Space Engineers

Space Engineers

(Retired) Assertive Cargo Ships Rival AI Test Build
234 Comments
Xorvious 2 Aug, 2022 @ 7:52am 
To follow up, I did some more testing with an older save and it turns out that they are indeed de-spawning when I get more than about 20km away. All the trash removal settings are default, and I also tried with trash removal disabled and it still happened. The only time I got one to stay was when I pasted my own copy of an Observer base 1km away. Hope this helps.
Xorvious 1 Aug, 2022 @ 11:03pm 
Thanks, ill play around with old saves in the mean time and see if I can figure anything out. Will I be able to update my existing game with the new release? Thanks again for everything!
Splitsie  [author] 1 Aug, 2022 @ 2:10pm 
Honestly I'm not too sure, I would have thought they would remain there too. Recently there have been some bugs cropping up with the behaviour mode that I use for the bases so I'm not sure if that would have anything to do with it.
The proper release of the mod will be released in the next week or so and I'm going to be doing some testing on it between now and then so hopefully it'll be something I've accidentally resolved :P
Xorvious 1 Aug, 2022 @ 8:45am 
I am doing a Survival maybe style playthrough with this mod and had a couple questions.
I had 2 ASSERT bases that were near my starting point and had visible red waypoints but I had not had anyone sent after me yet. I recently went to space for mining and when I came back I still had transports roaming around but the ASSERT bases were gone. Am I missing something? I assumed they would still be there, I'm also surprised I have not been attacked yet.
Thanks!
Splitsie  [author] 27 Jul, 2022 @ 9:02pm 
If you're getting Neutral ships that's not my bug but an issue with AiEnabled and MES and is unfortunately one that requires you to make a brand new save.
Yaoi Gagarin 27 Jul, 2022 @ 11:54am 
I had a weird bug where cargo ships would just lie on the ground. And when i loaded a save they were suddenly neutral. Also I couldn't manage to make it fly despite replacing the NPC thrusters.
No idea how much of this is intended behavior, but it was a real bummer just walking up to a neutral ship and not being able to do anything but scavenge it. I also used crewenabled so i don't know if that's partially responsible...
findbaz 9 Jul, 2022 @ 5:32pm 
"Lucus's crappy implimentation" :sefacepalm:
how about
"I dont know how to mod but Im going to draw conclusions about people who do mod and grade them with my superior perspective"
Kaito 9 Jul, 2022 @ 4:23am 
It's documented on the MES wiki, under Grid Settings. You're looking for UseGlobalBlockReplacer and GlobalBlockReplacerReference. You could also have asked for help on the MES Discord if you weren't too busy "fighting the good fight" or some other nonsense. Plenty of nice people there.

In your world save folder, in Storage\15219058090.sbm_ModularEncounterSystems\Config-Grids.xml, you need to adjust the following two entries as such:

https://gist.github.com/mkaito/54c08dad88038e2b3c744ae63092b198

Bear in mind that both UseGlobalBlockReplacer and GlobalBlockReplacerReference already exist. You need to change them to look like that, not blindly add it to the end of the file. This will replace all 12 inhibitor types in new grids with just a light armor block of the appropriate size. Grids that have already spawned in your world won't be changed.

You're welcome.
The Erubian Warlord 9 Jul, 2022 @ 2:22am 
@Kaito i dont suppose you know where to find a guide for pulling that off i tried looking through the Github but never could find/figure out any such option
Splitsie  [author] 8 Jul, 2022 @ 10:46pm 
lol :D
Kaito 8 Jul, 2022 @ 12:07pm 
You can tell MES to replace any blocks you like using the global block replacer. If you don't like inhibitors, replace them with an armour block.

Now please go touch some grass, this is ridiculous.
The Erubian Warlord 7 Jul, 2022 @ 6:26am 
i carpetbombed anything that was in an MES collection or came up in a search sorry for spamming

as for making my own mod i dont have that kind of skill set if i did id shred the inhibitors by making an auto detect block deleting mod that people could download and end the vitriol on both sides

heck one guy i asked actually made a disabler mod for them and 'great guy' Lucus went out of his way to make it not work at least once

i also have suspicions of other sabotage in poaching another guy who said he would help me saying that and i quote a 'private server owner' asked to have exclusive rights to the anti inhibitor plugin he was writing

anyway enough about my gripes with Lucus the meat is simple im making the collection and intend to include your mod unless you have an issue with it
Splitsie  [author] 7 Jul, 2022 @ 3:53am 
Why did you spam the question across all 3 of my mods when I'd already responded to you and you could see that the other mods are older than this one?

