Space Engineers

Space Engineers

DEPRICATED (see description): Sector 15
710 Comments
Wartank  [author] 9 Aug, 2015 @ 6:56am 
@Splifsend: Hey sorry for the late replay I was off on a vacation. This mod is no longer supported and cuases crashes with the newest versions of SE. For a uptodate version look for space sappers (link in the description above)
Splifsend 27 Jul, 2015 @ 7:34am 
I don't exactly when It started I dont play SE very often anymore, but pasting stuff from clipboard with this mod active causes the game to CTD..
LR-900 8 Jul, 2015 @ 3:32pm 
I'm curious, but is there a potential way you could become a commander yourself as a player and have an army war?
Wartank  [author] 8 Jun, 2015 @ 3:44am 
@HATE|DeathKnight : could work
@Dragonal: I know it has something todo with the spawn cache, I think its taken care of in the new version. As soon as I can think of a name and convert the last textures over to dx11 it will go life.
Darg 7 Jun, 2015 @ 7:55pm 
It crashes whenever i copy and paste ships in creative mode, just found out
HATE|DeathKnight/ALLKEYSHOP 7 Jun, 2015 @ 12:53pm 
how is it with AI Advanced Enemys
Wartank  [author] 7 Jun, 2015 @ 12:48pm 
@HATE|DeathKnight : I...I...god I don't know I've been thining for days now :P
HATE|DeathKnight/ALLKEYSHOP 7 Jun, 2015 @ 12:46pm 
ok thanks which name wil it have
Wartank  [author] 7 Jun, 2015 @ 12:42pm 
@HATE:DeathKnight : I hope to release a new version of this mod somewhere around today or tomorrow. I'm testing right now and trying to come up with a new. This new version will NOT be on this page in the workshop but will be a completely 'new' mod (The same idea, but build up freshly from the ground up to take advantage of the new SE api features). This should resolve all problems.
HATE|DeathKnight/ALLKEYSHOP 7 Jun, 2015 @ 12:32pm 
hello, Wartank
every time i start a game with your mod aciticatet (only your mod acticv) the game craschs after a schurt time ore crasches after the loding screan wht yould be the problem thanks for the help
Wartank  [author] 1 Jun, 2015 @ 12:19pm 
@Soknorb: The antenna Ducky is asking about is to replace the firewall in this mod. the firewall is a custom block with a custom function (it shares no functionality with the antenna at all). I use it a anchor for the ai (as explained below) and as game state (firewall destroyed == game over)
Wartank  [author] 1 Jun, 2015 @ 12:18pm 
@soknorb: There isn't a simple way to say how the navigation works. Its a finite state machine that tries to reach its goal and gets execution time every 300 simulations cycles. In that time it ques up a order (like start rotating ship over the x axe with a speed of 2 degree per second. Or increase thrust to 50m/s forward). The states are determined by the objects in a sphere around the ship. The size of the sphere is calculated by the speed of the ship. And objects that are detected can be market as obsticle (like a astroid) that need to be evaded. Or a hostile entity which stops the traveling mechanic and sets the ship to combat mode. At this point a completely different navigation module is set in motion that is way more aggresive in its approach and takes the risk of colition if it thinks it will cause less damage then the impact of a weapon.
Soknorb 1 Jun, 2015 @ 11:24am 
Ducky its not hard to identify ships by antennas, I can show you if you are interested
Soknorb 1 Jun, 2015 @ 11:23am 
I am building a similar project, I'd like to see how you did your navigation. My navigation works fine but could always be improved.
Wartank  [author] 31 May, 2015 @ 5:01pm 
@Ducky: at the moment: no. The system works by the fact that there is a block of the type firewall. It does not interact with antennas (apart from the laser antenna that can be used as a target painter)
Ducky 31 May, 2015 @ 4:52pm 
@Wartank: Oh,thanks for the explanation.Would it be possible to make regular antennas act as low priority firewall so they can still track you ? Like you would only get occasionally attacked by small ships/drones if you have regular antennas.
Wartank  [author] 31 May, 2015 @ 4:19pm 
@Ducky: The mod needs a point in space where the AI ships can go to. Ships do have scanners and can find players, but if no player is in range they need a indication where to go. Now I could make the ship censors have unlimited range, but that would lead to silly situations where you are off in a tiny shuttle in space and suddenly half a capital fleet of the ai shows up to shoot you down. The firewall give the player the oppertunity to wander and mine in 'peace' (note that some ships are still there to hunt, the firewall is no priority to them) withoud having to fear a ship attacking that is bigger then the astroid they try to mine.

