Space Engineers

Space Engineers

Making Planetfall - a building scenario
126 Comments
Captain Harlock 30 Jan @ 3:44pm 
ok, also einfach mal testen, ich hab dir übrigens was privat geschrieben...
Sarekh  [author] 30 Jan @ 3:41pm 
Ich habe die neuen alten NPCs nicht auf dem Schirm aber ich glaube, dass sie sich generell weit genug vom Kolonieschiff weghalten, um kein Problem zu sein - neue Planetenspawns im Stil von MES gab es ja nur als Basen, glaub ich?
Grundsätzlich gilt: Ist alles möglich, kann aber in die Hose gehen, weil prozedual gespawnt. Könnte man natürlich als Teil der Challenge begreifen :-D
Captain Harlock 28 Jan @ 9:10am 
Und allgemein die Vanilla NPCs?
Sarekh  [author] 28 Jan @ 8:38am 
Es könnte unter Umständen funktionieren, ist dafür aber nicht ausgelegt. Ist ist durchaus möglich, dass die NPCs wichtige Szenario Teile angreifen und zerstören. Weniger wahrscheinlich ist das für Factorum Encounters, die sind meist weiter weg.
Captain Harlock 27 Jan @ 12:30pm 
Falls MES nicht funktioniert, was ist mit den Vanilla NPCs aus dem Contact Update?
Captain Harlock 27 Jan @ 10:13am 
Funktioniert das Scenario mit MES und NPCs ???
Sarekh  [author] 18 Jan @ 5:00am 
Perfect! Happy that it worked out, enjoy building :)
Evergreenoak 18 Jan @ 4:32am 
Hello again, Sarekh!
You were right, of course, the deposits are all there, and I wasn't diligent enough in my search for resources)
It worked out fine in the end, anyway, and I continue enjoying this scenario.
Oh, yes - and thank you for a swift response!
pryde64 7 Jan @ 3:50pm 
when i first had problems with this world it was a mod conflict so i went to standard mods in game worked fine then added a couple of my mods at a time i have now put in over a 1000 hours on this planet up till today awesome world
Sarekh  [author] 7 Jan @ 10:30am 
Hey Evergreenoak!
The planet has Fe, Ni, Si, Co, Mg, Ag, Au, Pt and Ice according to the mod creator and it definitely had those deposits in the past. For example the medical outpost starts near a silver deposit. There are GPS coordinates for known deposits on the mothership in the Planetary Ops on the top level, check them out and see if you find anything.

But just to be on the save side of things: most of the time when something like that happens, the mod list is the culprit. Do you have yours at hand by any chance?
Evergreenoak 7 Jan @ 9:56am 
Hello, Sarekh!
Thank you for your work! I'm enjoying it immensely so far.
However, I ran into a small issue. I didn't find any ores anywhere on the planet, except a single enormous cobalt deposit near the landing site. At first, I thought it was all part of the experience, so I built my base by processing stone only, and it worked just fine.
But then I got to building the blueprints from pods, and it turned out that some of them use blocks that require silver (e.g., survival kits in house projects), so I can't finish those(
The manual doesn't specify any changes to ore deposits in the first place, and pods have no resources in them. So I have to wonder whether it's intended or not. Am I supposed to deliver metals from orbit, maybe?
Sarekh  [author] 31 Aug, 2024 @ 9:51am 
To this date, the scenario works fine for me, I just checked it up and nothing has changed. There are indeed no structures on the ground, just the drop pods and the Hovercraft you take to the ground. The scenario plays out much like a normal survival start with tasks - you find your blueprints, loot them for all the parts - but the Agricola hover crafts are the important part - they have a survival kit that processes stone into ores - you can use it to build and customise your starter base from a dropped blueprint and advance to larger blueprints. The hovercraft does have limited supplies and tools in the cargo containers and the barrels - if that is not the case for you, you probably have a mod conflict somewhere.
Smacdoug1 31 Aug, 2024 @ 8:47am 
i relaunched in hopes to really get into this senerio but all drop pods are empty and there arent any structures loaded. i hope this glitch is fixed one day. blueprints are needed to build the city!
Smacdoug1 31 Aug, 2024 @ 8:15am 
you put allot of time into this senerio! i launched it and read all the walls. i chose my house, and made sure i had the correct GPS but i ran into an issue when i got to the location. there was nothing. okay - i get im suppose to build it thats fine. but when i went to the drop pods for supplies they where empty. oh no! so i went to the blueprint drop pod and it was empty too! so im left on the planet with no instructions. i will re read the data pads in the seat of the drop pod/hovercraft. so much effort went into this... did i do something wrong?
Sarekh  [author] 5 Aug, 2024 @ 2:57am 
@cali6an
Sorry, I just started a new job and was absent for a while!
There are launch buttons in front of every launch bay so you can launch the pods for each faction individually. DId you find these and do they work for you?
cali6an 24 Jul, 2024 @ 7:03am 
I've just started the scenario for the first time and have run into the "no initial BP drop-pods" issue.

