSpawnDistanceFromOtherGrids. The less the distance, the more populated surface should be.
I3eauLeBoi 2022 年 2 月 13 日 上午 9:05 
I know, but i was asking mainly WHICH out of the hundreds of commands and options? Is it installations? Or something else entirely? I did read older comments regarding this but its rather vague.
Bačiulis  [作者] 2022 年 2 月 13 日 上午 7:26 
I3eau_LeBoi, for configuring check documentation of Modular Encounters Systems. https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1521905890
I3eauLeBoi 2022 年 2 月 13 日 上午 6:50 
Which of the commands do we need to execute to make lost colonies more frequent? We're trying to see them more often, like 'used to be inhabited' planets. But its quite confusing.
TroLLeX_ 2022 年 2 月 5 日 上午 12:08 
Oh alright, then maybe remove the gps from the pads. Because ususally gps in a pad means there is something. If it isnt then it looks like its a bug, even so it isnt in this case
Bačiulis  [作者] 2022 年 2 月 5 日 上午 12:02 
TroLLeX_, left those pads on purpose, to keep some mystery. They lead to nowhere, as buildings are spawned in random places with this mod.
TroLLeX_ 2022 年 2 月 4 日 下午 10:18 
I like it, also the small stories left in some homes. Some of them link to other locations, but when i go there, then there is nothing.
https://i.ibb.co/vq4FKPF/20220205071112-1.jpg
https://i.ibb.co/2v4pPfP/20220205070112-1.jpg

I already noticed that happening before the latest SE update, so i guess this bug is present for a while now.
JSHALO2025 2021 年 10 月 17 日 下午 6:35 
Would be cool to see a city type
Bačiulis  [作者] 2021 年 10 月 12 日 上午 7:02 
The Bush Wolf, no, as far as I know. Let me know if you see one.
The Bush Wolf 2021 年 10 月 11 日 下午 2:11 
Any known conflicts with other MES mods?
Mr. Midori 2021 年 10 月 10 日 下午 2:32 
Aight, thanks for the info. Loving the mod so far.
Bačiulis  [作者] 2021 年 10 月 10 日 下午 2:03 
Mr. Midori, yes. You might want to search for large flat areas with grass terrain to find a city. You can tell it is spawning if game lags for a second :)
Bačiulis  [作者] 2021 年 10 月 8 日 上午 5:02 
Mr. Midori, yeah good point, I'll update description on this. You can totally configure spawn rate via Modular Encounter Systems mod config, see more information in it's page https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1521905890
󠀡󠀡 2021 年 10 月 7 日 下午 7:39 
Yeah as someone said these are pretty rare would like increased spawns lol