Space Engineers

Space Engineers

REBF Endless - PvE Wave Defense - 1.04 (New Destroyers and Frigates) (HotFix3)
41 Comments
Dr.Reigh  [author] 19 May @ 7:52am 
Latest hotfix:

Fieldwork update broke the groupings for rocket turrets, so I had to reset them. All fixed now. Also fixed a bug where activating factory 5 would also activate the allied heavy fighter factory. Everything should be running as usual. If you notice anything not working, please let me know here.
Dr.Reigh  [author] 10 Jan @ 11:43am 
- Stavinair Caeruleum:
WeaponCore (base) works very well with this, I've tested it. It doesn't break the AIs.

I tried to make an Aryx's WeaponCore version, but the turrets wouldn't target properly when printer-built during low sim speeds (which are in inevitable in rebf). So it will vary as to whether specific weapon mods will fully function correctly.
Stavinair Caeruleum 9 Jan @ 12:51pm 
Would adding in weaponcore break the AI's?
Dr.Reigh  [author] 9 Jan @ 7:30am 
- Atlas:
Yes. I built it with the intention that players can spawn in their own ships and test them out. I do so myself regularly.

The scenario runs in creative mode by default (it's needed to build the enemy ships fast enough) so you can just spawn them in with F10 as per usual.
The Tactician 8 Jan @ 10:53pm 
question can i just use my builds and fight? i.e. a CV
Dr.Reigh  [author] 14 Dec, 2024 @ 10:25am 
Seems that if the projectors are turned on and off again while no blocks are merged, it clears the bug. So I added logic which does that at the end of the production queue.

Everything works fine again. For now.
Dr.Reigh  [author] 12 Dec, 2024 @ 2:26pm 
The new update seems to have introduced a bug into the scenario whereby turned off projectors are still having their projections built. This means that if you try to use cycle mode, it will build 2 projections into each other at the same time. The resulting ships are monstrously cool, but unfortunately this destroys the printer. I've tried dabbling around with settings but this doesn't seem fixable on my end.

I'll do a hotfix for now, setting each of the printers to only build a single ship type by default.
Dr.Reigh  [author] 1 Dec, 2024 @ 10:54am 
As a quick update, I've made a new version of this scenario that takes place on planetside with airships and rovers! If you've enjoyed this, then I'm sure you'll enjoy that too. Please check it out! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3373930276
dave 🎄 13 Oct, 2024 @ 4:40pm 
ah thanks man
Dr.Reigh  [author] 12 Oct, 2024 @ 4:07am 
dave -

This version is playable with mods, but how to do so isn't obvious.

Start scenario -> Save game -> quit game -> main menu -> load game menu -> edit save file -> add mods -> load game -> enjoy mods
dave 🎄 7 Oct, 2024 @ 12:08am 
will you consider adding another version which allows mods?
Dr.Reigh  [author] 14 Sep, 2024 @ 4:29am 
Pressing 4 then 8 is correct. Everything after that should be fully automated. The error is that the 'Turrets turn on' has been removed from the Combat AI Timer for some reason.

Fascinating. I wonder why it's removed the turret group? At least we've identified the problem. 'Combat AI' should turn on 'RBF Heavy Corvette Turrets' group in the timer block's 3rd slot, after the defensive AI turn on. If you set that, save the blueprint, and put it into projector4 on the corvette factories, it should solve the problem manually.

I've uploaded the ship blueprints I'm using, could trying sticking these into projector4 on the factories, and see if that reset makes any difference as another faster alternative.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3330822956
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3330825223

In any case, I'm glad your enjoying it (or at least the parts that work lol).
TheRebornAce 13 Sep, 2024 @ 9:43pm 
So weird we're getting mix results...Oh well, at least we tried. Maybe it'll work randomly on my end one day lol. Again, thanks for your time and patience on this. And great world you've created. Really helps those who wants to test their newly built ships with ease.
TheRebornAce 13 Sep, 2024 @ 9:42pm 
Thanks for your patience and helping me look into this. So i resubscribed to force download your new copy, played in a clean world w/o touching the settings, spawn a single Heavy Corvette, and unfortunately it's still not working on my end.

just to make sure im pressing the correct buttons...in the customization area, i press button 4 then button 8. nothing else and i let the system do its own thing from there, right?

i went into the corvette's control panel and took a look at the timer logic setup. to my understanding, after fully built, the Launch Timer activates, starting the AI Timer. AI Timer then starts the Combat AI Timer. In the Combat AI Timer block i see the defense, flight, and antenna blocks but i dont see anything about the turrets. Don't see them in the other two timer blocks either.
Dr.Reigh  [author] 13 Sep, 2024 @ 8:25pm 
I've tried running both the uploaded steam version with the four corvette factories, and printing out the projector4 / Heavy Corvette ships, as well as my local copy. They opened fire as usual on my end. I've had the AI on ships refuse to use turrets before, but normally only with weapon core and only during mass (50+ ships) combat.