I have joined an in-game faction and pressed the "start scenario here" button. However, none of the attached drop pods launch from the carrier ship.

After checking the "wiring" of your setup, I feel that Timer Projector Pods Group 1-4 are missing some instructions. There's the sound block reporting the launch on position 1 and then the start of the next timer block on position 8 - all other positions are empty...

Any suggestions?
pryde64 15 Jun, 2024 @ 11:28pm 
i am still loving this map so hard finding time between this one and your new one the beeblebum ext mod to this also helped a lot with the set up of projecters
Sarekh  [author] 31 May, 2024 @ 12:35pm 
Hey Apollo Prefect!
Thanks for the praise :)
Most people seem to employ various types of lifters involving magplates and pistons - In my testing sessions, I reconfigured the pods in a way that the hinge could be used to lift the actual projector into the air once connected to the Agricola. I would suggest taking a look at the playthroughs from Beeblebum or SurvivalBob on youtube, they both successfully fight their way through with lifter solutions!
Apollo Prefect 31 May, 2024 @ 8:30am 
I'm really loving this scenario! So well-developed and extensive.

I need help to bring the house drop pods to the house landing zone.

The pods are 2+km from the landing zone, over pretty steep terrain. I attach the pod to the Agricola by the connectors, but when I carefully hover-drive toward the landing zone (at <10 m/s), pod parts get damaged as it drags along the ground and it breaks apart, so I have to restart with a saved game.

I read somewhere (in the manual, maybe?) that I should strip the pod for parts, which I will when I get back to the landing zone. But I don't know how to carry the projector all that way without the connector. I can't merge-block it to the Agricola because it is large grid and, regardless, I have no way to raise it up high enough off the ground.

Any suggestions out there?
Novoca1n3 13 May, 2024 @ 3:35am 
Yeah I'm not sure why that's in there. I ended up editing Sandbox.sbc and removing all references to BotAI relating to spiders. Seems to have fixed the issue
Sarekh  [author] 13 May, 2024 @ 3:25am 
Huh... I don't see any immediate suspects there. Maybe between Satreus and Cascadia there is a setting that gets broken because of custom voxel materials. Try removing Cascadia for a hot minute and see if that helps!
Novoca1n3 13 May, 2024 @ 3:12am 
It's extensive lol

Atlantean Transporters
[QoL] Seismic Surveying
Stone Duster
Transporter -- Works (Nov 30, 2023)
AQD - Conveyor Expansion
AQD - Small Grid Expansion
High-power Spotlight
Automatic Ore Pickup
Archan's Medical Panels
UfoL's Bullet Trails (Tracers) - Orange
Camera Panning - rotate camera view (+reset 1st person character view)
Improvised Engineering (Grid Pickup/Holding/Manipulation Mod) Nicknamed: Grabby Hands
Screen Gunk Be Gone!
Sneaky Sounds - Quieter Tools
Welder no eye damage (remove/delete flashes/glare/strob)
HUD Compass
Colorful Icons
Color Hud (1.200)
Build Vision 3.0
Build Info
Imperial Civilian LCD Signs (DX11)
Imperial Ambience Sounds
Satreus
Planet Cascadia (EMERGENCY RE-UPLOAD)
The Sun is not yellow
ITER - LCD mod
Imperial Sounds IV - IterSys
Rich HUD Master
Text HUD API
Definition Extension API
Sarekh  [author] 13 May, 2024 @ 2:31am 
Errr. that must be something in your mod list, I have not ever seen a spider in that world nor did I get a report on them or saw one in any of the streams :) What's your mod list?
Novoca1n3 13 May, 2024 @ 2:14am 
Is there any way of turning off spiders as I'm stuck in a constant spawn loop (5-10 at a time) and no matter how many I kill they just respawn over and over and over again making the game completely unplayable. 90% of the time they don't even take any damage when you shoot them. I checked advanced settings and spiders aren't enabled in there.
Sarekh  [author] 9 May, 2024 @ 9:46am 
Sorry it lags, initial loading times might be longer because of how SE loads textures.

