Space Engineers

Space Engineers

WAL Fleet
45 Comments
The Erubian Warlord 10 Jul, 2022 @ 3:12am 
sweet this is exactly the kind of mod im looking for to add to my collection of Inhibitor free MES mods ty
Nostrodamos  [author] 9 Jul, 2022 @ 12:29pm 
no inhibitors, and no other special perks, just simple grids where most of them are neutral. I made it to add a slightly more interesting way to reduce the solo survival grind without needing to use admin to just cheat resources all the time and make exploration a bit more interesting.
The Erubian Warlord 7 Jul, 2022 @ 2:33am 
do your grids use the Inhibitors?
Sir Spoony 17 Nov, 2021 @ 8:12pm 
Some cute lil ships you got here. Definitely fighter/drone ships for a large cruiser, destroyer or capital ship class! Always looking for more fighter drones for my carrier class ships! The small buildings are compact enough to place almost anywhere :P :gearthumbsup:
Nostrodamos  [author] 22 Oct, 2021 @ 1:27pm 
To be honest, I've been enjoying creating these mods, and I've got more planned. As much as I enjoy playing the game, I normally play survival, so building these mods gives me an excuse to play creative and the scripting involved is also enjoyable. It's nice to see an outcome from it that I can then enjoy in my games.

The Halloween mod as an example was made in about 6 hours and I started with the scripts before building as I haven't used Rival AI before. But now that I have, I can use that as a base to build my enemy faction (just without the pumpkins).
black_dragon1230 22 Oct, 2021 @ 12:20pm 
Yes ALOT of us would like Keen to open up the store so that really anyone could really sell their builds. For me ive been trying to get my SE worlds closer to games like Star Citizen, No Mans Sky or Emperion Galactic Survival, so having the store be open to other builds instead of the same tired old builds thats been in there for ever now would be awesome. Thank you for trying.
Nostrodamos  [author] 22 Oct, 2021 @ 11:02am 
Thanks, I only really made it as another subscriber asked for it and the store mod block was recently released as well (so it was easy to find). The process works but is a little clunky and really needs a little intervention from either the player or an admin to function as intended. My major issue with the store block mod is that the game chooses the prices of the grids.

So the capability exists but I can't make it perform as fully as I'd like. Still nice to get the mod to do this though. From what I've read it is something that has been wanted by players for a while.
black_dragon1230 22 Oct, 2021 @ 10:54am 
I added the Store Mod as soon as i read this. Got a brand new world im starting using Superhappyaliens Encounters v10 world and every encounter and exploration mod i can find.
Nostrodamos  [author] 22 Oct, 2021 @ 10:36am 
Re selling custom ships at stations.

I have just uploaded the WAL Ship Builders Store mod. It adds a few stations and a ground base for purchasing the ships I made for this mod. The store block mod used for the spawns has a few quirks but is the simplest method I've seen so far for adding in the option to sell custom grids. Because of the quirks, I would only suggest the mod for solo or locally hosted games as access to the admin tools might be useful in enjoying the mod. The quirks are explained on the mod page.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2634315072
Nostrodamos  [author] 22 Oct, 2021 @ 10:24am 
I think it was more because there were multiple remote controls and MES seems to automatically replace remote controls at the moment, so not sure if that causes the problem.
black_dragon1230 22 Oct, 2021 @ 10:11am 
Ah ok SE letting ships drop because of subgrids. They seriously need to fix that. Anyway thank you for the fix.
Nostrodamos  [author] 22 Oct, 2021 @ 9:18am 
The problem seems to be which version of the carrier spawns, one version is just the carrier, the other one has a fighter still docked. Before uploading it to the workshop there were issues with this one and I thought they were resolved. To prevent this I have made the second version a space only spawn.
Nostrodamos  [author] 22 Oct, 2021 @ 8:35am 
I will look into this and update in a bit, I think it might be because I've got the auto refill on the spawn that fills up the o2h2 generators to the max. I will test and update shortly.
black_dragon1230 21 Oct, 2021 @ 5:26pm 
So I love the mod, having things to explore is fun for my world setup, but having an issue with the carriers spawning and falling out of the sky. If it helps im on Mars and the only mod im using that alters flight is Relative Top Speed 320-400. If any other info is needed let me know.
Nostrodamos  [author] 19 Oct, 2021 @ 4:00pm 
Nostrodamos  [author] 19 Oct, 2021 @ 12:37pm 
It is a bit ... I've also had an idea in the last day or 2 to try creating a small halloween npc mod ...
Umbral Draconix 19 Oct, 2021 @ 11:10am 
Looks like it's time to follow the rabbit hole!
Nostrodamos  [author] 18 Oct, 2021 @ 11:53am 
The real coding is done by creators of the framework mods, like Meridius_IX and the Modular Encounters Systems mod. The scripts involved are then based on appropriate templates so the "coding" I do is basically creating or editing configuration files to work with modular encounters. If you've ever played with text based configuration files before, you should be able to create the scripts needed to build a mod like this one that depends on modular encounters.

