Space Engineers

Space Engineers

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MES Scavenger Encounters
   
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Type: Mod
Mod category: Other
Tags: NoScripts
File Size
Posted
Updated
12.597 MB
12 Sep, 2022 @ 3:11pm
15 May, 2023 @ 11:59pm
30 Change Notes ( view )

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MES Scavenger Encounters

Description
### IN BETA ###

A set of MES encounters hand crafted to provide an enjoyable experience for a salvage only game.

This mod should be considered to be a BETA so there may be rough edges or even sharp pointy bits.

These encounters should work with any planet in the vanilla system. Modded worlds ought to work as well but I've not yet added any smarts for stuff like water.

There is currently only one starter camp setup for worlds without breathable O2.

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Current Progression:
Your first spawn will be a "starter camp" meant to give you an early source of power and a place to call home while you explore.
NOTE: If you have other MES encounters enabled there is a small chance they can spawn first. The starter camp is heavily weighted but RNG can still happen.

After that point the rest of your progression is determined by how much salvage you have done. As you progress you will unlock more encounters with better loot. The more you grind, the more you find.

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Technical Notes:
Behind the scenes the progression is controlled entirely by player reputation with the SMART faction. If you want to reset a player back to the start, set their reputation with SMART to 0. If you don't want them to be able to trigger a new spawn camp use -1 instead.

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7 Comments
Overkil 30 Nov, 2024 @ 11:35am 
will this work if added into an already active playthrough?
TheFool76  [author] 16 May, 2023 @ 12:00am 
I've removed that faction now as I'm not using it anymore in the current version anyway. Everything is part of SMART now for how I control progression.
EdrickV 13 May, 2023 @ 2:26am 
A little note: This mod is not compatible with MES Scavenger Hunt, they both use the same faction tag SCAV which causes creating a new game with the mods, or loading a game after adding both mods, to fail.

2023-05-13 05:02:50.693 - Thread: 1 -> Faction with tag SCAV is already registered in the definition manager. Overwriting...
2023-05-13 05:02:50.727 - Thread: 1 -> Error: Error during loading session:System.ArgumentException: An item with the same key has already been added.
TheFool76  [author] 25 Mar, 2023 @ 9:18am 
I'd assume it would work with the voxel removal as that's done as part of when MES spawns the grid while the block removal is handled via RAI after the grid has spawned.
Sensational Being 25 Mar, 2023 @ 8:54am 
I haven't heard of that. I'll have to look into it. I also wanted to use windows to seal up a grid, but then have them go away once it spawns. I wonder if voxel removal still works doing this.
TheFool76  [author] 25 Mar, 2023 @ 8:52am 
I use the RazeBlocks action to remove the remote after the grid spawns.
So the prefab still has the remote that gets swapped out with the RAI version and then removed as part of the trigger that sends out the ping message.
Sensational Being 24 Mar, 2023 @ 7:01am 
Your change note mentions removing the remote. Is there a way to make sure grids are aligned with the ground without the remote or does it just not matter for your style of grids? I've been wondering if there's a way to do without that block for MES.