If the ships are flying around, then the timers should definitely have turned on the turrets. One of the corvettes has a 30 second delay on the turrets, but even so still arms before reaching the base. There is a thing where shells and rockets turn invisible when there are too many projectiles, but it doesn't sound like your issue.

I double checked my localised copy, and they opened fire on that as well; I've re-uploaded a new copy to steam, so hopefully it might force a fresher download on your end. Other than that, I'm not sure what else I can do.

Also, thanks for taking the time to give the feedback; it's appreciated.
TheRebornAce 13 Sep, 2024 @ 5:23pm 
Sorry, maybe I should have specified. The Heavy Corvettes seems to be the only one running into this issue.

When only activating the Heavy Corvette factories 1-4 and Endless Waves, they are built and as they reach the base they only fly around within weapon range without shooting back.

I unsubscribed and resubscribed hoping it was just an out-of-date issue on my end but the weapons being off is still present on the Heavy Corvettes. To double check, I did test on a clean new world without any mods installed.

Everything else works great.
Dr.Reigh  [author] 13 Sep, 2024 @ 4:17am 
SiX - I'm putting efforts into a 'Ground Defence' version at the moment. Would be happy to build together (on your version or mine) if you fancied it. Either that or making a seperate weaponcore variant.
Dr.Reigh  [author] 13 Sep, 2024 @ 4:17am 
The Reborn Ace - The turrets are all turned off during construction, but a timer (timer2 AI Activation) should turn on the turrets as the second part of the launch process (after timer1 releases them and pushes them away from the factory.) I'll take a look.

Edit: I ran the cloud copy and everything seems to be running fine on my end. Some of the older ship AI's only activate turrets 20 seconds after launch, but most do so quite quickly.

Considerations for not firing are usually ownership / factions being incorrect (copied spawns may come in belonging to 'nobody' and not fire, nor be fired at), running on survival which requires ammo loading, or that the turrets are replaced by weapon mod versions (especially weapon core) which may 'disconnect' them from the activation timer, preventing them from being turned on.
TheRebornAce 12 Sep, 2024 @ 11:36pm 
I was playing around in this world and noticed the large grid ships weren't shooting at the base. I used admin controls and found out they are being built with their turrets turned off. Just to be sure, I tested again without any mods installed and can confirm the large grids have their turrets turned off after print.
SiX 12 Sep, 2024 @ 11:39am 
Been Trying to make something like this. Can't wait to try it out.
Dr.Reigh  [author] 31 Aug, 2024 @ 6:03am 
In the Factions -> AFP menu, there is an 'accept everyone' toggle which I had forgotten to set. It should solve the problem. Alternatively, if you 'invite' him to the faction it should bypass the restriction. I'll set it correctly by default in the next update later today.
OldPayphone 30 Aug, 2024 @ 11:40pm 
So I just tried playing this with a friend and we couldn't play together on the same faction. They would apply to join the free planet faction with me and when I accepted them, their name would disappear and they would remain an enemy.
Dr.Reigh  [author] 25 Aug, 2024 @ 10:09am 
Yes, it is possible to use mods, and no, you are not stupid. The process isn't intuitive.

