Space Engineers

Space Engineers

596 ratings
MES Wreckage
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Type: Mod
Mod category: NPC
Tags: NoScripts
File Size
Posted
Updated
786.733 MB
1 May, 2022 @ 9:50pm
19 Apr, 2024 @ 7:48pm
12 Change Notes ( view )

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MES Wreckage

In 2 collections by TheFinalEvent97
TheFinalEvent97's MES Mods
18 items
SE Stream Series
27 items
Description
Mod features

668 different grids such as small drones, crashed ships, damaged outposts and rotating ring space stations.
99% of grids are damaged in some way, from light rocket damage to being pratically ripped in half.
Designed for a salvage style of gameplay
Ion Thrusters/Reactors/Jump Drives etc appear on some crashed ships on planets
No grids are aggressive, they are armed though
Color and skin randomization
Build state randomization (stuff like armor blocks may be ground down partially)
Weapon randomization

If any grids have an active beacon/antenna, aren't sending their GPS on spawn or are completely underground let me know. (Wrecks-124, Wrecks-125 and Wrecks-126 intentionally don't send a GPS on spawn.)

Thumbnail skybox is the Hubblegum Skybox by Splitsie. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645964353&searchtext=hubblegum

Thanks MeridusIX/Lucas for creating MES
Thanks to all the awesome people who let me blow up their designs :p (Omega, Reaver, Spaceman Spiff, Up_Grayedd, Sevrys, Xendaka Korva, Foltast, Waipa, famous phisosiphler, Luverca, Luca the dry humored girlfriend, SirMark23, Alzubar, JexiaGalleta, SNAZZY, Yogi005)

Re-uploads are only permitted if set to "Unlisted" visibility for personal or server use with a link back to the original.
198 Comments
☣ΣCLIƤЅΣ☣ 5 May @ 1:14pm 
Love the mod but after since a few days the Wrecks do not spawn with GPS marker i looked even into the files but i cant figure out where the problem is i tried a new world with only MES and MES Wrecks but still the problem persists i tried a fresh Download but same
SeemannTheAssamite 28 Apr @ 8:17pm 
kek. used this to inject some variety in my long haul scrapyard scenario, where I''ve a massive station turtle crawling through space from Satreus to the Earthlike to "return home". First encounter - Jump Gate... Welp... This playthrough will end quickly now... Idk how should I feel about it. xD
Jack_Churchill 20 Feb @ 5:44pm 
any way to find out what wreck 352 looked like unwrecked?
r4v1n6 13 Feb @ 9:21am 
@liquid_confidence
Not sure if it works but for another mod I tried editing the settings in Config-PlanetaryInstallations.xml to a lower value:
MaxShipsPerArea:5 (10 is default i think)
AreaSize: 25000 (15000 is default i think)

The idea is to allow fewer total spawns in a larger area. Seems to work fine so far with Abandoned Settlements on a small moon, but I don't have a final conclusive result yet. In theory there should only be max 5 MES installations on the entire moon, leaving some room for Keen's planetary encounters.

This mod also spawns other types. The chat command /MES.GESAP might give some insight which config to edit for those.
TGJessePie 12 Feb @ 7:59am 
whats the ship name for wreak 341 @TheFinalEvent97
semtex 21 Jan @ 4:49am 
@liquid_confidence +1
liquid_confidence 20 Jan @ 8:10am 
Like a ton of other people I'd like to know if anyone has specific information on how to decrease spawn rates. So many spawn in it lags my game. It appears to be in this mod file and not the MES core file. Any info is appreciated.
semtex 18 Jan @ 12:03pm 
Tag "code" dasn't works :chuchelwhy:
semtex 18 Jan @ 12:02pm 
[code]<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Factions>
<Faction Tag="WRECKS" Founder="Wrecker">
<Id>
<TypeId>MyObjectBuilder_FactionDefinition</TypeId> <!--Do Not Edit-->
<SubtypeId>Wrecker-Wrecks</SubtypeId> <!--Must Be Unique-->
</Id>
<DisplayName>Wrecks</DisplayName>
<IsDefault>true</IsDefault>
<DefaultRelation>Neutral</DefaultRelation> <!--Enemies, Neutral, Friends-->
<AcceptHumans>false</AcceptHumans>
<AutoAcceptMember>false</AutoAcceptMember>
<StartingBalance>1000000</StartingBalance>
<Type>None</Type>
<DiscoveredByDefault>true</DiscoveredByDefault>
<StaticReputation>true</StaticReputation>
<StartingReputation>0</StartingReputation>
<FactionIcon>Textures\FactionLogo\PirateIcon.dds</FactionIcon> <!--Game or Mod Path For Texture File-->
</Faction>
</Factions>
</Definitions>[/code]
semtex 18 Jan @ 12:01pm 
Maybe a better setup for the "Wreckes" faction as ship and object owners. Wrecks and Wrecked ships shouldn't "communicate" with each other - what happens on one ship the other ships aren't supposed to know.