Space Engineers

Space Engineers

Star Trek Module 11 - Klingon Encounters 1.1
24 Comments
Qarannia  [author] 24 May @ 3:08pm 
@Paladinboyd Oh, I think I know the one you're talking about. I equip all my Star Trek NPCs with shield generators as standard; they're not as powerful as player shields but they make the fights last a bit longer.
Paladinboyd 24 May @ 1:27pm 
Yay, just wanted to ask as the mod that was an addon for
Modular Encounters Systems was taken down, so I wanted to check in case there was a new addon or something.
Qarannia  [author] 24 May @ 12:55pm 
@Paladinboyd They have shields already (I hope: I'm sure I remember putting shields on them).
Paladinboyd 23 May @ 1:41pm 
If I may, Is there a way to add shields to them?
greenbowl420 28 Dec, 2024 @ 6:49pm 
people will bitch about everything anyways
Qarannia  [author] 13 Sep, 2024 @ 1:37am 
@SiX Thank you very much. :steamhappy: You're welcome to publish ships with my mods in them. I would recommend including them as dependencies otherwise people will think it's vanilla and then complain when they find out it isn't; trust me on this.
SiX 12 Sep, 2024 @ 11:50am 
Hey just wanted to stop in and say how much i love what you've done, especially lately. Keep up the great work. I'm actually wanting to post a few of the ships i've built, most of them use your ST mods. Is it okay if i publish them with your mods as dependencies or would you prefer i convert them to use Vanilla stuff? -Thanks either way :)
LordZarmack 7 Aug, 2024 @ 12:41pm 
Yeah, I realised that in the end when making other stuff, as much as I love my hardcore (super durable armor ships with that DuraArmor mod, it's just easier to use heavy/light and buff default armor values. These days there's some decent internal blocks and more shapes, not enough to make really accurate curved/federation ships, but close ish.
Qarannia  [author] 7 Aug, 2024 @ 9:19am 
@LordZarmack My advice, for what it's worth, is to make vanilla ships and let people mod them out if they want. You can, of course, make modded ships for yourself as well; that's what I do but I mostly use unmodded ships made by others.
LordZarmack 7 Aug, 2024 @ 6:52am 
I really should get on and make some more Klingon stuff now we've got better shape block mods and update/upload some more of the ships I've made, though i'm not sure how many of the trek engines/parts mods are still working anymore and I still think my Klingon Par'tok type freighter was better made than the raptor.
Qarannia  [author] 7 Aug, 2024 @ 5:23am 
@LordZarmack I looked at the workshop for Raptors when I remade it and came to the same conclusion as last time; yours is still the best one as far as I'm concerned. :steamhappy:
LordZarmack 6 Aug, 2024 @ 1:27pm 
Glad to see that raptor still in use
Qarannia  [author] 14 Jul, 2024 @ 7:12am 
@Delinson [ATGC] It's only really the Cardassian and Dominion encounters that they're missing. The original Star Trek Encounters mod I made contains most of the other ones. A few different ships maybe but by and large the same, and it uses the original mod pack as well.
Delinson [ATGC] 14 Jul, 2024 @ 6:51am 
@Qarannia Thank you again for the answer. Even if it wasn't the answer I wanted lol. I was hoping to not have to make my players download 4 more mods for the encounters, but they really want the encounters. So they will have to make a decision, either lose the modpack and redo ships... or add 4 extra mods and have the encounters.
Qarannia  [author] 14 Jul, 2024 @ 3:19am 
@Delinson [ATGC] Yes it would. All the module blocks have different sub-type IDs from the mod pack as they were designed for a different audience (custom armor vs vanilla armor). If you remove the mod pack from a world then any blocks built with that mod pack would also disappear, including the ships themselves if they were built with Tritanium armor that doesn't exist in the modules.

Existing grids would have to be converted to use the blocks in the modules, either manually or using SEToolbox. It's a bit of a process which is why I don't really recommend it unless you really want to. The two sets of blocks are roughly equivalent; the major difference being the armor they're designed around.
Delinson [ATGC] 13 Jul, 2024 @ 12:47pm 
@Qarannia Thank you for the quick response, I have just one more question. If we got rid of the modpack version and just used all the modules do you think that would cause a problems with the items that we have already built? Thanks again.
Qarannia  [author] 13 Jul, 2024 @ 8:50am 
@Delinson [ATGC] These ones should work. Just be advised that SE will auto-download the mod dependencies listed here regardless of whether you use them or not. I can't guarantee that there will be no problems of any sort but it should mostly be fine.
Delinson [ATGC] 13 Jul, 2024 @ 8:02am 
@Qurannia would these module encounters still work if you are using STMP and do not want to switch to the individual modules? I am asking because I am not sure if the subID's are still the same between both.
Qarannia  [author] 8 Jul, 2024 @ 1:30pm 
@alexplanty Have a read of the guide; it explains the steps. I've just checked in-game and it's working for me.
alexplanty 8 Jul, 2024 @ 11:49am 
I was on it.
Though IDK how to see threat score.
Qarannia  [author] 8 Jul, 2024 @ 2:46am 
@alexplanty Hmmmm, how close did you get? And is your threat score over 500?
alexplanty 7 Jul, 2024 @ 8:49pm 
I was wondering why there's no ambush?
Qarannia  [author] 7 Jul, 2024 @ 10:12am 
@alexplanty What do you mean?
alexplanty 7 Jul, 2024 @ 10:11am 
What's with the Kobayashi Maru?