Space Engineers

Space Engineers

251 ratings
CULT Remains
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: NPC
Tags: NoScripts
File Size
Posted
Updated
32.316 MB
17 Jul, 2020 @ 10:59am
3 Nov, 2024 @ 3:21am
10 Change Notes ( view )

Subscribe to download
CULT Remains

Description
The CULT
Some know them as Worshipers of Light, but most call them simply the CULT. They come, they conquer and after some time they dissapear, leaving their automated installations and ships behind. Drones patrol star systems even when their masters are long gone. Why did they leave and where did they go?

About this mod
This mod adds new hostile faction to the game - the CULT. It uses
Modular Encounter Systems
to spawn installations, ships and drones and to control them.

Content
Currently there are mostly atmospheric installations and ships, but it's still work in progress (see plans bellow). There is already some CULT backstory indicia inside.
There are ships and drones capable to fly on planets with up to 1.9g (e.g. Omicron from Survival Impossible).

Planetary / Space
  • Installations / Encounters: 17 / 5
  • Strongholds (military installations): 7 / 3
  • Cargo ships: 17 / 6
  • Military ships: 6 / 6
  • Drones: 23 / 14

Loot
All bases and ships carry limited loot (ship itself is plenty). Both drones and ships have some means to limit resource gain even more. Atmospheric ships, installations and drones don't use reactors or any other blocks containing rare resources (Ag, Au, Pt, U). Some may have very small quantities (0.05 - 1kg) of them in loot. This mod should therefore work pretty well with "Scarce resources" or "Procedural ores" mods.


Further plans
What are my plans for future development of the CULT:
  • adding more space encounters and balancing them
  • more atmospheric installations, space encounters, ships and drones
  • add supply drops (to allow starts on different planets/moons with Scarce resources)
  • optimize chat, standardize format, add better sounds
  • more CULT lore
  • creating whole campaign/scenario with CULT backstory

Known issues / backlog
  • base and drone balance + ThreatScore optimisation
  • CULT faction icon not working properly - regardless of my attempts to set it correctly the IconValue is 0 and faction icon is just black square.
  • Patrol drones use standard fighter behavior until I find better way to use hunter
  • Drones no longer shoot moles (players underground) but it's far from perfect. Needs rewrite with LoS filter

Thanks
This mod wouldn't come into being without work of Meridius_IX / Lucas, who made creating NPC mods accessible for everyone.
I also wish to thank Splitsie, whose videos motivated me and his tutorials and ASSERT build streams taught me how to start creating my own mod.

Updates
  • For older updates see changelog.
  • 2021-11-15 - Drone bugfix
  • 2021-12-08 - Testing new chat sounds. Chat code cleanup. Missile drone fix. See changelog for details.
  • 2024-11-03 - Fixed tanks on stockpile on Graf
101 Comments
Olypilot 27 May @ 8:11pm 
Thanks for the reply. The Sweeper seems to the one going into kamikaze mode as soon as it detects a target. I guess I will just have to live with it.
Solnakar  [author] 25 May @ 8:36am 
@Olypilot it is possible. I'm setting speed limits thru MES, but there is very little I can do if something overwrites those speed limits.
Olypilot 24 May @ 10:35am 
This is a great mod. It seems like if there is a speed increase mod, sometimes the ships will go to fast and fly into the ground. Is that possible?
Scarfy 20 Apr @ 2:40am 
@Solnakar that's awesome! I'm glad that you are still working on putting new content into this mod and not abandoned it just like many other mods unfortunately...
Solnakar  [author] 13 Apr @ 4:37am 
@Scarfy it was a plan to have some boss level encounters and I even have some half-built grids for that purpose, but I don't see it happening soon.
Scarfy 12 Apr @ 6:47am 
@Solnakar just curious do you have any plans to add a boss encounter to this mod?
Scarfy 2 Feb @ 9:11am 
@Solnakar thanks for telling me! From my experience so far they do seem moderately threatening if you get too close!
Solnakar  [author] 24 Jan @ 2:28pm 
@Scarfy it scales with your game progression. At the start, ships will mostly ignore you if you don't mess with them. When you get more stuff, some ships will attack, when they see you or send drones after you. As I didn't get to rework the grids with new weaponry (yet), so they still have "just" gatlings and missiles.
Scarfy 24 Jan @ 7:28am 
How difficult are the encounters of this mod?
[82DK] wyomingwolf 15 Nov, 2024 @ 2:02pm 
May have found the culprit that was causing the issue: Was using the NPC name redux mod, and though it didn't change the name of Cult it may have messed with some tagging which led to confused behaviors