Space Engineers

Space Engineers

[EEM] Exploration Enhancement Mod - Unstable
Showing 11-20 of 44 entries
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Update: 13 Apr, 2019 @ 7:50am

Removed some unintentionally included non-production ready code. No version change.

Update: 12 Apr, 2019 @ 10:43pm

Mod version: 1.4.51
* Trade prefabs fixed again, KSH, please stop killing them :(

KNOWN ISSUES
* Factions flavor text disabled for now, will turn it back on as soon as I know Factions are working right
* Potential EEM AI target priority issue - may or may not be a bug, haven't decided yet
* I'm logging all spawn, if you have a critique on too much of x or not enough of y, send me your logs!
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 6 Apr, 2019 @ 11:45pm

Forgot the new respawn ships!

Update: 6 Apr, 2019 @ 11:26pm

Mod version: 1.4.5
* First pass of new spawn frequencies added
* Faction crash fixed
* XMC 99 updated
* Trade stations security cool down fixed

KNOWN ISSUES
* Factions flavor text disabled for now, will turn it back on as soon as I know Factions are working right
* Potential EEM AI target priority issue - may or may not be a bug, haven't decided yet
* I'm logging all spawn, if you have a critique on too much of x or not enough of y, send me your logs!
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 27 Mar, 2019 @ 8:59pm

Mod version: 1.4.4
Full faction rewrite now online

KNOWN ISSUES
* XMC99 has some funky trade stations; need to fix them
* Factions flavor text disabled for now, will turn it back on as soon as I know Factions are working right
* Cargo Spawns need a rebalance; expect frequent updates
* Potential EEM AI target priority issue - may or may not be a bug, haven't decided yet
* Aggressive logging is enabled, so the log file will constantly grow in size until game/server restart
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 17 Mar, 2019 @ 8:07am

Forgot to turn off DebugMode. Oops.

Update: 17 Mar, 2019 @ 8:05am

Mod version: 1.4.3
* Blinking faction states (red -> white -> red) should be a thing of the past now.

KNOWN ISSUES
* Cargo Spawns need a rebalance; expect frequent updates
* Potential EEM AI target priority issue - may or may not be a bug, haven't decided yet
* Aggressive logging is enabled, so the log file will constantly grow in size until game/server restart
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 13 Mar, 2019 @ 9:20pm

Mod version: 1.4.2
* First Colonist NPC faction (aka Easy Start) should no longer cause Factions / EEM AI to behave abnormally / crash.

KNOWN ISSUES
* Cargo Spawns need a rebalance; expect frequent updates
* Factions send two messages each per state change
* Potential EEM AI target priority issue - may or may not be a bug, haven't decided yet
* Aggressive logging is enabled, so the log file will constantly grow in size until game/server restart
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 10 Mar, 2019 @ 12:56am

Mod version: 1.4.1
* Trade fully restored - including the complimentary Oxygen Refill offered by the Mahriane stations

KNOWN ISSUES
* Cargo Spawns need a rebalance; expect frequent updates over the weekend
* Possible faction bug when using "Easy Start..." scenarios and the default "First Colonist" faction
* Aggressive logging is enabled, so the log file will constantly grow in size until game/server restart
** I suggest restarting at least once every 24 hours to keep log sizes reasonable

Update: 6 Mar, 2019 @ 6:29pm

Mod version: 1.4.02
* Trade restored to the XMC 99 Station, Dromdary Trader, Helios Wheel Trader, and Phaeton Trading Outpost; more traders to be restored over the coming days

KNOWN ISSUES
* Trading is slowly returning, fix isn't as quick as I initially thought
* Cargo Spawns need a rebalance; expect frequent updates over the weekend
* Aggressive logging is enabled, so the log file will constantly grow in size until game/server restart