Space Engineers

Space Engineers

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Darth Biomech's Cyberhounds on Mars (day time exploders)
   
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Type: Mod
Mod category: Character, Planet, Other
File Size
Posted
Updated
618.135 KB
7 Dec, 2018 @ 7:37pm
30 Nov, 2020 @ 6:34am
12 Change Notes ( view )

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Darth Biomech's Cyberhounds on Mars (day time exploders)

Description
Update: added missing weather definitions.
Update: corrected an error that i did not test, Earth Wolves are now as Earth Wolves, not Cyberhounds, also swapped the day and night around as that bug in the game was fixed .
Update: Added SOME uranium back and WindSpeed of 60 for Mars, similarly to my Bring Back Planetary Uranium mod
Functional Example mod...
(warning, vanilla spoiler included)

NOTE: Do not add the main mod, let the game add the main mod as a dependency.
NOTE: Spiders need to be enabled due to some hard coding of Bot Subtype ID

Additive mod for mars only, does not replace Earth wolves with Cyberhounds.

This mod is intended to be used to get vanilla AnimalBots + Darth Biomech's Cyberhounds in the game at the same time, Earth with wolves (vanilla), Mars with DB Cyberhounds (mod), and Alien and Titan with Varying spiders (vanilla)

This uses the main mod with all the 'assets' as a dependency, just overriding the Bot Definitions so it does not replace wolves, but adds new AnimalBots to Mars instead, so this plus vanilla Earth and Alien, means all 3 planets and Titan, with different NPC creatures :)

Exploders during the day, and non-exploders during the night

Main mod is set as dependency so dont add that to your mod list, as the game gets dependency mods automatically now.

EXAMPLE MOD stuff, to use the main mod the same way as is done here:
below is what i used to override the main mod's behaviour, for replacing wolves, the bot definition subtype ID was just 'Wolf'

what this enables, is for anyone to use the main mod, set as a required item/pre-requisite/dependancy of the additional mod. For example this mod is the additional mod that overrides the animal npc bot names in the main mod and with 1.188 support for mod dependencies, you wont need to worry about re-uploading the main mod and deal with its updates or permission links etc (Darth Biomech's rules), just set it as a required item like is done on this one.

<?xml version="1.0"?> <Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Bots> <Bot xsi:type="MyObjectBuilder_AnimalBotDefinition"> <Id> <TypeId>MyObjectBuilder_AnimalBot</TypeId> <SubtypeId>WolfMarsCyberhound</SubtypeId> </Id> <DisplayName>RoboDog</DisplayName> <Icon>Textures\GUI\Icons\Fake.dds</Icon> <BotModel>DB_Space_cyberhound</BotModel> <BotBehaviorTree Subtype="DB_CyberhoundBehavior" /> <!-- Which behavior tree to use --> <BehaviorType>Wolf</BehaviorType> <!-- Which actions (and logic) class to use --> <TargetType>Wolf</TargetType> <Public>true</Public> <AvailableInSurvival>true</AvailableInSurvival> <RemoveAfterDeath>true</RemoveAfterDeath> <InventoryContentGenerated>true</InventoryContentGenerated> <InventoryContainerTypeId> <TypeId>ContainerTypeDefinition</TypeId> <SubtypeId>WolfLoot</SubtypeId> </InventoryContainerTypeId> <FactionTag>SPID</FactionTag> </Bot> <Bot xsi:type="MyObjectBuilder_AnimalBotDefinition"> <Id> <TypeId>MyObjectBuilder_AnimalBot</TypeId> <SubtypeId>WolfCyberhoundExplosives</SubtypeId> </Id> <DisplayName>RoboDog</DisplayName> <Icon>Textures\GUI\Icons\Fake.dds</Icon> <BotModel>DB_Space_cyberhound_Explosives</BotModel> <BotBehaviorTree Subtype="DB_CyberhoundExplodeBehavior" /> <!-- Which behavior tree to use --> <BehaviorType>Wolf</BehaviorType> <!-- Which actions (and logic) class to use --> <TargetType>Wolf</TargetType> <Public>true</Public> <AvailableInSurvival>true</AvailableInSurvival> <RemoveAfterDeath>true</RemoveAfterDeath> <InventoryContentGenerated>true</InventoryContentGenerated> <InventoryContainerTypeId> <TypeId>ContainerTypeDefinition</TypeId> <SubtypeId>WolfLoot</SubtypeId> </InventoryContainerTypeId> <FactionTag>SPID</FactionTag> </Bot> </Bots> </Definitions>

as the required mod DB cyberhounds replaces vanilla wolves, this is also needed to reset them back to vanilla, so you can have 3 different animal bots in the game

