Space Engineers

Space Engineers

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Grey Order PvE Encounters [v0.01.01] [Discontinued]
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Type: Mod
Mod category: Script, NPC, Other
File Size
Posted
Updated
5.050 MB
5 Jun, 2020 @ 9:06am
17 Jan, 2021 @ 12:58pm
2 Change Notes ( view )

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Grey Order PvE Encounters [v0.01.01] [Discontinued]

Description
This mod has a pitiful amount of functional content and is discontinued as a result of burnout, other commitments and the loss of a lot of blueprints and initial planning that went into it. It is not up to date and I highly advise against using it due to blatant balancing flaws. Feel free to pull any content from it or remake/expand on it if you wish - no permission or recognition needed for either, I do not seek any credits or questions from a dead mod. I have left the original description below.

Info:

This mod is made to add a challenge to Space Engineers, and make space travel a risky thing. Space is by far the most dangerous area, however in the future the 8 planets will have unique and varying difficulties and encounters.

Please report any bugs you find in the comments section - it really makes creating this mod a lot easier.

Features:

Using RivalAI and Modular Encounters Spawner, Grey Order PvE Encounters currently hosts 8 ships/encounters, from planetary installations and drones to massive destroyers and capital ships. These ships will spawn and hunt you down with their visual detection (2km~) and hostile signal detection (don't leave those beacons on 50km, or you wont last long). Some encounters are Planetary Installations, varying on the threat scale from a "harmless" satellite dish to a surface to air missile platform. These encounters will spawn according to your PCU in a certain area, and not only attack on planetside, in space too.

How to Survive:

I really reccomend you start on Earthlike and make your base underground with heavy defences. Once your PCU reaches high enough to trigger spawns - do not approach anything in a light aircraft. If you think, "Oh, its just a cargo ship, it'll be fine!" Remember this mod is designed to be a challenge.

When you choose to go to space, the ship of your choice will need to have many turrets and a lot of guns. Staying in space will be a good way to ensure your death in a large ship, so you should think about getting to your planet of choice in a hurry.

You will most likely take losses - not every ship that goes to space is going to come back. Not every fighter is going to return to base, be prepared for that.

Next Planned Update:

The release of the mod was disappointing and for that I apologise. No planned updates.

Links:

Trello: Removed
Reddit: Removed
Discord: Removed

Thanks:

Everyone on the Modular Encounters Collection discord who helps me out with solving some tricky problems.

Extra thanks to Meridius_IX / Lucas for making the RivalAI and MES mods.

160 Comments
DlriumTrgger 3 Nov, 2024 @ 8:46am 
Thanks for the reply. Ive been spawning them and blrue printing them. This would have been a very fun encounter mod to deal with.
hong luah  [author] 2 Nov, 2024 @ 6:34pm 
In short, no sorry.
In long:

Due to a SSD failure which made me lose all of my game files and mod files within weeks if not days of releasing this, resulting diminishing interest in SE and eventually getting a new PC, I have lost every single blueprint for the existing ships and a catalogue of about 30-40 complete ships I intended to add in, alongside everything else I ever made in this game (I made all the ships first - it was the thing I was more passionate about, over the RivalAI programming.) Yes, I kept a backup, but it was foolishly also on this SSD - I expected the game files to bug out and break, not everything.

You can lift what you wish and retrofit or use it to any desire without crediting me or anything silly, I really don't mind about a few half-functional blueprints. Just spawn them in and disable them in any way you wish, or use the mod files.
DlriumTrgger 27 Oct, 2024 @ 9:30am 
Would you be willing to publish the blueprints for the ships?
hong luah  [author] 15 Oct, 2024 @ 2:34pm 
Done, sorry for the delay. I also updated the page to better reflect the status of the mod.
BooseOG 29 Sep, 2024 @ 5:38pm 
Hey, any chance you could remove RivalAI as a required dependency? It conflicts with MES due to the redundancy.
TurnipLee 24 Aug, 2023 @ 10:50pm 
Hey, any chance you could remove RivalAI as a required dependency? It conflicts with MES due to the redundancy.
Thanks!
GenApophis 3 Sep, 2022 @ 8:52am 
Hi there, will this mod become updated? So it wont pulls the RivalAI anymore since it is not needed anymore...
CaveBadgerMan 4 Jun, 2022 @ 1:50am 
It has been started for a full overhaul along with other things. I was a little held up since Feb due to world events but will be back working on it soon
Trackster953 3 May, 2022 @ 4:04pm 
is rivalai needed for this or not
hong luah  [author] 28 Apr, 2022 @ 12:49pm 
PS: If I do get a mass amount of spare time it will probably be Dauntless I continue under a new name.