Space Engineers

Space Engineers

[OBSOLETE] Planetary Installations
172 Comments
anthony_delbos 29 Jul, 2020 @ 7:17pm 
The mod has become obsolete, it would be necessary to make a MàJ
anthony_delbos 4 May, 2020 @ 10:58am 
Le mod est devenu obsolete, il faudrait faire un MàJ
Red Bull 1 Sep, 2019 @ 2:33am 
Мод не работает ?
e1k3 17 Oct, 2018 @ 9:13pm 
running this on a DS with other modular encounter plugins. this one seems to be having issues since a few days, console window of server says it shuts down due to modular encounter being installed... which doesnt make much sense to me. same with surface occupation. also, in the beginning it worked fine and played nicely with the other pve encounters i run, but now i cant get it to work anymore. any tips?
Meridius_IX / Lucas  [author] 26 Sep, 2018 @ 7:21am 
@andreizone - That message can be ignored. It pops up once in a while for mods that have/are dependancies to other mods.
andreizone 25 Sep, 2018 @ 11:55pm 
09:49:26.5398 [INFO] Keen: Reference issue detected (circular reference or wrong order) for mod 1135484377
Meridius_IX / Lucas  [author] 22 Sep, 2018 @ 2:07pm 
The placement checking is not done once a second. It usually happens after 60 seconds, and only if the player its watching has travelled a certain distance. Have you modified the Config File at all?
Phezzan 22 Sep, 2018 @ 1:50pm 
This wrecks performance about once a second. Not surprising since it does extensive placement checking in the simulation's thread.

It's too bad because it improves random exploration so much.

The fix is to prepare and spawn things in a background thread:
https://forum.keenswh.com/threads/parallel-modding-guide.7396636/
AtakaJak 18 Sep, 2018 @ 10:54pm 
Ok, thats probally why not even the Surface Occupation was not even spawning... No idea why I thought it was 10000... xD
hexlight 18 Sep, 2018 @ 6:53am 
Got a chance to check if the base has despawned today, and it has not, turns out the antenna of the base just did not broadcast that far. Thanks for the help anyway.
Meridius_IX / Lucas  [author] 18 Sep, 2018 @ 5:47am 
60 I believe
AtakaJak 18 Sep, 2018 @ 1:41am 
What is the default value of the spawn trigger time in the Config XML?
Meridius_IX / Lucas  [author] 17 Sep, 2018 @ 9:54am 
They don't typically despawn with this mod alone (except maybe if grid is unpowered). If you're using the NPC Cleanup and Performance Mod, then it could have been caught by that.
hexlight 17 Sep, 2018 @ 9:51am 
Wanted to ask, do the bases despawn once I log off the game? I was recording an episode with this mod and a few others, and after I came back to record the second one the base seemed to disappear.
Meridius_IX / Lucas  [author] 17 Sep, 2018 @ 6:38am 
I don't believe you need the <IsEncounter> tag in there. Not sure if it interferes or not though (on the road so can't check the code). Also, I believe the log will tell you how many installation spawners loaded successfully. So if your mod is the only one, you should be able to see it there. And lastly, if you want to increase the chance of it appearing, try increasing the frequency value (typically no higher than 5.0)
AtakaJak 17 Sep, 2018 @ 6:30am 
I did edit the config file to trigger every 10000
AtakaJak 17 Sep, 2018 @ 6:27am 
<SpawnGroups>
<SpawnGroup>
<Id>
<TypeId>SpawnGroupDefinition</TypeId>
<SubtypeId>Pirate_Utility(Inst-1)</SubtypeId>
</Id>
<Icon>Textures\GUI\Icons\Fake.dds</Icon>
<IsEncounter>true</IsEncounter>
<IsPirate>true</IsPirate>
<Frequency>1.0</Frequency>
<Prefabs>
<Prefab SubtypeId="Pirate_Utility_Base">
<Position>
<X>0.0</X>
<Y>1.0</Y>
<Z>0.0</Z>
</Position>
<Speed>0</Speed>
</Prefab>
</Prefabs>
</SpawnGroup>
</SpawnGroups>
Meridius_IX / Lucas  [author] 17 Sep, 2018 @ 6:17am 
Can you paste the spawn group details? I can take a look if something is amiss
AtakaJak 16 Sep, 2018 @ 11:40pm 
When making my own custom ground encounters mod, do I need to have more than one base in the spawngroups.sbc file?
Because currently no bases are spawning, I might just be unlucking and its trying to spawn medium and large bases.
Meridius_IX / Lucas  [author] 16 Sep, 2018 @ 3:27am 
What planet are you on?
Puppeteer 16 Sep, 2018 @ 2:06am 
I still can't figure out why the planet stations aren't spawning, PLEASE HELP
Meridius_IX / Lucas  [author] 15 Sep, 2018 @ 3:31am 
Unfortunately is gonna be trial and error for the most part. I do have a utility that will let you force spawn a station and set the height offset (makes things a little easier). Search for 'Encounters Setup' on my workshop page :)
Alb 14 Sep, 2018 @ 11:40pm 
Is there an easy way to figure out EXACTLY how high I should set my custom base to spawn? Or do I just have to keep doing trial and error?
Puppeteer 12 Sep, 2018 @ 2:08am 
Yep
Darian Stephens 11 Sep, 2018 @ 3:52am 
Have you travelled a significant distance (Tens of kilometers at least) around the planet's surface?
Puppeteer 11 Sep, 2018 @ 1:40am 
@superhappyalien I know, it still doesn't work, nothing is spawning
superhappyalien 5 Sep, 2018 @ 6:34am 
@Head Protector Do you have Astriods On and encounters. Also this mod is the frame work for surface occupation you need this mod and surface occupation installed ,, and then you need to travel about 7kms to find a Encounter.
Puppeteer 5 Sep, 2018 @ 3:43am 
@Meridius_IX / Lucas Nither this nor surface occupation are spawning anything for me, please help
superhappyalien 2 Sep, 2018 @ 2:34pm 
@Dr.Dangerous If your talking about SESE/ Torch then yes
Dr.Dangerous 1 Sep, 2018 @ 9:54pm 
Does this work with SEE?
Silverbane 18 Aug, 2018 @ 2:56pm 
@Meridius_IX / Lucas is there any way to add a script to your plugin that would generate a 500m to 700m sphere safezone with only the option of voxel destruction off. We have issues where people just dig from under and grind these bases down. Just a script on its own that would turn voxel destruction off around static grid bases even player built one's would be amazing.
Meridius_IX / Lucas  [author] 14 Aug, 2018 @ 5:38am 
Check out the pinned Configuration File discussion, it has what you're looking for.
Mickeyyoyo 14 Aug, 2018 @ 4:09am 
Hi @Meridius_IX / Lucas
I added you on steam to ask you a question but as you do not seem to have accepted me I ask it here ^^

