Space Engineers

Space Engineers

IMDC Encounters - [MES]
127 Comments
ShootingManGold  [author] 2 Jul @ 1:00pm 
@Romanulus
:selike:
Romanulus 2 Jul @ 12:15pm 
YES MES finaly working,thank you
ShootingManGold  [author] 1 Jul @ 10:13am 
- Space Cargo Ship Eligible: False
- Lunar Cargo Ship Eligible: False
- Planetary Cargo Ship Eligible: True
- Gravity Cargo Ship Eligible: False
- Random Encounter Eligible: False
- Planetary Installation Eligible: True
- Water Installation Eligible: False

::: Planetary / Gravity Cargo Ship Eligible Spawns :::
- IMDC-SpawnGroup-TF-180Group
- IMDC-SpawnGroup-TF-180pGroup
- IMDC-SpawnGroup-TF-200Group
- IMDC-SpawnGroup-Albatross
- IMDC-SpawnGroup-Condor
- IMDC-SpawnGroup-Skycrane
- IMDC-SpawnGroup-HydraPatrol
- IMDC-SpawnGroup-HydraH2
- IMDC-SpawnGroup-ProtoClass
- IMDC-SpawnGroup-AtlasClass
- IMDC-SpawnGroup-ProtosMK2
- IMDC-SpawnGroup-Protos
- IMDC-SpawnGroup-AtlasFrigate
ShootingManGold  [author] 1 Jul @ 10:11am 
@Romanulus This Mod does work, no idea on why you are having issues

Ran a world with IMDC and MES mods and did /MES.GESAP

::: Spawn Data Near Player :::
- Threat Score: 5054.57
- PCU Score: 5304
- Combat Phase: Disabled In Settings

::: Environment Data Near Player :::
- Distance From World Center: 60406.1414897007
- Direction From World Center: X:0.226260463781286 Y:0.0865029410664514 Z:-0.970218245404781
- Is On Planet: True
- Planet Name: EarthLike
- Planet Entity Id: 3868533696819502467
- Planet Center Coordinates: X:0.5 Y:0.5 Z:0.5
- Planet Surface Coordinates: X:13666.5263671875 Y:5224.9287109375 Z:-58602.875
- Planet Diameter: 120000

From your GESAP it's saying you aren't even on a planet and nothing exists in your world in terms of PCU (No ships at all exist) seems to be something very wrong with either your world or mods.
Romanulus 1 Jul @ 7:54am 
Combat phase: disabled in settings
What does this even mean, I couldn't find such a setting
only ships from air trafic appears
Romanulus 1 Jul @ 7:50am 
/MES.GESAP gave me this, but he's lying, I'm on a planet and I have buildings

::: Spawn Data Near Player :::
- Threat Score: 0
- PCU Score: 0
- Combat Phase: Disabled In Settings

::: Environment Data Near Player :::
- Distance From World Center: 1989754.62107052
- Direction From World Center: X:0.520261013048417 Y:0.0592559913167916 Z:0.851949062910981
- Is On Planet: False
- Planet Name: N/A
- Planet Entity Id: N/A
- Planet Center Coordinates: N/A
- Planet Surface Coordinates: N/A
- Planet Diameter: N/A
- Oxygen At Position: N/A
- Atmosphere At Position: N/A
- Gravity At Position: N/A
- Altitude At Position: N/A
- Is Night At Position: N/A
- Weather At Position: N/A
- Common Terrain At Position: N/A
- Air Travel Viability Ratio: N/A
Romanulus 1 Jul @ 7:45am 
It doesn't work, nothing appears, only factions appeared and that's it
Max 24 Jun @ 8:42pm 
oh thank god a IMDC ship that doesnt need DLC
The Nameless 23 Jun @ 5:12pm 
Does this still work? And MES for that matter, given that Meridius decided to shut down? Has anyone taken it over?
ShootingManGold  [author] 22 Jun @ 4:30am 
@Milian Colxen

Make sure you have also have MES which is the spawn framework. After that is just a bit of waiting for ships and stations to spawn.
Milian Colxen 21 Jun @ 7:00pm 
Hi. I'm new to the game and looking for how to add NPCs for PvE. I installed the mod when loading the save but I didn't see anything different. Is there a special way to use it?
ShootingManGold  [author] 21 Jun @ 2:57am 
@HardStrike

I'll have a look at adding a condition which disables Jetpack Inhibitors once a ships reaches 1.5km from the ground, I also take a look at the AI's code to since it may require to some adjustments.
HardStrike 20 Jun @ 10:43pm 
I like the faction and the difficulty it brings but damn that jetpack disabler is really annoying especially when ships just charge and rams your stations or ships and you cant even get anywhere
Survival Ready 14 Jun @ 4:11pm 
> and made a trigger to make the cargoship enter combat mode once player damage is detected.
Yes, that's a great idea. :steamthumbsup:
ShootingManGold  [author] 14 Jun @ 2:51pm 
@Survival Ready
Neat would of though they be classed under something else this makes them easier to target since there aren't much in terms of communications blocks.

