Space Engineers

Space Engineers

MES Lost Colony Encounters + Frostbite
60 Comments
Stormy 13 Mar @ 5:39pm 
Are there commands to spawn these in?
r4v1n6 8 Feb @ 5:00pm 
Seems to work quite well... on EarthLike anyway. With one of the mods that adds really dense forests and water. So far only Deep Cave has spawned in water, which isn't an issue as it fits it's looks, Crew Enabled also works well with it...
Aftrshock98 6 Jan @ 2:43pm 
does this mod still work? I'm not seeing them anywhere
꧁༺ Some ༻꧂ 12 Sep, 2024 @ 1:32am 
@Null This is possible using the caves mod? but voxel changes will affect the server/client and cause slowdown
Null 21 Aug, 2024 @ 1:00pm 
I had the Vaughn Brothers (Fe, Ni, Co)prefab spawn with all of the lower area buried under sand. Any way you can remove voxels spawning inside these grids?
Dragon Fire 813 25 May, 2024 @ 9:40pm 
Been having some save issues today do to me apparently unchecking autosave at some point when messing with settings. Lost 3 sessions where I drove to and completely salvaged a location then lost all the salvaged parts cause my trailer clipped a tree and self-destructed.
Dragon Fire 813 25 May, 2024 @ 9:34pm 
Can you post the MES spawn command for these structures (if it's just a single command that is)?
HiiPower 1 Mar, 2023 @ 4:59am 
All the quests that say you can find the gps coordinates here, on notes found in lockers are blank
Dalten 26 Jan, 2023 @ 6:17am 
Good morning, thanks for keeping this mod updated. Does each spawngroup come equipped with at least some form of defense (interior turrets, etc.)? if not, would you please list the undefended spawngroups so we can adjust our configs accordingly? Thanks so much.
Ugga 14 Jan, 2023 @ 7:05am 
How to adjust the spawn height, I unfortunately do not know.
Some grids I see that they are created on purpose so that if they do not fall perfectly on the voxel, then the design allows you to hide the features of the relief in several blocks. Something like elongated stairs and the entrance is higher.

Vanilla pirates that I've met appear relatively normally. But I don't see them often. Usually 3rd party MES mods have a higher spawn rate.
The Antenna prefab will probably always be problematic. It's a very high station. For me, she spawned exactly in the middle in the voxel.

I also noticed that in mods where a group of objects spawns, the grid spawn height is slightly different. Some are higher, some are lower. Perhaps there is an error in the calculations as Viper wrote.
Bačiulis  [author] 14 Jan, 2023 @ 3:16am 
Ugga, do you happen to know how they are fixing it? I have already made all grids RivalAI spawns with remote control blocks, which fixed all the spawning issues I seen before (except Antenna is sometimes spawns weird, I guess its due to its height). These fixes are already in mod as of 6 Nov, 2022 or even earlier.
Ugga 13 Jan, 2023 @ 3:34pm 
@Viper Our EarthLike distance is 240,273,466.0 meters. This is much more than 10,000 km.
All mods have different calculation errors. There are ideal mods with an error of +5/-5 meters, there are mods with an error of +20/-20 meters. In this mod, I saw grids +50/-50 meters.
Some authors ask us to specify grids, which are often located in the air or under the voxel, and they correct them.
Viper 29 Dec, 2022 @ 2:19am 
Buildings spawning with incorrect heights relative to the planet surface is entirely a Keen/engine issue. It has to do with how far from system center (0, 0, 0) the planet is. The further away, the worse the placement accuracy.

Minecraft has a similar problem with things like entities and dropped items. It's a common gameworld design limitation.

