Space Engineers

Space Engineers

Iron Harvest + (RTS Scenario)
61 kommentarer
DragoF1sh  [ophavsmand] 4. juli kl. 21:54 
Update 1.4:

NPC AI faction has been overhauled to improve randomness and AI behavior

We also fixed AI shooting across the map. No more having to worry about glitched enemies sniping your units unfairly.

We also fixed an error that prevented the Mocny from walking after firing.

If anyone finds any other bugs, feel free to report them here or on discord.

A fully AI version of this scenario is in the works and may be released in the coming months.
(And another new scenario shall be released a few months from now)
DatBluGuy 4. juni kl. 12:51 
im trying to play with my friend and the game begins to loads for him but then crashes about 44% through loading and it reads: There was an error while loading the game! check the logs for more information.

we tried checking the logs but we couldn't understand a thing. we tried uninstalling the world, mods, and even deleted config files. nothing is working and its really annoying. have you had anyone else with this issue and how to fix
DragoF1sh  [ophavsmand] 2. juni kl. 11:34 
hello :D
ItsEva 31. maj kl. 20:10 
hi
DragoF1sh  [ophavsmand] 28. maj kl. 13:23 
sorry for the inconvenience :(
DragoF1sh  [ophavsmand] 28. maj kl. 13:21 
I will keep this in mind for future scenarios - whether that be making sure that you don't copy and paste things that have dlc, or just having things pre-spawned so that you don't have to copy paste to begin-with.

Copy paste is necessary for this scenario as it has so much content that cannot be pre-loaded otherwise your game will crash before loading no matter what you do. I have tried.
DragoF1sh  [ophavsmand] 28. maj kl. 13:17 
I can update the required dlc

Decor pack 3 has the inset LCD, which saves a lot of space, especially in areas where normal LCDs don't fit at all.

Sparks of the Future has the button panels, which are the only small enough buttons that have a readable lcd to tell you what your buying.

Kinda wish I could make this work without the dlc, but the bases would be so much bigger and the buttons would be everywhere and nearly unreadable. It would just make playing the scenario significantly more annoying.

DLC is kinda necessary for ease of access and making sure that its playable. Sorry :(

Any other DLC should be entirely optional. You can still spawn things without the dlc, but the dlc blocks will just disappear.
goldomnivore324 27. maj kl. 19:25 
its saying I need decorative pack 3 pls update you DLC list :steamthumbsdown:
goldomnivore324 27. maj kl. 19:21 
the buttons and control panels wont spawn on the base pls help

I have the four required DLCs
22forstho 27. maj kl. 16:02 
its a cool concept, but you might need to update the required DLC list, i bought the 2 DLC i didnt have from the 4 listed(signal, warfare2) and then it kept telling me i needed to buy more DLC when i tried to place bases in a game, I bought 2 more DLC(heavy machinery, deco pack3) and it still didnt work so i lost my patience and refunded the purchases
DragoF1sh  [ophavsmand] 23. maj kl. 13:13 
the required DLC are for the bases, specifically for the following blocks:

Warfare Reactors that have enough mounting points
Inset Light Blocks for displaying research and having enough points to buy
Truss Blocks where the buttons are mounted
Console blocks for spawning the units
Button blocks for activating timers etc.

These DLCs are used to make sure the bases are functional and at a reasonable scale. Swapping out blocks would make the bases larger, harder to navigate, and disfunctional.

The console blocks are essential as they are the only way to spawn units. Normal projectors cannot spawn subgrids.
sad floppa 23. maj kl. 12:15 
thought only the dlc required where for the bases
sad floppa 23. maj kl. 12:09 
without the dlcs it spawns without buttons
sad floppa 23. maj kl. 12:09 
why do i need so maany dlc to past the bases in?
DragoF1sh  [ophavsmand] 5. maj kl. 13:41 
I also just released an update fixing various issues from the Fieldwork update. Everything should be working as intended now. Thank you for playing and enjoy!

