Space Engineers

Space Engineers

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Planetary Derelicts [Reworked]
   
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Type: Mod
Mod category: NPC
Tags: NoScripts
File Size
Posted
Updated
8.922 MB
6 Oct, 2021 @ 2:21pm
9 Mar, 2023 @ 7:27pm
5 Change Notes ( view )

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Planetary Derelicts [Reworked]

Description
A collection of abandoned structures that spawn on planets. Requires Modular Encounters System.

At present it is comprised of the vanilla economy stations typically found on planetary surfaces, as well as a few buildings from the Lost Colony scenario. Other structures may be added as blueprint availability and time permit.

Update 2023-03-09:

I've gone through and redone all the prefabs and hopefully done away with the pesky spawning in mid-air and spawning in the ground issues. I've also tweaked the paint schemes to give more muted colors. Abandoned structures painted neon green just felt wrong when everything else was rusty.

I've also added a beacon with chat notification to make them easier to find. The beacon disappears after 30 seconds, so you probably want to get a fix on it's direction as soon as it appears. Anything that already had a beacon or antenna has retained it, but with a shorter range.

Recommended companion mods:

Textured Build States: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867863531
HUD Compass: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1469072169
33 Comments
LostMemory 25 Jan @ 9:44pm 
Thank you for the mod!
Alexis The Calico Yokai 14 Jan @ 11:32am 
Good to know!
QBFreak  [author] 14 Jan @ 4:54am 
Everything should be working properly. I've not encountered any instances of floating or underground spawns since the last update I made, nor have I had any reports of the same.
Alexis The Calico Yokai 13 Jan @ 12:48am 
Where the bugged the derelicts fixed or are they still bugged?
Jack_Churchill 2 Oct, 2024 @ 4:19pm 
update for more buildings when :3
QBFreak  [author] 24 Sep, 2024 @ 5:35pm 
@Wren Thunderstride I just played a game with them maybe two weeks ago, and spawns seemed pretty balanced. Had you changed any MES settings? You want UseModIdSelectionForSpawning enabled, though it should be by default. Try the command

/MES.Settings.General.UseModIdSelectionForSpawning.true

to be sure. Another possible factor could be the terrain, when MES is ready to spawn something in an area, it will keep searching to find *something* it can spawn. If there's not enough space for most spawns you can end up with the same ones over and over, simply because they are all that fit. Other possible reasons for spawns not showing up have to do with planetary whitelist/blacklists (overrides for that are configurable, see MES wiki) or some mods limit their spawns to planets with breathable atmosphere (nothing to be done about that except edit the mod or the planet).
Wren Thunderstride 24 Sep, 2024 @ 5:09am 
Anybody have an issue where these derelicts were the majority of the spawns? I ended up removing it because the smaller grids were spawning in a much smaller frequency, so much so that I had to manually delete some to allow the other scrap to spawn in.
Adivrsity 17 May, 2024 @ 7:19am 
@QBFreak Are you able to resolve that issue so they dont need to be disabled?
QBFreak  [author] 22 Mar, 2024 @ 3:30pm 
I had to check. Turns out there are three problematic spawns. You can disable them in MES with the following chat commands:

/MES.Settings.General.NpcSpawnGroupBlacklist.Add.Planetary Derelict Outpost 8
/MES.Settings.General.NpcSpawnGroupBlacklist.Add.Planetary Derelict D Billy's Smelter
/MES.Settings.General.NpcSpawnGroupBlacklist.Add.Planetary Derelict B Barn

There are still plenty of other things even with those three disabled.
==>KT<== JudgeKane 22 Mar, 2024 @ 2:32pm 
Do these spawn with assemblers, refinery etc? I.e. blocks that would mess with Scrapyard scenario? 😁