Space Engineers

Space Engineers

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MES Threat Score Raiser
   
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6 Feb, 2024 @ 7:11am
7 Feb, 2024 @ 6:03am
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MES Threat Score Raiser

Description
MES Threat Score Raiser
No script, No Mods, for Survival play, No DLC

If you want to raise the threat score in a region in survival and have bigger NPC spawn around without building a gigantic base or ship, build this contraption and activate it. Once you have reached the threat score you want, stop it.

Why the bloody hell do you want to raise your threat score?
-To lay a trap (Away from your main base) for NPC so you can salvage or capture them
-To test your latest ship/system against stronger NPC
-In Agaris at war you wish to trigger an event (maybe other scenarios will come later that use MES threat score to trigger an event but AAW is the only one I know of presently)
-To make an area a more hostile and challenging zone
- Other evil possibilities you can think of (add them to the comments I would love to see what sort of idea ppl can come up with)

How it works:
When you add a subgrid or remove one by merging and unmerging the threat score is modified by a small fraction. But the fraction it adds to the threat score is higher than the fraction it removes.
Doing that repeatedly adds up significantly over time

To check your threat score type in chat: /MES.GTS


What gave you that idea?
By accident, I found this little trick
A while back, I built a Search and Rescue Life pod simulator. The first version of it was built using merge blocks instead of using a door to let the air escape.

At one point I found that my threat score was way too high for what I had, and just kept rising, even when I was only in my spacesuit, a neutral ship around and the life pods. I found the culprit was the life pod and updated it using a door.


Simple subgrid Assembly:
To keep the 2 parts from drifting apart or falling in gravity you need to assemble the 2 hinges and attach them

1:Put 2 hinges one on each side of the merge blocks separated by one block (to keep Clang happy)

2: remove the head of one of them. On the other one add a block on the head and add a hinge head to that block

3: Lower the head of the second hinge so the head at the end of that hinge is inside the first hinge

4: Press attach in the control of the first hinge

Note
I had a problem the merge blocks didn't merge correctly so I added hinge #2 (the one on the subgrid) on/off option in the setup of the timer block, I do not know why but that fixed that

I also had a problem where when moving around in space (it was locked on the ship) the hinge would get displaced preventing the merging, so I added a bit of velocity to that hinge so it always comes back in place.