I will be sure to fix any issues that pop up.
DragoF1sh  [ophavsmand] 5. maj kl. 13:40 
sometimes infantry will trip and fall over, causing them to die instantly - I can't do too much about that unfortunately, but they do work fairly well as early game units. If an infantry walks into a wall, sometimes they will get stuck, but giving them repeated commands will sometimes allow them to forcefully turn around.

I wish I could make them know how to walk backwards, but the current version of the RTS mod can't give detailed instructions yet.

As for the Usonian battleship, make sure the arm you use for spawning defenses is not in the way of the spawn area. You can move it over to the right to make sure your airships have enough room for spawning.
Violent Nomad 5. maj kl. 13:22 
I did have one other issue, when spawning in the big Usonian battleship, it took my money but didn't spawn the ship.
Violent Nomad 5. maj kl. 13:21 
Some units, such as infantry, will work for a while before they stop moving despite being given commands. I think some fall maybe, but they can't seem to get back up. Some others get stuck on buildings and when given order to backtrack, don't do too well at it. Otherwise, it's a fantastic gamemode, and very well executed!
DragoF1sh  [ophavsmand] 5. maj kl. 12:13 
There are ~9 units that do not work as of the latest update, so I am working on getting them functional again
DragoF1sh  [ophavsmand] 5. maj kl. 12:12 
The most recent update of space engineers introduced a glitch where all rotors with a displacement less than -0.4cm will start to clang.

I am working on a fix, but it is very difficult as those units rely entirely on rotor displacement to move.

As for the other units getting stuck - I will need more clarification.

If they are just standing in place - you can fix that by giving them new instructions, which will trigger their event controller to start walking.

If they are walking, but not moving, then that is an issue I am working on fixing in the next patch as keen changed the friction values of voxel for some reason.

You mentioned you were playing as Usonia - to my knowledge, the Stark, Knox, and Salem are working as intended, although the Salem does move slowly. The Attucks barely works as rotor displacement causes it to spin when no instructions are given. It has enough gyro/friction to fight the clang and work normally when commands are issued.
Violent Nomad 5. maj kl. 7:31 
I have an issue where some units don't work properly, specifically the Usonian heavy machine gun. They can't walk around, they just turn in place. A lot of units keep getting stuck too. Are they all supposed to be painfully slow, or is it just that way because of limits of mech building in Space Engineers?
DragoF1sh  [ophavsmand] 3. maj kl. 22:36 
also thanks, it took ages to figure stuff out and look for designs that would fit each faction.

(Lore tends to be really obscure and most units are either concept art, fan art, or other images that could fill in when nothing was really available). :P
DragoF1sh  [ophavsmand] 3. maj kl. 22:34 
you can try adding your own units, but setting up multiple timers and linking it to the shop system would be difficult. Also, the RTS mod requires ai move and ai task to function. If you are adding an airship, i would recommend using a hoverscript on a subgrid to prevent them from flying too far away and escaping from the map.

You can look at existing units to try and figure out how they work and integrate your own if you wish.
John Murder, CEO of murder 3. maj kl. 14:13 
like, im a big fan of scythe, but i completely lost track by like the eighteenth image dawg, theres so many factions, holy hell, great job
Infinite_Xiao 3. maj kl. 4:46 
Can I add my own unit? like I want to add a blueprint Battlecruiser onto the field and command it
DragoF1sh  [ophavsmand] 2. maj kl. 18:00 
The required dlcs are needed to copy-paste the bases for the factions you want to use.

Spawning them doesnt actually need the dlc.

You can just have a friend copy-paste the bases for you.

If you try to copy-paste the bases without the dlc mentioned, it will fall apart and the button panels won't do anything.
The guy who asked 2. maj kl. 14:41 
is the dlcs shown in this actually required? or is there a way to make it not needed?
Denneisk 1. maj kl. 12:09 
IRON HARVEST MENTIONED
Guardian of Time 1. maj kl. 6:16 
Hey Drago, Glad to see you hit the top of the spotlight for the month.
DragoF1sh  [ophavsmand] 29. apr. kl. 20:19 
new update - This scenario now works with the latest SE update. Lots of fixes have been done to improve gameplay and performance. Hope yall enjoy :D
DatBluGuy 28. apr. kl. 18:55 
Unfortunate, but fair.
DragoF1sh  [ophavsmand] 28. apr. kl. 15:17 
Unfortunately, scripts do not work on consoles as per Microsoft's terms of service, and this scenario will only function with scripts enabled.