It has nothing to do with any specific mod. Place a planet 10,000km from center, and compare with Earthlike at 0, 0, 0. You'll find everything is spawning correctly on Earthlike and completely wack on the far away planet.
Ugga 8 Dec, 2022 @ 4:01pm 
1. On the planet 120 km, your mod was not tested.
2. A similar problem exists with some mods. These mods have also been removed. Abandoned Settlements [v2] and there are some issues with some installations in other mods.
There are no issues with ACS Assertive Bunkers, Vanilla Planet Crashed Ground Encounters, Imber Corporation (Formerly Air Traffic), Independent Contractors (Formerly Reddit Custom Encounters), Parallax Concepts (Formerly Surface Occupation) mods.
Bačiulis  [author] 8 Dec, 2022 @ 3:02pm 
OK, so two things:
1. Does this issue happens on any vanilla planet with normal size?
2. Does this issue not happen on your planet with some other MES mod, that spawns planetary installations?
Ugga 8 Dec, 2022 @ 12:19pm 
The radius of the planet is 250 km.
<SurfaceDetail>
<Texture>Data/PlanetDataFiles/Extra/material_detail_4</Texture>
<Size>128</Size>
<Scale>1</Scale>
<Slope Min="45" Max="80" />
<Transition>5</Transition>
</SurfaceDetail>
<HillParams Min="0" Max="0.09"/>

Perhaps the height of the grids probably makes sense to adjust on a flat planet. I don't know how you do it.
Bačiulis  [author] 8 Dec, 2022 @ 11:44am 
I see. What do you mean by 500 km aligned voxel? What is the radius of the planet?
Ugga 8 Dec, 2022 @ 11:20am 
We have a Dedicated Server. The mod is balanced and we really like it. The mod has now been removed due to problems with placing grids under the voxel or in the air, so I can't take screenshots.
We have an EarthLike planet with a 500 km aligned voxel, and the problems with the grids are very visible. For example:
Valley Bunker hangs in the air 50 meters.
Antenna is halfway through the voxel.
Klang Cola Company in the air 10 meters.
PV-4-SV3 is completely under the 10m voxel.
Distances are not accurate.
Bačiulis  [author] 8 Dec, 2022 @ 10:04am 
Just in case - any building that has spawned before update will stay as it was.
Bačiulis  [author] 8 Dec, 2022 @ 10:01am 
Ugga, can you make some screenshots of those when you see them? Been testing, though fixed all of those. Maybe something changed again.
Ugga 8 Dec, 2022 @ 6:33am 
@Bačiulis There are still a lot of buildings that too high in the air or below the voxel.
Bačiulis  [author] 7 Dec, 2022 @ 11:58am 
Yes it is there, in one of Lost Colony city variations.
blaze214263 3 Dec, 2022 @ 5:58pm 
did you include the lost colony's reactor in this mod, if so I have yet to encounter it [sorry for the un-intentional joke]
Bačiulis  [author] 11 Nov, 2022 @ 4:52pm 
wyomingwolf, yes, disabled cut voxels for biggest installations to avoid lags. Also for sand and snow installations to make them look more abandoned.
[82DK] wyomingwolf 6 Nov, 2022 @ 2:24pm 
Encounters are nice to see popping up (can take awhile yet that is what I get for having multiple MES encounters to fill this empty game.. *coughKeencough*). One thing I noticed is that some of the builds have a basement however requires you to dig to them. Is this to help voxel damage lag?
Bačiulis  [author] 5 Nov, 2022 @ 3:10pm 
UPDATE 11/5/2022:

- LCE bunker encounters added
- Rusted Lost Colony buildings now spawn on sand and Mars soil terrain.
- Cars added to Frostbite buildings
- Frostbite Old Mining Base added
- Drones added to Frostbite mining base
- LCE cars reworked to be drivable and more random
- Removed GPS coords in datapads that leads to nowhere
- Other small changes/bug fixes
stedo 28 Oct, 2022 @ 12:46pm 
Love the sound of the update. Will be checking it out soon
Bačiulis  [author] 16 Sep, 2022 @ 3:50am 
UPDATE 9/16/2022:

- Frostbite scenario buildings now spawns in Snow terrain.
- Fixed broken spawns where grids would spawn too high or too low.
- Sunset Valley reworked into several smaller towns, for better performance and spawn opportunities.
- GPS coordinate notifications added.
The Commander 2 Sep, 2022 @ 1:40pm 
Impressive Nice Dude! I Give 3 Thumb Up's!
:steamthumbsup::steamthumbsup::steamthumbsup:
lechkingofdead 7 Aug, 2022 @ 3:55pm 
i hope folks realise that yes MES disables game options BUT REMINDER it also has a more game friendly system. so the random encounter system is more refined and has its own internal spawn system. bloody idiots have no idea how some mods work but think they know stuff because of toggable options.
baph.online 30 Jun, 2022 @ 2:41pm 
does this mod support spawning on Thora-4 from the Ares System mod? cheers
Commander Star 7 Apr, 2022 @ 11:24pm 
Mr.-RexeX-, mind if I inquire as to how many brain cells you happen to have? This mod has Modular Encounters Systems as a dependency, which disables Cargo Ships & Random Encounters as to use their improved system of spawning. This is NOT a bug.
Mr.-RexeX- 14 Mar, 2022 @ 9:15am 
Attention, this MOD disables the "Cargo Ships" & "Random Encounters" hooks in the Advanced World Settings. :steamsad:

Noticed on 03/10/2022
Bačiulis  [author] 7 Mar, 2022 @ 3:28am 
JD, spawns on any planet that has grass terrain in it. So it will spawn in Pertam on grassy regions, but not in Mars. The idea is to later expand this mod to other terrain types, i.e Frostbite scenario buildings on snow terrain and Scrap Race buildings on sand terrain.
JD 25 Feb, 2022 @ 4:01pm 
Weird Question, is there any way to have them spawn on other planet types? Mars, Pertam etc?
I3eauLeBoi 13 Feb, 2022 @ 3:16pm 
That should do something then, at least. if you think that would impact a lot more. Thanks for letting me know! c:
Bačiulis  [author] 13 Feb, 2022 @ 1:19pm 
I3eau_LeBoi, there is no single command, a lot of them affects the frequency of spawns in some way. One of important ones is MinimumSpawnDistanceFromOtherGrids. The less the distance, the more populated surface should be.
I3eauLeBoi 13 Feb, 2022 @ 9:05am 
I know, but i was asking mainly WHICH out of the hundreds of commands and options? Is it installations? Or something else entirely? I did read older comments regarding this but its rather vague.
Bačiulis  [author] 13 Feb, 2022 @ 7:26am 
I3eau_LeBoi, for configuring check documentation of Modular Encounters Systems. https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1521905890
I3eauLeBoi 13 Feb, 2022 @ 6:50am 
Which of the commands do we need to execute to make lost colonies more frequent? We're trying to see them more often, like 'used to be inhabited' planets. But its quite confusing.
TroLLeX_ 5 Feb, 2022 @ 12:08am 
Oh alright, then maybe remove the gps from the pads. Because ususally gps in a pad means there is something. If it isnt then it looks like its a bug, even so it isnt in this case
Bačiulis  [author] 5 Feb, 2022 @ 12:02am 
TroLLeX_, left those pads on purpose, to keep some mystery. They lead to nowhere, as buildings are spawned in random places with this mod.
TroLLeX_ 4 Feb, 2022 @ 10:18pm 
I like it, also the small stories left in some homes. Some of them link to other locations, but when i go there, then there is nothing.
https://i.ibb.co/vq4FKPF/20220205071112-1.jpg
https://i.ibb.co/2v4pPfP/20220205070112-1.jpg

I already noticed that happening before the latest SE update, so i guess this bug is present for a while now.
JSHALO2025 17 Oct, 2021 @ 6:35pm 
Would be cool to see a city type
Bačiulis  [author] 12 Oct, 2021 @ 7:02am 
The Bush Wolf, no, as far as I know. Let me know if you see one.
The Bush Wolf 11 Oct, 2021 @ 2:11pm 
Any known conflicts with other MES mods?
Mr. Midori 10 Oct, 2021 @ 2:32pm 
Aight, thanks for the info. Loving the mod so far.
Bačiulis  [author] 10 Oct, 2021 @ 2:03pm 
Mr. Midori, yes. You might want to search for large flat areas with grass terrain to find a city. You can tell it is spawning if game lags for a second :)
Bačiulis  [author] 8 Oct, 2021 @ 5:02am 
Mr. Midori, yeah good point, I'll update description on this. You can totally configure spawn rate via Modular Encounter Systems mod config, see more information in it's page https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1521905890
󠀡󠀡 7 Oct, 2021 @ 7:39pm 
Yeah as someone said these are pretty rare would like increased spawns lol