Start Scenario -> Save Game -> Quit Scenario -> Main Menu -> Load Game -> Edit Settings -> Add Mods -> Play with Mods

Same method for changing to multiplayer. It's a good question, I'll probably throw those onto an LCD somewhere.
axtre 25 Aug, 2024 @ 9:06am 
is it possible to use mods in this scenario or am i just stupid
Dr.Reigh  [author] 25 Aug, 2024 @ 4:18am 
Thank you for the feedback, I'll keep it single. I should have 1.03 out in a day or so.
OldPayphone 23 Aug, 2024 @ 8:27pm 
As long as it works for both single and multiplayer, I'm fine with either one but probably lean more towards single player. Also love the work you are continuing to do with this mod. Keep up the great work!
Dr.Reigh  [author] 12 Aug, 2024 @ 3:33pm 
Would people prefer this single-player by default or multiplayer by default?
Dr.Reigh  [author] 11 Aug, 2024 @ 9:49am 
Ah, okay, good to hear. I've updated the game so that Hell Mode will slowly activate the factories over 8 seconds, which is something I probably should have done to begin with tbh. I appreciate the feedback regardless, since it's helped me to improve the game. :)
PicardPlayz 11 Aug, 2024 @ 9:28am 
Nvm, I had added a mod that REALLY shouldn't have screwed it up, but somehow increased welder range. Just tested it without the mod and it works fine
Dr.Reigh  [author] 11 Aug, 2024 @ 8:31am 
-PicardPlayz
"Is this normal?"
No. Pressing Hell Mode on my side has them building as normal, even with multiple presses. It could be caused by 'memory lag' since Hell Mode activates so much logic.

As a short term fix, what I'd recommend, in the Enemy Customisation Room, activate fighter factories 1+2, then 1+2+3+4, and then all 8, and then press the Hell Mode button. This will start up the factories slower, and should prevent the klang occuring.

In the meantime, I'll add staggered delays on the Hell Mode activation, which help reduce the problem in future.
PicardPlayz 10 Aug, 2024 @ 5:42pm 
I hit Hell Mode and the fighter factories instantly suffered klang and started breaking. Is this normal?
Chip 7 Aug, 2024 @ 5:21pm 
Thanks for the answer! will try that and will check what it takes to create a mod too ✨
terrorbob238 7 Aug, 2024 @ 3:17pm 
fun
w 7 Aug, 2024 @ 4:57am 
Oh thanks forgot about the admin tools
Dr.Reigh  [author] 5 Aug, 2024 @ 5:12pm 
Thank you everyone for your response!

- w
"Please make it so there is no pcu limit thanks"
I set the PCU limit to 1 million, and PCU limits should also be disabled by default. 'Alt-F10 / admin tools / disable PCU limits' in game should be available. Not sure where the limitation is coming from.

- =Executive Callahan=
"love to see more versions with bigger ships"
I'm already working on it. Got the printer going already with some smaller large grids, but I need the printer to be versatile enough to be able to print multiple types of hull, and also sorting out a logic system so players can choose which ships get printed.

-
"make this a mod and defend an existing survival base"
Making a mod like that is sadly beyond my current abilities, the closest is to delete the command base and copy paste your own base in. Then get a long range antenna + action relay, and send signal 31/32/33/44 to activate the factories. The fighters attack a waypoint in front of the starting asteroid.
Dr.Reigh  [author] 5 Aug, 2024 @ 4:35pm 
-OldPayphone
"just have it read ships that you've downloaded"

I really wanted to do this, it was my original goal, but there are just too complexities. The code for the spawning ships must be pre-written into the downloaded scenario and also separately downloaded by the user. They can't be built, because NPC factions cannot build DLC blocks (this kills me) which means they must be spawned in via code, which consumes memory like a monster.

The only way around this is to have a massive supply of workshop ships pre-built into the game, and then activate with action relays.

"a mix of enemy fighters, frigates, destroyers, cruisers,"
I'm working on it, but NPC factories can only build vannila blocks, which makes most workshop ships unaccessible, and ships must be built with 'print-ability' in mind.
w 5 Aug, 2024 @ 1:53pm 
Please make it so there is no pcu limit thanks
Sarekh 5 Aug, 2024 @ 3:00am 
Very nice scenario concept, clean and simple - I like it!
=Executive Callahan= 4 Aug, 2024 @ 11:09pm 
this is wonderful I've always wanted something like this. Would love to see more versions with bigger ships or something. Really like this
OldPayphone 4 Aug, 2024 @ 3:19pm 
Anyway to get this to work with other mods like other factions that people have created or just have it read ships that you've downloaded so that it can be a mix of enemy fighters, frigates, destroyers, cruisers, and etc coming after the base for us to defend? Having that ability would actually give this game a reason to play it. While the mod is great, only fighting one type of ship, them being fighters, would get boring really fast.
Chip 4 Aug, 2024 @ 8:37am 
would it be possible to make this a mod and defend an existing survival base?
looks great ✨