Scripts are needed for walk cycles and for economy systems, so a scriptless version would be near-impossible to create.

Some of the mods used are also exclusive to steam. This includes weaponcore and instant projection, which are vital for allowing things to work.

Another unfortunate development is that the recent update put a hard limit on the max size of multiplayer modded worlds for console - so the combined amount of mods makes it unplayable on consoles, even if it could be ported over
DatBluGuy 28. apr. kl. 15:01 
Will you make a version able to work on consoles? (That’s where I have all my dlc)
DragoF1sh  [ophavsmand] 28. apr. kl. 13:56 
Hello, just a heads up - I am working on an update to this scenario where I will be fixing several bugs and issues. Expect it in a few days (Or sooner)
DragoF1sh  [ophavsmand] 26. apr. kl. 14:22 
Automatons, Decorative Pack 1, Signal Pack, Warfare 2, everything else is optional.
DatBluGuy 26. apr. kl. 14:19 
What are the required dlc?
DragoF1sh  [ophavsmand] 26. apr. kl. 12:57 
I am unsure if the upcoming update will break anything or not. I hope not.

If anything breaks, I will do what I can to fix it and get it up and running asap.

I will also be working on an update to the scenario fixing a few issues I found while playing.

Bug fixing stuff :P
DragoF1sh  [ophavsmand] 26. apr. kl. 1:03 
yup, steampunk mechs are awesome
Sgt-Zerg 25. apr. kl. 21:38 
People other than me actually like 1920+?
Stardust 23. apr. kl. 16:49 
YIPPPPEE IT RELEASED
50 COW 22. apr. kl. 14:24 
THIS IS SO COOL!!
KEJWII 22. apr. kl. 10:27 
it
is
pretty
AMAZING
craigjamst 22. apr. kl. 9:24 
As an Iron Harvest fan, I'm extremely happy you dedicated your time to making this content and spreading the series into different communities. I'm also glad to see you included mechs, factions, and concept art from other creators, artists, and the devs to bring this fantastic mod to life. Thank you!:steamthumbsup:
McTec Ind. 22. apr. kl. 4:04 
This looks like the work of one or two years... impressive. Actually... more than impressive... I'm left for words. XD
Drui  [udvikler] 22. apr. kl. 0:32 
Wow
DragoF1sh  [ophavsmand] 21. apr. kl. 21:14 
I don't think you can command massive amounts of NPCs using the RTS mod

As far as I know, RTS mod only works with ships and does not interface with npc mods - also NPCs will likely target players instead of the bases/mechs, which isn't ideal for the scenario

Additionally, NPCs arent as customizable as tiny infantry sized mechs - switching out the guns for different types of infantry is easier for the little mechs than it is for the npcs
DragoF1sh  [ophavsmand] 21. apr. kl. 21:14 
There is the problem of balancing - NPCs will target things at max range and I don't think that range can be modified - while for infantry mechs, its just editing sensor/turret controller ranges.

Also, coloration - creating models for every infantry for every faction will take a lot longer than just repainting an existing unit and repurposing it for other factions.

I was under a time crunch while developing this scenario, so I found it more convenient to save time using what works than experimenting too far and poking other mod authors to add/fix things specifically for the scenario.
Guiding Chaos 21. apr. kl. 20:47 
Also I'm only mentioning this since the necrons are on the front page

Why did you go for mechs as infantry rather than NPCs like the ones from the aforementioned necrons

(I'm not complaining just trying to gather information)
pryde64 21. apr. kl. 20:46 
awesome thx
DragoF1sh  [ophavsmand] 21. apr. kl. 20:44 
yup, you can play this scenario singleplayer - you will just be playing against the AI faction