Been sorting and clearing out the coding side of the AI and made progress. The engagement distance of 2500 isn't ideal so I scrap that idea of increasing it and made a trigger to make the cargoship enter combat mode once player damage is detected.

Probably going to change up the spawn groups and give patrol fighters the ability to aid the easier cargoships (Testing stuff today gave me some new ideas for AI behaviour).

After this I probably stop anymore major developments on this mod and will be strictly bug fixing and small changes if they are required.
Survival Ready 14 Jun @ 1:57pm 
One more thing: Inhibitors are now detected as communication blocks and can be destroyed by automated turrets.
ShootingManGold  [author] 14 Jun @ 4:17am 
@Survival Ready
You got me curiosity since I recalled that ships would actually start engaging you at a certain distance once you got -1450+ instead of just letting you attack them.

So I had a look and it turns out that it's set at 1500m which assault cannons and railguns can bypass with 2km range. I going to change this to 2500m to cover this problem.

Btw this strategy can be applied to Parallax, Imber, and Independent Contractors since they have this exact same code.
ShootingManGold  [author] 13 Jun @ 4:27pm 
@Survival Ready

Then this encounter mod isn't for you, it wasn't made to be difficult it's focused on fun.
Survival Ready 13 Jun @ 3:17pm 
Too easy. All you need is a Respawn Pod and one Assault Turret. MES doesn't conflict with Vanilla Ground Encounters, so you have a choice.
Dalten 12 Jun @ 8:41am 
your config change worked great, I no longer woke up to a gorillion IMDC stations. will monitor throughout the day. thanks again!
ShootingManGold  [author] 12 Jun @ 4:04am 
@Dalten

No worries :selike:
Dalten 11 Jun @ 3:28pm 
cheers, I appreciate the attention on this. Thanks.
ShootingManGold  [author] 10 Jun @ 2:58pm 
@Dalten
IMDC was built from Parallax mainly with other useful bits taken from the other MES factions.

Bad news is seems MES cleanup is linked to the user's world so I can't edit this.

Good news I finally found the code involved in just straight up removing grids from existence so stations will now have a 4Hr shelf life before being deleted to keep worlds from having to many IMDC stations (I believe taking out the remote control will stop them deleting).
I also made space stations spawn 17.5km apart so they are less common.

IXO Drones most likely require more fuel to stay powered since they delete normally probably just depower and so can't path to the despawn point.

I push a update shortly and hope this helps out. :selike:
Dalten 10 Jun @ 5:54am 
the small grid fighters do appear to despawn on time along with their parent spawngroups when they reach the end of their respective lines.

regarding random encounter and installation cleanup, you are correct in that the MES core mod controls that with its configuration files. I had reviewed those files recently, and I will do so again and let you know. I just wanted to make sure your mod was following the core settings and not making any deviations in that respect. if your codebase is cloned from IMBER, then that is most likely not the case and all is good.

other pve mods we have running alongside this one for comparison are the main three ( parallax, imber, incon), plus pravda, wycc and cult. this piling up behaviour described before was noticed only on the spawngroups listed below, the other factions despawn on time. thank you :)
Dalten 10 Jun @ 5:53am 
Good morning @ShootingManGold, thank you for getting back to me. I'm noticing this happening moreso with the random encounters in open space then planetary installations, but that could simply be players traveling around. many of these stations persist after no player is 1000km close to them.

Random encounters

IMDC-SpawnGroup-SupplyStation

IMDC-SpawnGroup-DefenseStation

IMDC-SpawnGroup-GarrisonStation

IMDC-SpawnGroup-FuelingStation

IMDC-SpawnGroup-ManufacturingStation

IMDC-SpawnGroup-CommandStation

IMDC-SpawnGroup-IXOReconDronePatrol

Planetary Installations

IMDC-SpawnGroup-GarrisonOutpost

IMDC-SpawnGroup-FuelingOutpost

IMDC-SpawnGroup-CommandCenter

IMDC-SpawnGroup-Airbase

IMDC-SpawnGroup-ManufacturingOutpost
ShootingManGold  [author] 9 Jun @ 10:13am 
@Dalten

I need to know what random encounters you are referring to since the only one in this mod is IXO Drones. I know they have a timer to retreat and despawn if they aren't working I need to if it's them or something else.