After yesterdays comment, I edited one of my stations to use as a base for the "shops", created the appropriate config files and I've done a little testing. All I really need to do now is create a ground base, little more config and testing, and then the shops are pretty much ready for uploading.

If you want to create something like this mod, do a bit of reading around the modular encounters mod, and how to export grids and set up the folder structures.
Umbral Draconix 18 Oct, 2021 @ 8:51am 
Really wish I could code worth a dang. Would love to be creating content like this!
Nostrodamos  [author] 17 Oct, 2021 @ 8:58am 
Further to the selling of ships, I have found a mod that adds a store block capable of selling ships. It looks as though this might be a suitable option for adding this capability but as the mod appears to a little buggy (saw comments about problems for servers), I will create a new mod that adds store stations just to sell the ships. My initial thinking will be one to sell military ships, one for support ships and a planetary base for rovers.

I will test this out and, if successful, will upload the mod within the next week or 2.
Nostrodamos  [author] 12 Oct, 2021 @ 3:49pm 
With the store block you can sell items, but not grids. At the moment, only built in npc stations can sell grids. I had a look earlier and it seems like the list of grids for sale by built in npc's is embedded in the config file that is used to generate the random factions used in the economy feature. I've seen one or 2 mods that appear to be able to overwrite this list, or add to it, but I don't really want to tamper with the built in economy. I want my mods and the stuff I play with to sit on top of the basic game, it's probably safer than trying to overwrite something. It's also why my respawn mod only adds 2 space spawn options. To add in planetary spawns, I would have to overwrite/supersede the original respawn pods.

P.S. - Has anyone encountered the planetary research base yet?
Umbral Draconix 12 Oct, 2021 @ 1:34pm 
You've given me some food for thought to look into. I know there is a store block you can build in the vanilla game. I wonder now if you have any control over what it sells. I'll do some digging as well. I really enjoy what you have done with this so far, it has given a fresh air to playing the game as most of my games are solo content. I look forward to seeing where you go with this.
Nostrodamos  [author] 12 Oct, 2021 @ 12:42pm 
As far as I can tell with the faction mechanics, attacking enemies of the WAL faction should raise the rep, but I'm unsure how to establish factions as enemies of WAL, I will look into this and update if I find anything.

Regarding a store to sell WAL ships, I'm afraid that my research into the economy side of the game has found that you can't normally edit the list of ships "for sale" at a station. It may be possible with other mods, but I wanted to keep this mod as light as possible in the usage of other mods.

If anyone does have an answer for this, I would be glad to hear about it. The only other way I can think of doing this would be to add projectors to the shipyard and a "new" ground base to allow for WAL ships/vehicles to be built by the player, but I think this might impact station load in times on spawn as every blueprint would also be "spawned" with the projectors ...
Umbral Draconix 12 Oct, 2021 @ 1:26am 
Good day! Thank you for the mod, I've been enjoying it quite a bit!

Is there a way to gain rep with WAL? I've noted that hitting WAL ships raises Space Pirate, but not the other way around.

Are there stations for WAL which sell the WAL ships?
kitsu.eb 1 Oct, 2021 @ 3:58pm 
The rebalance has been working for me, nice mix of spawns.
Nostrodamos  [author] 26 Sep, 2021 @ 1:38pm 
When I re-balanced the spawn rates for the grids, I set some of the bigger and more useful grids to spawn more rarely. The drop pods went from a 5 to a 4 and the rover drop pod went to a 3. So it should spawn eventually, but I'm not sure how the frequency chances work.

The re-balance was done to try and ensure other MES mods had a chance to spawn as well.
[82DK] wyomingwolf 26 Sep, 2021 @ 6:27am 
I love this mod and enjoy the little drop pods (no "warthog" yet). Been busy with War Thunder event yet plan to take a look at test station; does it work for planets?
Nostrodamos  [author] 25 Sep, 2021 @ 1:31pm 
Have you had a chance to have a look at the test station yet? and are you enjoying this mod?
[82DK] wyomingwolf 25 Sep, 2021 @ 12:42pm 
Happy to hear the idea spurred a concept
Nostrodamos  [author] 24 Sep, 2021 @ 11:23am 
As a few people have shown interest in my building an enemy faction, I have uploaded a proof of concept station for MES that spawns with 2 attached drones that will activate by a sensor and launch to hunt the player.

Here is the link to it:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2610333154

The next experiment is integrating Rival AI for better drone behaviour, and then it will be building the faction.
Nostrodamos  [author] 24 Sep, 2021 @ 10:09am 
I'm in the process of creating a separate mod for an enemy faction that I hope to include drones on stations/bases (not spawned in by antennas) and with some of the AI Enabled spawners as well. Recently been experimenting the drone idea and will be posting the grid I used as a single grid MES proof of concept later on. The proof of concept doesn't use any extra mods or scripts, just what is available in the game, but seems to work so I want to see what people say about it.

