Space Engineers

Space Engineers

Far From Home Scenario
75 条留言
Shodan 2024 年 12 月 17 日 下午 6:37 
Perfect! that fix worked!
wellington6012  [作者] 2024 年 12 月 16 日 下午 3:52 
Hi Shodan, see bug fix above. Please let me know how you get on.
wellington6012  [作者] 2024 年 12 月 15 日 下午 6:33 
Hi Shodan. I tired it again also and no go either. The Aww Scrap mod says it has been updated for contact and no bugs, but clearly there's something not right here, and it's not limited to my scenario world. I've logged a bug report with the creator (Thraxus) over on their discord page.
Shodan 2024 年 12 月 14 日 下午 4:37 
Scrap Recycling does not work on survival kit, I've tried what you said below but no luck.
wellington6012  [作者] 2024 年 10 月 31 日 下午 5:25 
Hi William. I think it's something to do with the contact update, looks like the Awww Scrap creator updated it, but there were indications of bugs in the comments. I tested the FFH game save and no scrap as well. I reloaded and saved it without the mod, then reloaded again with mod reinstalled, it's acted as a reset and scrap is back.
williamjr13 2024 年 10 月 31 日 上午 11:39 
been playing Far From Home and the scrap recycle is no longer on the survival kit
wellington6012  [作者] 2024 年 9 月 28 日 下午 12:56 
LOL, that old chestnut
dyonisth 2024 年 9 月 28 日 上午 6:50 
Many thanks. In fact, this was a lack of power wich made the refinery don't works.
wellington6012  [作者] 2024 年 9 月 28 日 上午 1:31 
Hi Dyonisth. The refineries work the same way for scrap as the do for ore, just shove it all in and ingots come out... which is different from survival kits, where you need to tell it to produce ingots.
dyonisth 2024 年 9 月 27 日 下午 10:55 
Hello, I have fun with this scenario. A question : Only the survival kit can scrap ? I have made a basic refinery but it does not crap anything.
wellington6012  [作者] 2024 年 9 月 24 日 下午 1:59 
Hi Jim. You need to travel 10km - 20km in distance for them to spawn, just making sure you haven't been sitting on the station waiting for them to come to you. Do you have the MES mod installed for the Reavers? If you go into the game settings in the load game screen, look at the random encounters option, if MES is installed it will be unchecked, this is correct as MES handles the vanilla spawns (if you ever want to turn off random encounters with MES installed, there is an MES add-on called Suppress Random Encounters). If MES is not installed, the random encounter box will need to be checked. Everything I just said applies to trade ships too. That's about the limit of my knowledge to what could be wrong, hope it helps.
jim_kelley1 2024 年 9 月 24 日 上午 7:22 
I tried to play the scenario but after 3 hours i never seen a mayday. is there something i need to set to see them?
IcarusAverno 2024 年 9 月 21 日 上午 2:22 
Turns out one of my qol mods put a modded station instead of the vanilla one
wellington6012  [作者] 2024 年 9 月 18 日 下午 4:24 
Hi Icarus. It should work and not something anyone else has mentioned. It's just a vanilla trade station I added a survival kit to, I didn't change any on the underlying trade station mechanics/game data files. Was economy turned off in your setting by accident? That's the only thing I can think, although I don't know what that would do to an existing trade station.
IcarusAverno 2024 年 9 月 18 日 上午 11:39 
question bout the contracts they dont seem to work for me the contract menu is empty
wellington6012  [作者] 2024 年 7 月 8 日 下午 4:47 
Glad to hear you enjoyed it phfor. I am working on more scenarios, most of them a fairly simplistic, a goal to aim for, but more-so a reason to build, rather than the goal itself.
phfor 2024 年 7 月 8 日 上午 6:19 
Now that's a solid scenario finished. Really good fun, especially with a mate - though I will admit we got extremely lucky and had a SPRT Salvage Station spawn, which we Acquired Legitimately. And eventually modified with a railgun.

Definitely recommend this one for anyone perusing for a scenario.
wellington6012  [作者] 2024 年 7 月 5 日 下午 4:24 
phfor, digging the scenario? You don't get it, the 'hole' point is no digging. Anyways, puns aside, I have fond memories of the scenario, except the stupid Reavers, always spoiling my day.
wellington6012  [作者] 2024 年 7 月 5 日 下午 4:22 
Archon, just wait, some pirate ships will eventually float past. Either that or just jet pack coast 20km in any direction and a random encounter will probably spawn.
phfor 2024 年 7 月 4 日 下午 8:40 
Reading comprehension really is a dying skill, isn't it?