Is it possible to decrease the maximum number of spawn max.
I have a small server and from 17 enemy base the server fart a lead ^^ '
I would like to reduce from 30 to say 5 or 10.
Thank you in advance.
Doomer Man 13 Aug, 2018 @ 6:36pm 
@Meridius_IX / Lucas
After watching the last Engineer Corps Video with W4stedspace, Captain Shack, Texfire, and Splitzie, It made me wonder if their was a way to make the Planetary Installations and Planetary Cargo ship mods have a Tiered system where a ship/base will not spawn until a Tier is unlocked/activated via either a admin chat command or addon event Trigger?
Meridius_IX / Lucas  [author] 13 Aug, 2018 @ 7:54am 
The spawning system does allow for something like that, although I don't think any of the mods that add stations do that specifiically.

if you're trying to build a mod that does this, the instructions to tag the spawngroups are in the discussions area of this mod page :)
Sardaukai 13 Aug, 2018 @ 7:29am 
Is there a way to call localized encounters? So earth is friendly and alien is full of pirates?
RoboOrThings 12 Aug, 2018 @ 3:03pm 
Will this work on other solar system mods?
Darian Stephens 10 Aug, 2018 @ 11:15pm 
You might need to reload the game (And it won't work well on really small planets), but there shouldn't really be any issues.
AudioGlitch42 10 Aug, 2018 @ 8:22pm 
So this should work on manually placed planets? Im planning on playing on the solar system and just want to make sure at least some of the planets have stuff on it
onkel__tuca 6 Aug, 2018 @ 9:30am 
Are you moving through world? Then the bases will spawn
Alex 5 Aug, 2018 @ 4:02pm 
Hi,
nothing is spawning on the quick start earth world. I have downloaded the requirements, and the mod that includes the schematics itself.
Renay Edor 4 Aug, 2018 @ 7:21pm 
I was about to ask how does this work for manually spawned in planets, then I saw your comment Meridus XD Thanks for putting that out there. Maybe add it in the description (if its not there and i'm just blind)
Meridius_IX / Lucas  [author] 3 Aug, 2018 @ 11:10am 
For manually placed planets, try saving/reloading after placing them.

Keep in mind other factors can impact spawning as well; planet size, terrain elevations, etc
PrettyCool 3 Aug, 2018 @ 10:57am 
I am not quite sure, but structures do not seem to be spawning on manually placed planets. Just wondering if they should or what. I am using surface occupation if that means anything.
C4PTRAMPAGE 1 Aug, 2018 @ 10:22am 
@Meridius_IX
"never tell me the odds!" anyway thanks for modding! running from reavers in my serenity build was the best time ive had in se!
Meridius_IX / Lucas  [author] 1 Aug, 2018 @ 9:19am 
It's a very rare thing to encounter, in about approx 50 vanilla encounters, I think only 2 have asteroids attached. I've never seen them personally (only accounts from prople who have and screenshots). Looking at the game files though, I can confirm they exist :P
C4PTRAMPAGE 1 Aug, 2018 @ 9:08am 
@Meridius_IX
you've made several encounters mods so you should know what your talking about, but i have 1900+ hours in se and ive never seen a pirate asteroid base so its hard for me to belive you about them spawning on roids normaly ...and i already have 3 gigs worth of mods loaded, how much worse could eem make it?
Meridius_IX / Lucas  [author] 1 Aug, 2018 @ 8:10am 
Bases can spawn on some asteroids, but not the procedural ones. The ones they spawn onto from the Exploration Encounters are Prefab Asteroids, and because they're not procedural, they can really add a nasty chunk to the total world size.
superhappyalien 1 Aug, 2018 @ 7:43am 
@C4PTRAMPAGE the game already dose that.
C4PTRAMPAGE 1 Aug, 2018 @ 5:06am 
@Meridius_IX
what about a mod to spawn pirate bases on procedural asteroids? is that even possible?