The next step is to figure out if Rival AI can be used for drones spawned in with grids, and then I will start building the grids I want for the new faction. It might take a while before I get there though. Building everything for the WAL Fleet took 6 to 8 weeks as I'm not able to log on every day, and only at certain times.
Lean 24 Sep, 2021 @ 2:28am 
Something that may be awesome to somehow add to this is the AI Enabled mod, it adds the ability to have AI robots that can walk around and fight
Nostrodamos  [author] 22 Sep, 2021 @ 10:16am 
Your welcome, it's nice to know people are enjoying the mod.
kitsu.eb 21 Sep, 2021 @ 5:06pm 
The other day I found an abandoned space station in interplanetary space with a run-down drop ship on the pad. I'd been scouting for asteroids to setup a base, but this place was almost move-in ready! It's made a great staging area and I'm planning an industrial refit.

Thanks for making something that isn't trying to kill me from the get!
(rep down about -400 tho, won't be long)
[82DK] wyomingwolf 12 Sep, 2021 @ 3:01pm 
Hype :>
Nostrodamos  [author] 12 Sep, 2021 @ 2:48pm 
If I can find a system that works to create it, I hope to have things like that in the enemy mod I plan to make. A bit of testing yesterday with built in drone remote controls, custom drone builds and triggering launch/flight with a sensor block and some timers was moderately successful as a pasted in blueprint. I could trip the sensor and use that to switch on and "launch" the drones on a space station, and they flew and attacked me. So for the next while it will be testing and building.
[82DK] wyomingwolf 11 Sep, 2021 @ 12:07pm 
Think other encounter have the same idea (ships/vehicles docked at a build) yet nothing lifts off.

Seen that longsword inspired fighter and would be interesting to see that lift and fight off intruders/pirates
angelrei 11 Sep, 2021 @ 11:05am 
Love your mod, just love coming across all the places I've found so far, trying to find everything! but since I'm new abit hard to find were things spawn, but I wanna find all the places, outposts, cars, ships and that space construction yard! I love the look of that!
Nostrodamos  [author] 11 Sep, 2021 @ 10:39am 
My original plan was to also build an enemy faction based on drones, spawned with stations and ships (not just by drone spawning mechanics) that would disconnect and hunt/attack boarders as a separate mod with this one as the "friendly" faction to acquire resources that can be used to fight the enemies. One mod for friends, one for foes.

I've not had the chance to look at the new AI mod yet, but from what I've seen it seems perfect for this idea. So I will be looking into it and experimenting.

My overall hope was to create mods that work together to give almost mini scenarios when they spawn in. Friendly grids give something to explore, and maybe acquire, to help things along with combating the enemy factions that other mods bring to the game. And enemy grids focused on a theme to have something a bit different to fight (ship to ship, and hand to "drone" hand).
[82DK] wyomingwolf 10 Sep, 2021 @ 5:02pm 
Very nice and I'm sure others are wondering/will eventually ask: Ever think of adding the new AI bots to the bases for life?
Nostrodamos  [author] 10 Sep, 2021 @ 3:04pm 
The small rover is based on a warthog, it is also available in one of the ground bases.

While working on the various grids for the mod, I tried to include the things I would want on various large grids so there is a chance to find vehicles that can be useful. For simplicity, nearly all of the grids are light armour so shouldn't be that tough to combat. I used light armour to try and use the ship grids for atmosphere as well as space.

If I could have, I would have made the factions allied, but the faction system doesn't seem to be able to support that. So the idea of the factions becoming hostile is based around the built in faction mechanics.
[82DK] wyomingwolf 10 Sep, 2021 @ 2:31pm 
Always is a pleasure to provide feedback and seeing people get excited for something you make can be addicting. One think I like and have yet to see is the drop for that wheeled vehicle (want to say warthog), but the equipment pods are nice.

The building interiors are well made as well and I'm tempted to start a war with them and see what they throw at me
Nostrodamos  [author] 10 Sep, 2021 @ 10:33am 
First off thank you. I'm amazed how many people are looking at this. My intention was to pretty much upload it and forget about it, but watching the numbers constantly changing is rather addictive. Basically "Wow, people like it, nice!"

After the feedback, I have updated the spawn frequency for the grids for MES. They were all set up as a default value of 5 so everything big and small had the same spawn rate. I didn't think it would interfere with other MES mods as it was on default.

Hopefully this will balance the spawns a bit.
kitsu.eb 9 Sep, 2021 @ 6:32am 
I'm early in my current save, but the things I've seen are nice. Yesterday I flew my little rc miner up to check out a giant carrier that was cruising by - looked really nice!

My biggest complaint so far is that the spawn rate seems high. I've currently got three drop pods and a vehicle drop sitting about 3k out, and I've seen about 4 WAL/CIV ships for every ASSERT ship. IDK how the spawning is configured, but it seems like you could knock your rates down by half to let other things in?
[82DK] wyomingwolf 6 Sep, 2021 @ 7:19pm 
This looks really interesting, got yourself a new sub and look forward to trying it