Space Engineers

Space Engineers

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Darth Biomech's Cyberhounds on Mars (no exploders)
   
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Type: Mod
Mod category: Character, Planet, Other
File Size
Posted
Updated
619.096 KB
2 Apr, 2019 @ 6:03pm
30 Nov, 2020 @ 6:35am
4 Change Notes ( view )

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Darth Biomech's Cyberhounds on Mars (no exploders)

Description
Functional Example mod...
Update: added missing weather definitions.
(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

This also adds uranium back to mars, but rare, it should be outside vanilla small grid ore detector range.

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> </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
22 Comments
mazrados 11 Mar, 2022 @ 4:26am 
Ok, if I'll have enough time, I'll try to figure it out.
Thanks for advice :)
Nikolas March  [author] 11 Mar, 2022 @ 3:27am 
not MES, i meant the Industrial Overhaul...
Nikolas March  [author] 11 Mar, 2022 @ 3:27am 
you can make an override mod, the info needed to add is on the mod page for the main mod (AnimalBot section), upload it to the WS, then set this mod, and the MES mod as required items
mazrados 10 Mar, 2022 @ 9:43pm 
There is version that adds cyberhounds everywhere and it works but this one fits my needs better.

Perhaps I could add part from this mod to planets generator in IO? Could you advice what is added in this mod? In exchange I can share result if it works, so you could publish merge plugin if you want :)
Nikolas March  [author] 10 Mar, 2022 @ 6:54pm 
yes... one other way is to use MES to spawn cyberhounds, not sure how though... you might need to add or change things in the MES configs
mazrados 10 Mar, 2022 @ 8:55am 
Nothing is spawned.
Perhaps mods conflict. I use industrial overhaul that changes planets definition.
I guess this mod does it too?
mazrados 10 Mar, 2022 @ 7:47am 
Great. Thanks for clarification :)
Nikolas March  [author] 10 Mar, 2022 @ 6:10am 
no, this mod tells SE to load that mod too :)
mazrados 10 Mar, 2022 @ 5:05am 
Technical question: Do I need to subscribe main mod?
Nikolas March  [author] 10 Apr, 2019 @ 11:14am 
:)