However, you're wrong about the DLCs - this was specifically designed so people without the DLC can play it. You will need to put some work into it by replacing the DLC blocks with vanilla blocks for functional versions and some decorstives like tables might have to be replaced by mods or left out. But the blueprints will show up so you can complete them without DLC blocks and the pre-placed ships and crafts in the world will show up without you having to own a single DLC.
3Br0cK 9 May, 2024 @ 9:35am 
dosent work if we dont have all the dlcs.... and No idea why but this laggs me out so bad i cant play
Novoca1n3 9 May, 2024 @ 12:57am 
Figured it out :-)
Novoca1n3 9 May, 2024 @ 12:55am 
So I've used admin tools to get to missing Imperial blueprints 4. How do i trigger it to go to the planet or do I need to take it down manually myself?
Novoca1n3 7 May, 2024 @ 5:16am 
Ah, ok. Thanks Sarekh. I started a new game as thought a mod I was using broke something. Not to worry. Found a better place to put my base.
pryde64 7 May, 2024 @ 2:30am 
wait till you get to the space port that will test you sanity lol
Sarekh  [author] 7 May, 2024 @ 12:54am 
There are two blueprints per House and 6 Imperial blueprints! (Currently, Number 4 is resting comfortably in space at an orbital building location because I am too stupid to use the remote blocks correctly. I suggest quickly enabling admin mode and getting that pod down to the planet). You can now decide to weld up the imperial contracts or go up and get additional house pods down if you want to complete some smaller tasks first :)
Novoca1n3 6 May, 2024 @ 10:08pm 
How many blueprint pods are there for House Mizuel? I got two buildings and no more have dropped. Have also got 1, 2, 3, 5, 6 of the Imperial COntract
LootGoblin 12 Apr, 2024 @ 4:29am 
@Cardboard Overlord
Many thanks for the Tests. I did use the plugin as well and suspected it of some weird behavior but didnt want to belive it. Now i got rid of it, just to be sure. Also thanks a lot for the clarification what might caused the issue for you. Im like you, i hate when people do NOT mention what caused the issue for them.
Then again, no offense against the modder, im still using multigrid projector from him, which is awesome ;)
Again, Thank you ... very much appreciated
RaidenR 24 Mar, 2024 @ 1:29am 
Many thanks! Amazing relaxing szenario until now!

Gonna go back to building now... hope there aren't too many metal grids (even though I know there are)
Sarekh  [author] 23 Mar, 2024 @ 4:07pm 
@Raiden
Thanks for the feedback, it's on my to-fiy list now!

and here you go with the correct blueprint:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3198102041
RaidenR 23 Mar, 2024 @ 1:14pm 
Seems like the Orbital Project III (orbital administration station) is the same as Orbital Project II (orbital hospital station)

The administration station is missing...
Cardboard Overlord 23 Mar, 2024 @ 9:05am 
No worries. It's the least I could do after raising a false alarm. Besides, I hate it when people say "Nevermind, I fixed it" without saying what the fix was.

FYI, Performance Improvements is here:
https://sepluginloader.github.io/hub/details?type=plugin&id=viktor-ferenczi%2Fperformance-improvements

I've not noticed any problems before, but I've not really played scenarios much. There's a lot going on with changing game-systems in the background. Seems like it might be a likely culprit (out of what I was using) to cause problems with automation/scripting/scenario stuff.

Looking forward to playing this now, so I don't want to spend time troubleshooting, but if I ever decide to go back and try mods/plugins one-by-one to see which one broke it, I'll let you know what I find out.
Sarekh  [author] 23 Mar, 2024 @ 8:41am 
Thanks for following up! :)
That does indeed not look like a terribly long mod-list (recently got an error-report from a user with over 100 mods installed, that was fun to go through - I suspect you're right and it might be the performance improvements - it might go through too few update ticks while in a complex environment - but it's only a suspicion. Thanks for sticking with it and I hope you have fun, still
Cardboard Overlord 23 Mar, 2024 @ 8:09am 
Just tried it again without mods/plugins and it worked fine. Sorry, I should have checked before posting. That was lazy of me. Still, it might be useful info for others with the same problem. I don't know which was the problem (or if saving and quitting to add mods at the start broke something). For now here's a list of what I used:

