Space Engineers

Space Engineers

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Floating Rocks Resort Spawner
   
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Type: Mod
Mod category: Other
File Size
Posted
Updated
55.184 KB
9 Jan, 2016 @ 12:43am
12 Aug, 2016 @ 7:03pm
2 Change Notes ( view )

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Floating Rocks Resort Spawner

Description
This mod changes the likelyhood of encountering platform 5546 in regular play from 0 to pretty likely (when using some other method to detect spawn ships/grids). Because we are talking about a large asteroid and 17,000 blocks, the suggested use is to use the mod to cause one instance to spawn, then remove the mod, make a backup, and then let all the kiddies into the map.

This mod will stop working if the 5546 prefab is removed from the game.

Update: New version published!

I discovered that the asteroid was actually the same, give or take a few materials, as the "Easy Start 2" asteroid. Doing some more investigating, I found two versions of that asteroid and selected the more insteresting of the two (more caves). That means I could remove the legacy asteroid from the mod. At the same time, I added just about everything else associated with the map from the original versions. This includes 3 hovercars, a road truck, a billboard, a blimp to carry said billboard. The truck had rotor-wheels. I upgraded those to modern suspension wheels. The elevator and the monorail are from the 2013 map... The elevator probably won't survive spawning so it's thruster dammage probably won't become an issue.

Before you think of complaining about the positioning of the elevator, monorail, and yellow car, consider how I have to edit the spawn.

1. start with the original map and remove everything not part of the spawn group.
2. open the save and identify each object and record it's coordinants to the nearest mm.
3. Subtract the position of the city in the 2013 map to obtain the spawn coordinants. ( 127.5, -302.5, 530)
4. Put these into the spawn group definition.
5. Load the mod in an offline world and find the city, can take up to an hour or two.
6. do forensic analysis on whatever blew up to guess where it was when it blew up and correct accordingly.
7. Notice that the placement of the objects is NONDETERMINISTIC. if you find the city and it's perfect, then fly around for a few more hours you might find the city again and everyth's blown up. Nothing I can do.

(looking from the power-plant side, roughly aligned with the screenshot, the city is aranged like a cartesian graph, with X horizontally, Y vertically, and Z depth-wise.) If you can prove to me that a different set of numbers will blow up less frequently, then I might re-post again...