If it's fighters that are spawning from planetary installations that are piling up then I need to know if they aren't retreating after 1.5hrs, this also could be certain fighters not having the correct fuel needed to perform the task and powering down. (Might need to adjust their spawn timer)

Regarding stations I never seen a station despawn even from other MES mods I usually perform manual cleanup on my own worlds to keep them lag free could be due to the fact I stay in one location most of the time. If you have more info on this
(MES does have Cleanup settings that can be adjusted but I'm unsure if it's automatically on or how it functions)

@Shaggy
Going to make some adjustments to fighter antennas that will help (They are set to 15km setting them to 5km)
Shaggy 9 Jun @ 3:00am 
@Dalten Yes! I have about 20 different red signals on my screen at all time, to the point where I'm probably going to uninstall this mod because it's getting ridiculous.
Dalten 8 Jun @ 3:57pm 
does anyone have any problems with random encounters and planetary installations from this mod specifically piling up and not despawning? others from other npc factions im running alongside expire properly and despawn with distance.
ShootingManGold  [author] 3 Jun @ 1:31pm 
Interesting this isn't weaponcore causing the issue since they are spawning normally for me with the mod. This could be a different mod causing the problem that removes vanilla weapons?
ChewToy 3 Jun @ 12:12pm 
weapons core deletes weps they aren't friendly with their mods
sargety10 1 Jun @ 6:54pm 
is anyone else having the issue that the weapons are not spawning on the ships and bases. Im using the weapon core mod as well to allow for the defense shields though it seems something is keeping the weapons from spawning on any of the ships and or stations
Mettle 29 May @ 6:45am 
@ShootingManGold Thank you very much, I will look into it, so hopefully I can keep them. It's lovely work
ShootingManGold  [author] 28 May @ 10:57am 
Link decides to take you to the home page, the chat commands are under Admin & Configuration - Boss Encounters.
ShootingManGold  [author] 28 May @ 10:55am 
@Mettle
Boss Encounter spawns function via MES and can be edited using the right commands in-game or the Configuration File linked to your world

The link below will take you to the github page involving chat commands for this.
Admin & Configuration: Boss Encounters [github.com]
Mettle 26 May @ 10:55pm 
These are nice encounters, also he signals give a good fight when you're not overpowered already. But the signals, similar to INCON and others are quite too often for me. A shame
ShootingManGold  [author] 25 May @ 6:34pm 
@Dalten
Unfortunately this is a bug with MES which I can't fix, they do spawn normally but sometimes decide to just spawn underground, this can happen with the other stations.
Best solution is to either remove the station or manually re-paste it with admin.
Dalten 25 May @ 1:28pm 
please verify your height offset values for planetary installation Airbase, spawned one on pertam completely underground except for the top antenna piece. I confirmed the other planetary installation spawngroups spawn correctly, thankfully. thank you.
Ronin 25 May @ 12:01am 
Name or huge size vessel doesn't win the battle...several good drones finish all of these great ships and names very fast, or at least dysfunction with magnificent damage....if without support or shield generators...weapons doesn't help neither, small target and fast attack, no special abilities in that, than guerrilla fight....and blitzkrieg....
Dalten 24 May @ 1:15pm 
i love this author's work from many years ago, still use his designs. thanks for making an encounter mod for this, gonna try it out :)
ShootingManGold  [author] 24 May @ 9:02am 
Incon is Independent Contractors forgot to mention
ShootingManGold  [author] 24 May @ 9:01am 
@[82DK] wyomingwolf

Sarge's NPC Ships - UTC Fleet [MES]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3376746926&searchtext=UTC

Below is the main MES factions created by Meridius_IX
Modular Encounters Collection
[82DK] wyomingwolf 24 May @ 8:33am 
Incon and UTC, which encounters were they from again? Always looking for more
ShootingManGold  [author] 24 May @ 3:05am 
@[82DK] wyomingwolf
I enjoy watching Incon or UTC comms believe they could attempt to take on Parallax ships and result in a new wreck to salvage, MES interactions are always a nice addition.

@[BB] Scrap_survivalist
Unlikely that I'll make another version of this for harder difficulties.
[82DK] wyomingwolf 23 May @ 6:00pm 
Really enjoying that npc modders add some form of interaction between the spawned enemies. Saw Skycrane announcing approach to a station and watched it get closer. Only gripe with the game is I wish to see them dock/land on pads and see some sort of cargo going back and forth lol
[BB] Scrap_survivalist 23 May @ 5:23pm 
is it possible that you could make a harder version of this? increasing the difficulty a good bit
Demon117 23 May @ 1:45am 
I love a challenge, I built turbo lasers that can destroy the ships before they can hit me
ShootingManGold  [author] 17 May @ 1:30pm 
@[82DK] wyomingwolf

It uses one spawn template for all the planets and it had the Y-axis spawn set to 115.5 which the ideal case should of been around 38.5, this would of been similar to the other stations.
I probably at some point mistakenly adjusted it to the stations that randomly spawn underground. (MES Bug)

If you come across other problems let me know.
[82DK] wyomingwolf 17 May @ 11:42am 
Haha, I shall continue looking for more things as I play. Oh and this was on vanilla Earthlike just in case ya needed to know (not sure if that's set parameter for all planets)
ShootingManGold  [author] 17 May @ 9:48am 
@[82DK] wyomingwolf

Thanks seems that I set them WAY to high for some reason I'll push a fix shortly :selike:
[82DK] wyomingwolf 17 May @ 9:10am 
Bug report: Command center on planets spawn in the air, not on the ground support stilts it has