<?xml version="1.0"?> <Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Bots> <Bot xsi:type="MyObjectBuilder_AnimalBotDefinition"> <Id> <TypeId>MyObjectBuilder_AnimalBot</TypeId> <SubtypeId>Wolf</SubtypeId> </Id> <DisplayName>DisplayName_Bots_Deer</DisplayName> <Icon>Textures\GUI\Icons\SpawnDeer.dds</Icon> <BotModel>Space_Wolf</BotModel> <BotBehaviorTree Subtype="WolfBehavior" /> <!-- Which behavior tree to use --> <BehaviorType>Wolf</BehaviorType> <!-- Which actions (and logic) class to use --> <TargetType>Wolf</TargetType> <Public>true</Public> <AvailableInSurvival>false</AvailableInSurvival> <RemoveAfterDeath>true</RemoveAfterDeath> <InventoryContentGenerated>true</InventoryContentGenerated> <InventoryContainerTypeId> <TypeId>ContainerTypeDefinition</TypeId> <SubtypeId>WolfLoot</SubtypeId> </InventoryContainerTypeId> <FactionTag>SPID</FactionTag> </Bot> </Bots> </Definitions>
you can put those above sections as their own files, and name whatever you want as long as their file extension is .sbc

Example mod, so feel free to rip this mod apart to make alternate versions :)
you could possibly do similar to this with your favourite popular planet mod, have an override using the original planet mod as a dependency, i will make an example mod of that later on, but ask permission from the original planet mod author as you will need to re-upload the definition file of his/her planet mod
14 Comments
lechkingofdead 26 Nov, 2020 @ 1:00pm 
derp :P i need ot know my planets more :P but im gonna love making use of that icy place in a survival for low visability... next planet to live on :P
Nikolas March  [author] 26 Nov, 2020 @ 3:44am 
no titan is not DLC, its a base game planet, that predates DLC, Triton a newer planet, is also not DLC, there was an issue with how they did Triton's aurora, that means modding that planet you have to include extra texture files that you would normally not have to for the other planets, that is what i originally thought this problem was yesterday, i was pre-coffee at the time haha, once i have updated a few mods for the various changes added i will look into the black titan issue :)
lechkingofdead 25 Nov, 2020 @ 8:56pm 
titan is dlc thus hiddenf or sake of nebies
Nikolas March  [author] 25 Nov, 2020 @ 4:28am 
for a minute there i thought you ment triton, not sure why titan is blacked out, i will look into this soon :)
Tucolol 24 Nov, 2020 @ 5:02pm 
why is "Titan" blacked out?
Nikolas March  [author] 6 Mar, 2019 @ 7:47am 
yeah its active, i updated it 2 days ago :)
TROGDORtheBURNINATOR 6 Mar, 2019 @ 4:25am 
is this mod still like active, i like the idea of cyber hounds
Spaceman Spiff 11 Dec, 2018 @ 10:28am 
What the heck. I'll spin it up again on an empty Mars build and see what shakes out.
Nikolas March  [author] 11 Dec, 2018 @ 10:09am 
the game's 'wave' spawner is, strange, ive waitied the proper timings before, then more and more, and then suddenly get 3 waves at once :D the timings are on the page for the other mod, i will ad them in later, probably about 10mins is a normal wait
Spaceman Spiff 11 Dec, 2018 @ 8:54am 
I enabled spiders, then for the longest time nothing. I fiddled with settings, turing on-and-off various things such as in-game scripts, and suddently three of them appeared. Our intrepid hero quickly dispatched them with his trusty blaster, but then...nothing. No others ever showed up. I think there's a glitch in the matrix. Are there any other settings that could interfere with their spawning? Cargo ships enabled? Drones enabled? Anything?