PLUGINS:
Block Picker
Disable Analytics
Disable Spectator Mouse Sensitivity
File Cleaner
GPS Folders
In Game Exit
Performance Improvements (I wonder if this might be the culprit?)
Prevent Block Resize
Remove Intro Video
Tool Switcher

MODS (through workshop, not plugin loader):
Ore Detector + (by ACrispyCookie)
Welder Eyestrain Reduction
Colorful Icons
HUD - Modern and Fancy (Color)
Smooth Voxels
My own mod to change the highlight colour
Sarekh  [author] 23 Mar, 2024 @ 7:14am 
The GPS coordinates will not get assigned automatically, you need to go to the library to the right of the briefing room and read the text panels with the GPS coordinates and then save the GPS coordinates in your GPS tab by double clicking on the grey, temporary coordinates.

The thruster issue sounds very much like a mod conflict to me. What mods do you run? (2/2)
Sarekh  [author] 23 Mar, 2024 @ 7:14am 
Hey Cardboard Overlord, thanks for trying this out. I just downloaded a fresh copy and tried it out and was not able ato reproduce any of this for myself. All the hovercrafts, including the reserve units work as intended with thrusters for me.
The curiositas has this weird bug that some blocks in these scenarios even without computer components are "owned" (like thrusters who cannot be owned) because technically, the majority of the grid belongs to the founding NPC of the faction. You can quickly turn on admin privilges and fiy it by transferring the majority or all of the blocks to your ownership. That's a KSH limitation I can do nothing about. (1/2)
Cardboard Overlord 23 Mar, 2024 @ 6:38am 
I thought I'd give this a try (in singleplayer) because it looks really great and I love the idea, but it doesn't seem to work properly.

Leave faction, join another, press 'start' - announcements happen, etc (ok so far). In a Beeblebum video, he got gps added here (I think) but this doesn't happen for me (but I already took GPS points from data pads). I go to faction sled, press the button outside the room, go in and unlock the magnet, get in and turn on power. Power comes on but no engines light up. They're all 'on' in the terminal and have fuel, but they don't work (no flame). I decided to take Curiositas instead, but after un-docking I don't own a lot of the blocks (more of an annoyance than anything else). I crashed that spectacularly because I didn't realise the parachute wasn't setup.

I'm running just a few plugins and mods, but nothing heavy, just a few visual/QoL things. Not sure if there's really a problem or if I'm just doing it wrong.
Sarekh  [author] 24 Feb, 2024 @ 3:00pm 
hey elfbaby, thanks for the feedback! I already got the 4th project on my bug-list, I did a snafu with entering the coordinates there. Just use admin mode to get it safely down to you for now :)

But it will be fixed in the next update!
elfbaby 24 Feb, 2024 @ 2:34pm 
Love the map Serekh, going pretty well except the Imperial pod 4 never turns up. Have looked at it before it departs the Minhera and its waypoint is set to an orbital project location and not a drop zone, great map though.
Sarekh  [author] 24 Feb, 2024 @ 12:23pm 
@ JackGlitch101

No, currently there is no list, but I will put this on my to do list! For the space projects, a list can be found on the Minhera
JackGlitch101 22 Feb, 2024 @ 7:45pm 
Is there a way to find a list of all of the building/pods?
pryde64 22 Feb, 2024 @ 3:40am 
thank you for the add on your awesome this planet is all i play
Sarekh  [author] 13 Feb, 2024 @ 7:06am 
ATTENTION:
I have just release the first add-on for this scenario. You can find it here and it can be inserted into your ongoing playthrough.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3159994005
Sarekh  [author] 13 Feb, 2024 @ 7:05am 
@Nova
I might have to update the instructions. As per the last update, not all projects start at the same time but only, as you found out, when you press the respective faction launchers.

Concerning Automation: the DLC have no impact on the functionality of blocks, that sounds like a bug, because I have not yet not seen this function so far. Are you using mods? I encountered a couple of reports that tied broken timer and automation functions to mods.

Concerning adding other mods: I am not planning on doing so at the time as it requires a lot of work to balance that properly and I haven't gotten enough requests for this so far. But adding the mod manually yourself and quickly adding some tokens in admin mode should not be a huge hassle for you!

@Pryde64
you determine where what goes, but the original plan was that everything big goes in the central settlement area, where it is nice and flat and can form a large settlement :)
pryde64 12 Feb, 2024 @ 11:58pm 
hey Sarekh love this map ripejute and mizuel are completed now with a few add ons i also doing a little more to the settlement the huge space port runway took me ages but was wondering was that suppose to go at settlement or the transport faction i will post more pics for you