Lucas is a great guy, he's a huge part of the reason any of us have NPCs to interact with that are even vaguely interesting. He encourages people to make their own mods using his framework and the people that design those can choose to use the inhibitors or not, you can choose to disable them through blacklisting certain grids or making your own mod.
The Erubian Warlord 7 Jul, 2022 @ 3:15am 
ty building a collection of good MES mods to share with like minded folk who have been fighting Lucus's crappy implimentation and even worse attitude since they were stuffed into the core mod
Splitsie  [author] 7 Jul, 2022 @ 3:05am 
This version of the mod was released before they were even a thing
The Erubian Warlord 7 Jul, 2022 @ 2:16am 
do your grids use the Inhibitors?
Kaito 19 Jun, 2022 @ 1:03pm 
You can add it to an existing save
[CTRL] Shaft 19 Jun, 2022 @ 12:37pm 
Do I need to make a new save for this to work? Or will it still spawn ships and bases on an older save?
ι3ξτ^н4ЖΣ0я 15 Jun, 2022 @ 1:59pm 
Anyway, thank you very much for your quick response and consideration of this.

I guess I will keep editing the files whenever there is an update. As there are lots of sounds around me at any base or craft, I usually change the volume from 0.6 to 6.

I am very impressed of the number of recordings for each voice lines, it might take me a couple of hundred hours to get tired of it. Please keep up the good work! :selike:
Splitsie  [author] 15 Jun, 2022 @ 1:16pm 
It was made intentionally quiet so that it wouldn't start to irritate players who had heard it over and over, unfortunately making something like that configurable is well beyond my abilities as I don't even know where to start on something like that :(
ι3ξτ^н4ЖΣ0я 15 Jun, 2022 @ 8:02am 
Hey, Splitsie!
I simply love how much thought goes into everything you create to make it interesting! Really got me to see Space Engineers from a different perspective and have a lot more fun.

Not sure whether anyone has pointed this out, but for some reason, the radio chatter of ACS can be extemely quiet, so that I first thought it doesn't work (I could not hear anything over the engine noises inside a small fighter).
Although I know how to change the volume in the mod files, it would be great if you could include a config file (like MES does) to make it possible to edit the volume of the chatter.

Thank you and all the contributors for making this gem of a mod possible!
Kaito 10 Jun, 2022 @ 4:11pm 
Lucas isn't even remotely as bad as you'd think. He's actually a great guy. Seriously.

And inhibitors have to be put in by ship authors, it's not mandated by MES.
StolenByte 10 Jun, 2022 @ 4:05pm 
@Kaito, mainly because inhibitors are horrendous, but also because of the author's attitude on here, i would rather pretend MES doesn't exist than give anyone like that the time of day, but for some reason every single mod i can find uses it :/
Kaito 10 Jun, 2022 @ 11:21am 
Why do you not want to run MES though?
StolenByte 10 Jun, 2022 @ 10:47am 
Damn, well that sucks :(
Kaito 10 Jun, 2022 @ 7:51am 
Yes, it absolutely requires MES :P
StolenByte 9 Jun, 2022 @ 11:55pm 
Aww does this *absolutely* require MES? im assuming nothing would work without it but meh, had to drop a comment and check, seems finding anything NPC related without that junk is near impossible now :(
redshirtwookiee 6 Jun, 2022 @ 3:51pm 
Thanks Splitsie! You're #1!
Splitsie  [author] 5 Jun, 2022 @ 8:01pm 
Start a new save with MES, load it. Then go back to menu and add AiEnabled. Load the game and if enemies spawn red you're good. If not go back to start and try again :/
redshirtwookiee 5 Jun, 2022 @ 8:39am 
That's what I figured. So if I want to play with MES and Assertive mods, I should disable AI Enabled on a new save? I appreciate the reply
Splitsie  [author] 5 Jun, 2022 @ 12:24am 
If you're having things spawn as neutral that is unfortunately not a bug with this mod but a bug/conflict with MES and AiEnabled. At this stage it appears that if you're faced with that bug there is no workaround and the only way to fix things is to create an entirely new save to transfer your grids into :(
redshirtwookiee 4 Jun, 2022 @ 4:24pm 
I'm having the same issue as kitsu.eb below. Bases are spawning as neutral.
kitsu.eb 9 May, 2022 @ 12:26pm 
Hey Splitsie, did something change with MES? All my ASSERT bases are spawning neutral with owner = Nobody...
BoB 7 Apr, 2022 @ 10:24am 
Can you get the bases to attack you by changing your faction standing with some kind of admin command?
Kaito 31 Mar, 2022 @ 11:01am 
IIRC the exact spawn range is random, but I usually get spawns at 1.2 Km. As Kham said, they don't actively come after you unless you _really_ piss them off by killing A LOT of assertive.
Kham 31 Mar, 2022 @ 10:43am 
@SmokesRC are you approaching the bases? The behaviour in this mod is slightly different to the original mod, now if you leave the bases alone they don't tend to seek you out unless your threat score is pretty high or your reputation with them (from attack them) is low.
Approaching them though should always spawn drones in.
SmokesRC 31 Mar, 2022 @ 10:23am 
the installations are spawning but they dont spawn any drones? anyone have any ideas?
Julian Skies 17 Feb, 2022 @ 5:54pm 
Hrm, question. This seems to be the most up-to-date version. Is it safe to switch versions mid-game?
Marshall 13 Feb, 2022 @ 4:45pm 
Nice work mate any plans to upgrade to 1.20 or not..??
TurokGMT 13 Feb, 2022 @ 4:34pm 
Hey Splitsie, first off thank you for all the mod work and your great fun youtube channel content.