But that aside - really digging the scenario so far. Actually playing it coop and it's giving us a good challenge. That AwwScrap really changes how you approach... well, everything, too.
Archon Tubby 2024 年 7 月 4 日 上午 2:18 
Ah OK. It said not to attack neutrals and the only ships I've seen are neutrals. I'll go attack the neutrals and steal their ship 🙂
wellington6012  [作者] 2024 年 7 月 3 日 下午 7:39 
Hi Archon. Correct, no asteroids, no mining, instead track down perfectly legal salvage, ie capture a passing ship or go for a fly around a neighbourhood and investigate mayday signal when one spawns. Have a good read of the above description, it should explain everything.
Archon Tubby 2024 年 7 月 3 日 下午 4:22 
So I can find the station easily enough but there don't appear to be any asteroids so I'm not sure what I'm supposed to do to get resources?
Mike ={JcC}= 2024 年 6 月 2 日 下午 3:53 
Thank you very much. There was actually a datapad, but it contained the location of the station. I still have it with me. But now that i have the coordinates, i can dinally finish it without having to rely on the admin menu... thanks again.
wellington6012  [作者] 2024 年 6 月 2 日 下午 2:56 
Hi Mike. The first time you spawned, there was a data pad in the container directly in front of you, it had the GPS. [GPS:Home:-44149.16:-24807.28:34832.99]
Mike ={JcC}= 2024 年 6 月 2 日 下午 2:05 
So i got a ship, headed towards the planets and i think I'm in Earths Orbit. But i don't see anything thats hints at the location of the home base. I don't like to just use the admin menu to make one, so how am I suppose to find that location on the planet?
Nazo 2023 年 11 月 23 日 下午 6:50 
Ok, I think I missed that the basic assembler could be made without large tubes. One thing that confused me was the strong emphasis the description gives on "build a ship as quickly as possible then salvage and build up on it as you go," but it really feels like you basically have to build up more or less a full ship before you even can go.

As for Hostile Takeover, the basic gist is you equip the grinder and it highlights the things that prevent you from controlling the grid. AI control units, pilot cockpits, etc that would theoretically be how something is controlled. Also, interestingly enough, warheads (I assume the idea is they prevent a takeover by offering a self-destruct possibility.) Remove everything that controls it/prevents a takeover and then it basically becomes owned by nobody and you can take control or change things from a terminal.

It feels kind of logical to me anyway, though there is validity to both.
wellington6012  [作者] 2023 年 11 月 23 日 下午 4:55 
I did try the hostile take over mod I think, it didn't really work for me at the time, maybe I was doing something wrong? I found the hacking chips quite good and have stuck with them ever since.

You can make all the components in survival kit to make a basic assembler, power will be your problem and only power option will be solar, which getting enough silicon to start with can be challenging in this scenario, but that's your basic vanilla SE game start. It's not an easy start without the ability to refine stone, have to be a little more creative where to find things, but it can be done.
Nazo 2023 年 11 月 23 日 上午 3:48 
I get that. I'm saying I don't see how you even can do things like large tubes (which are required for things like thrusters) to begin actually building more serious things (like even a basic assembler.) I didn't know the store's stock ever changed though. Does it ever get large tubes or metal grids? I never saw them.

I gave up and cheated in a basic assembler. To me this seems to strike a decent balance. I'm a little confused about how metal grids will ever be done though. I hope the full assembler can handle them, but I noticed the basic assembler didn't even have a scrap tab like the survival kit does. I would hope the full assembler does, but don't know yet.

BTW this scenario might be a good one for the "Hostile Takeover" mod. Worth a thought anyway since it centers so much around salvage and fight off defenses.
wellington6012  [作者] 2023 年 11 月 22 日 上午 11:10 
Hi Nazo. The survival kit is the only extra block you can use at the station, using aww scrap mod, it will breakdown anything you salvage from things like unknown signals and then you can make your typical SE start, this can be supplemented by trading. I had to wait for the store to stock power cells or solar cells before I could really get going, this scenario the lack of power production in the start game is your initial hurdle to over come, baring in mind a powered grid also wont despawn. Until then it's scavenge, salvage and fill up all the freight containers around the station. If you can capture a passing SPRT cargo ship, some are only lightly defended, that will help a lot, or jet pack 30km or so and maybe a encounter will spawn.
Nazo 2023 年 11 月 22 日 上午 1:21 
Saw this pop up on the community highlights and decided to give it a try. I like the basic premise. How are we supposed to deal with large tubes or bullet-proof glass though? Metal grids are also problematic, but I think you can build enough without them to at least get started.

Are we supposed to rely solely on random spawns, many of which are basically past the point of no return anyway? I saw a trade station, but the script seemed to be bugged (the consoles weren't responding to any of the buttons.) Are we supposed to find something with an assembler and take it over? I haven't seen anything like that yet though up to the point of no return from the station.

