Space Engineers

Space Engineers

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Making Planetfall - a building scenario
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Type: World
Mod category: Exploration, Experimental
Tags: story, survival
File Size
Posted
Updated
55.205 MB
22 Nov, 2023 @ 7:21am
25 Jan, 2024 @ 1:45pm
3 Change Notes ( view )

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Making Planetfall - a building scenario

In 1 collection by Sarekh
Scenarios and Worlds
12 items
Description
an open-ended building scenario for single- and multiplayer



What is this?
This is an open-ended building scenario that aims to bring lore-driven tasks to your Space Engineers experience. The goal of this scenario is to layout the foundations of a colony on a newly claimed planet. You will join one of six factions, the Houses, and take a starting vehicle from the colony ship in orbit down to your designated starting zone. The colony ship will drop building tasks in the form of drop pods that contain blueprints that you are supposed to collect and build.
You will start with a small starting base, continue with faction-specific larger buildings, proceed to large public infrastructure projects and finally advance to space in order to build orbital stations and starships.
The scenario is highly customizable! You can change the settings and add mods at any given time, the scenario should still work with most of them.

Who is this for?
“Making Planetfall” can be played by up to 18 users but can be played in single player as well.
Playing this scenario in single player is absolutely doable, you will just need to adjust your playstyle slightly.
This is a scenario for the experienced Space Engineers player with survival experience. If you do not know how to save GPS coordinates or how to properly manage hydrogen fuel consumption, this scenario might not be (yet) for you.
In the vanilla experience, this scenario is also NOT combat oriented and definitely not PVP.

How to play it
The AIVR Minhera II is an Emperor Class Colonisation Ship that is in orbit around Arkhestas I. You start your briefing here, join a faction, launch the projects for your faction and take your faction hover craft from orbit to your designated landing zone. The Minhera II will send drop pods with projectors into your general area of operations from time to time. They are the tasks you are supposed to fulfil.

ATTENTION: LEAVE YOUR STARTING FACTION AND JOIN THE HOUSE FACTION YOU WANT TO PLAY IN BEFORE TRYING TO START THE SCENARIO

While you can stay in your designated landing zone that has guaranteed resources in the ground in order to set up operations, you are supposed to build a colony in the designated “settlement area”.
A part of the challenge is to find the drop pods in time before they run out of power, secure them and get them to their construction site without damaging them.
Every faction will have a series of building tasks that are tailored to their area of expertise. If you like to build refineries, join the House of Mizuel! If you prefer to bring power to the city, the House of Ripejut and their energy specialisation are for you.
Some of the projects are bigger and some are smaller than others, even in the same tier. This does not mean that some Houses get less work, as their later projects might turn out bigger.
This is a cooperative scenario. You are tasked with building a settlement – that means that your highly specialized facilities should be set to be accessible for everyone. If you built a refinery, other factions may use it.
There is no real goal beside the construction of the colony and all the interaction that might come along with it. However, the faction that takes on the most public and orbital contracts should be considered the most successful House of this scenario.



you can find the manual for this scenario here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3091930081

you can now find an add-on for this scenario here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159994005


This World comes with OPTIONAL mods. You can remove them, but they are adding much to the atmosphere of the scenario.
The world comes with a NON-OPTIONAL mod:
Satreus by Major Jon
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2266665708


Special thanks to Smokki and t0rx for beta-testing and giving me continuous feedback!




“How do winning conditions and progress conditions trigger?”
There are none. This is “just” a world with things placed in a story-telling order. The scenariowill “start” when you chose to follow the instructions on the stsarting ship

“Akhi.. Hakhu… what the heck?!”
Akhinnae – it’s my own world, with lore, language, history – I am a nerd, you know?

“DLC split the community, why do you use them here?”
For this scenario, you do not need to own any DLC. Please have a look in the scenario guide under "different ways to play"


I will always publish all my Space Engineers work for free - but you can support me if you want - via
Patreon [patreon.com]

Any questions about the Akhinnae Empire or my work? Join the Discord if you want!
https://discord.gg/uvbjFecBtt
Popular Discussions View All (1)
3
17 May, 2024 @ 6:23pm
Pods, Blueprints and Everything else
Novoca1n3
126 Comments
Captain Harlock 30 Jan @ 3:44pm 
ok, also einfach mal testen, ich hab dir übrigens was privat geschrieben...
Sarekh  [author] 30 Jan @ 3:41pm 
Ich habe die neuen alten NPCs nicht auf dem Schirm aber ich glaube, dass sie sich generell weit genug vom Kolonieschiff weghalten, um kein Problem zu sein - neue Planetenspawns im Stil von MES gab es ja nur als Basen, glaub ich?
Grundsätzlich gilt: Ist alles möglich, kann aber in die Hose gehen, weil prozedual gespawnt. Könnte man natürlich als Teil der Challenge begreifen :-D
Captain Harlock 28 Jan @ 9:10am 
Und allgemein die Vanilla NPCs?
Sarekh  [author] 28 Jan @ 8:38am 
Es könnte unter Umständen funktionieren, ist dafür aber nicht ausgelegt. Ist ist durchaus möglich, dass die NPCs wichtige Szenario Teile angreifen und zerstören. Weniger wahrscheinlich ist das für Factorum Encounters, die sind meist weiter weg.
Captain Harlock 27 Jan @ 12:30pm 
Falls MES nicht funktioniert, was ist mit den Vanilla NPCs aus dem Contact Update?
Captain Harlock 27 Jan @ 10:13am 
Funktioniert das Scenario mit MES und NPCs ???
Sarekh  [author] 18 Jan @ 5:00am 
Perfect! Happy that it worked out, enjoy building :)
Evergreenoak 18 Jan @ 4:32am 
Hello again, Sarekh!
You were right, of course, the deposits are all there, and I wasn't diligent enough in my search for resources)
It worked out fine in the end, anyway, and I continue enjoying this scenario.
Oh, yes - and thank you for a swift response!
pryde64 7 Jan @ 3:50pm 
when i first had problems with this world it was a mod conflict so i went to standard mods in game worked fine then added a couple of my mods at a time i have now put in over a 1000 hours on this planet up till today awesome world
Sarekh  [author] 7 Jan @ 10:30am 
Hey Evergreenoak!
The planet has Fe, Ni, Si, Co, Mg, Ag, Au, Pt and Ice according to the mod creator and it definitely had those deposits in the past. For example the medical outpost starts near a silver deposit. There are GPS coordinates for known deposits on the mothership in the Planetary Ops on the top level, check them out and see if you find anything.

But just to be on the save side of things: most of the time when something like that happens, the mod list is the culprit. Do you have yours at hand by any chance?