Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 19 May @ 3:12pm

- new attribute to define the size variance for possible replacers, this attribute applies to fixed weapons as well

Update: 19 May @ 2:00pm

Update: 19 May @ 1:51pm

Update: 17 May @ 3:02am

small fix, so the replacers are loaded immediately after altering them with the commands

Update: 17 May @ 2:48am

- more or less final version of the weapon replacer code
- weapon replacer config now has a bit more complex structure, which you don't really have to touch, unless you want to make conditional replacers (only for certain factions, only if faction's economy is greater than XYZ)
- new commands which will allow you to manipulate weapon replacers directly from the game without the need to tweak the configs and reload, replacers can be then immediately tested with /npc spawn commands
- will work with most weaponcore and non-weaponcore weapon packs (I hope :) )
- by default, only vanilla weapons are getting replaced (you can alter it in the weapon config), so your modded prefabs and modded weapons you placed manually are not going to be affected unless you choose so

Update: 12 May @ 12:23pm

fixed long standing bug with missions being "shown" while not existing after logging in

Update: 10 May @ 10:58pm

tweaked log output on init

Update: 10 May @ 11:43am

initial weapon replacer version, the definitions are quite janky at the moment, but it allows for quite detailed replacer profiles. I will implement some simpler way of setting it all up with simple whitelist/blacklist.

Update: 7 May @ 8:37am

when NPC ships are checking if there is anything around them that keeps them alive use the same checks as DespawnTriggers (especially the one related to grids)

Update: 7 May @ 8:20am

- Despawn Triggers config expanded
- Timer for despawn checks is configurable
- Despawns can be prevented around player's grids (not only around online players)