I love the basic premise of this scenario, but really think it would be more fun if there was a basic assembler and a cargo container at the station. Thus we could salvage and build the minimum and store enough to get started (so the game won't delete our blocks.)
wellington6012  [作者] 2023 年 11 月 9 日 下午 4:27 
Thanks Jack. It's a fairly simple premise, but a nice challenging little scenario. Things that yo think might trip you up, don't, but then you end up short of something else unexpectantly. HomeOfTheCosmicDoughnut is currently playing the scenario on his Youtube channel, also has a different take on it. While the basic rules are there, it's up to you to to play it how you want.
Jack Schitt 2023 年 11 月 9 日 下午 4:20 
Thanks a lot! I'm watching your Stream of the playthrough as I have time to watch each episode. I may not watch them all so I can also experience figuring things out on my own when I play the scenario. The custom buildings that look like houses, etc, are awesome! That's a really unique idea I haven't seen anyone do before, and it looks very well done.
wellington6012  [作者] 2023 年 11 月 9 日 下午 3:55 
Hi Jack. I recall that being raised a while ago, at the time the obsolete one worked, but the alternate one didn't. Maybe I was doing something wrong or had the wrong alternative. Thanks for the link, I'll having another go at fixing it this weekend.
Jack Schitt 2023 年 11 月 8 日 下午 9:14 
Will you please update the required items to include the working version of the hacking computer here ? We're being prompted with links when we subscribe. The version 'required' says it's obsolete. Less clicky clicking if you'd be kind enough to update the list. Thanks!
wellington6012  [作者] 2023 年 9 月 29 日 上午 1:14 
Oh, so you're saying there's shells in there you can get, I understand now, I got the wrong end of the stick. I think that's worth fixing just to be on the safe side.
Mailleweaver 2023 年 9 月 29 日 上午 12:35 
I'm not saying that the artillery shouldn't be there. I'm just saying that you can access the conveyor on the bottom of it by looking through the top of the artillery's base. Even though the conveyor port can't be seen, it can be highlighted and accessed. Correcting the block's ownership would prevent the player from accessing it and taking the contents.
It is only a minor problem, though, as I said. I only mentioned it so you can fix it if you want to. It's pretty obvious that taking the shells would be an exploit, and players already have to choose to follow other rules that aren't enforced, so they can also choose not to exploit this oversight.
wellington6012  [作者] 2023 年 9 月 28 日 下午 1:28 
Hi Mailleweaver. The artillery is just decoration when it comes to the players ability to access it. It had a significant role in the cinematic video, so it wouldn't make sense if it wasn't there. As with Close to Home, I probably forgot to reset the SC. Publishing the Far From Home scenario was an after thought, whereas Close to Home was always made to be published, hence playing it a little first and picking up these errors. I should hopefully get Close to Home scenario published in the next day or so, and will support it, so if you decide to sub and play, please let me know if you find any errors, it really helps. Thanks
Mailleweaver 2023 年 9 月 28 日 上午 1:06 
A minor problem with the start: the artillery turret on the trade station is still owned by the player faction, so the player can take the shells out of it. Luckily, changing its targeting parameters won't do anything since the safe zone doesn't allow weapons. It should be owned by Unyielding Dealers, though.

Also, the player starts with roughly 3500 credits instead of the usual 10000. This may be intended, but I kind of doubt it with how little the difference is and with how you just reset your credits when starting your second season of this series on YouTube.
Zappy The Floof 2023 年 9 月 20 日 下午 11:24 
Cool
wellington6012  [作者] 2023 年 9 月 19 日 下午 3:16 
Hi Zappy. Short answer, no. This is a salvage scenario with no mining. Occasionally you might get a random encounter base that spawns an asteroid, but I never used them. I won't say no ore, because some of the captured ships, such as the mining transport trade ship, had ore in it's cargo hold and the community watching my video said it was fair salvage.
Zappy The Floof 2023 年 9 月 19 日 下午 2:41 
Are there supposed to be astroids?
wellington6012  [作者] 2023 年 7 月 24 日 下午 6:47 
Space and planet ore deposits are created differently within the game engine/data files. The asteroids are adjusted by game settings/editing game save config. The planet ores/boulders are adjusted by using a mod/editing game files. Feel free to jump over into my discord if you want to discuss further.
Caelaran 2023 年 7 月 24 日 下午 2:53 
Does that apply to in space as well?
wellington6012  [作者] 2023 年 7 月 23 日 下午 3:17 
...if you don't want any ores or boulders on planets, I have published a mod called oreless planets, which has a video linked explaining how it works.
wellington6012  [作者] 2023 年 7 月 23 日 下午 3:14 
Hi Calaran. When you start a new game in the custom world menu, in the initial game setup settings there is the option to set the asteroid frequency or turn them off. I believe you can change it later by manually editing the save config files.
Caelaran 2023 年 7 月 23 日 下午 2:02 
Looking into creating a scenario with no ores / asteroids as well, how did you set this up in yours? (new to game / scenario creation)
wellington6012  [作者] 2023 年 7 月 21 日 下午 5:52 
Thank you for letting me know Steve. It appeared to have been mod 2413918072 no longer available, which a google search relates to SEGenPlugin that I was unaware was included in the mods. I didn't see the Reavers or AwwScrap: I found Your Crap! on the included mods, even though I listed them as required, so maybe it's something to do with them dropping off??? Anyways, I have removed it from the included mods and updated, it now appears to work.
Steve 2023 年 7 月 20 日 下午 9:24 
Mods outdated and scenario wont load anymore :(
wellington6012  [作者] 2023 年 3 月 24 日 下午 12:59 
Thanks Moshiach, great to hear. Coincidentally, just yesterday I started work on the sequel scenario, so watch this space