I've been using some of the Assertive mods on a small server for a friend and I.

The drone spam is frankly dire but they only seem to target me (the host). Once they get going, they are relentless - the sky above base often has 3+ drones circling and spamming turrets constantly.

Having read through some of the comments in this thread - is this the preferred version of the mod since the warfare 2 update, or should I be grabbing the other assertive files and tweaking some hidden setting somewhere to tone things down a bit?

Don't get me wrong, love the challenge, but it's all but impossible to keep up with a constant flow of iron and magnesium!
Vasser 3 Feb, 2022 @ 6:42pm 
Thank you both for the response. That is great to hear. I will be switching over.

And thanks again for a great mod.
Splitsie  [author] 3 Feb, 2022 @ 5:54pm 
I would use this version, in fact I have changed the old one to unlisted on Steam because this one is far preferred.

Work will resume on ACS next week though now that we've got all the new weapons :)
Kaito 3 Feb, 2022 @ 2:49pm 
I've been using the test build for months, and it's fine. Stuff doesn't really like Pertam, but that's about it. I gather the new-new update was on hold until basically today, because of the large update. Splitsie mentioned on a stream not too long ago.
Vasser 3 Feb, 2022 @ 2:43pm 
Is it time to switch?

I have been using the original Assertive mods (Cargo Ships, Bunkers, and Installations) for some time now and enjoy them greatly. Thank you Splitsie for the great addition to the game.

With the release of Warfare II, I was considering starting a new game or making some changes to my existing save. With all of the progress made on the test build, is it time to switch over or is it better to stick with the original mods for now?
Kaito 29 Dec, 2021 @ 5:33pm 
Hey Splitsie!

Not only am I getting spawns on Pertam somehow, they fly around for a bit and then just stop mid-air.
Splitsie  [author] 2 Nov, 2021 @ 3:53pm 
Replacing the ammo requires modifying every single blueprint of every single ship and base with the ammo so it will take time. I'm finally making some progress on the proper release though so that'll be added to the to-do list for that.
orsa1305 2 Nov, 2021 @ 2:50pm 
yes, that's kinda stupid that you can't disassemble them, lucky me i play in a private session, so i throw them away, and spawn in the same amount of the new ones, those i can disassemble when needed.
Infernicus 2 Nov, 2021 @ 2:48pm 
The Interior Turrets still can use the old magazines just fine from my experience, you can even use them in the new rifles without an issue (just dont have higher damage with like the precision ammo for example). You cant deconstruct them though.
0.25mózg 2 Nov, 2021 @ 8:30am 
Don't know if it's issue with this mod or assertive bunkers, but interior turrets on bases spawn with old type of ammo and fail to shoot.
Splitsie  [author] 2 Nov, 2021 @ 2:20am 
On a positive note, this mod should be working better as of today thanks to some bug hunting done for me hopefully the spawns and radio chatter should be working properly again :)