That said, there is nothing against you building the firewall on a ship
Ducky 31 May, 2015 @ 3:55pm 
why the firewall thought ? Id rather have the AI trying to find me and my base without having to build a firewall everywhere i go.
krad1337 21 May, 2015 @ 4:12pm 
I am working on an exploration-mode focused adaptation of Sector 15 - I just saw your update to the mod that you are putting further development of the mod on-hold. Can I publish and maintain a derivative mod of Sector-15 - and give you and the original mod proper credit and attribution? Please let me know. I'm excited about putting some new content out there that'd increase the depth of the game for players in exploration mode. there's more info in the bitbucket issue I opened.
Yellow 17 May, 2015 @ 9:48am 
No matter what I do I cant get the alarm systems working. Everything is owned by me and I have a fire wall.
andreykl 8 May, 2015 @ 5:20am 
Is it possible to make some AI ships use this script + a bit manuvering?https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=436731105

2Constantine Looks like multiplayer is under work (but not dedicated server).
Wizlawz 8 May, 2015 @ 12:18am 
can i assume this works in exploration?
squingus 4 May, 2015 @ 8:03pm 
Any fix for the crashes in multiplayer?
Umbra 1 May, 2015 @ 11:32am 
ah I see, and its understandible :)
Wartank  [author] 1 May, 2015 @ 9:06am 
@Orro: Once the engine gets a update. I have a few shelved away but I simply can't squishe much more code in sector 15 withoud causing major lag and making the game unplayable. I'm sorry :(
Umbra 1 May, 2015 @ 3:34am 
so, when will this mod be updated again?
Wartank  [author] 26 Apr, 2015 @ 3:55am 
@Oneill_420: No problem, happy we could sort it out ;)
Oneill_SFA 25 Apr, 2015 @ 9:50am 
@Wartank
Yeah, had a - in the names of my ships/station. Srry lol
Oneill_SFA 25 Apr, 2015 @ 7:49am 
I dont believe there were any characters like that in any of the ship names, but I'll double check now. It was on one of the easy start worlds w/the green station. Was mining, /started, then was kicked out of my mining ship. Id do some troubleshooting, but It would take me awhile as its a heavily modded game and it takes a good amount of time to load on my not so stellar PC.
Wartank  [author] 25 Apr, 2015 @ 3:43am 
@Oneill_420: how did you call your ships? characters like - * / > < # $ % & * are used by the mod to identify what ships its allowed to use on startup. Marking a ship with one of those character will give it a ai handler
Wartank  [author] 25 Apr, 2015 @ 3:42am 
@Sny_Vs_Spyper: I would love to do that but for now its impossible. I have maxed the SE engine and if I implement any more features the game will start stuttering and slowing down. I have updates que'd up here on my pc. But SE will have to fix its engines problems first (I even get lag with the vanilla game now and then if I build semi big ships or stations, I'm quite unhappy with that)
Oneill_SFA 24 Apr, 2015 @ 11:47pm 
IDK if its a conflict with another mod or not as of yet, but I had been gathering resources before beginning the fight with the AI, /started it in my mining ship, then everything I owned turned hostile.
Sny_Vs_Spyper 24 Apr, 2015 @ 9:46am 
Awesome mod, my only current request would be that you added a friendly counterpart. such as a
friendly faction that revolves around your HQ. Or at least a defense drone factory of somesort would be appreciated.
Override367 17 Apr, 2015 @ 10:55pm 
alright, good to know, I'll compensate by cheating and adding an FTL block to our survival starter ship because long voyages at 100m/s can get bent :D
Wartank  [author] 17 Apr, 2015 @ 4:39pm 
@Override367: I'm afraid not, teh faster a ship go the more it needs to look ahead. The game engine behind SE is in dire need of some love from the developers as its maxed out (even withoud this mod running). So I simply can't expand the ai any more withoud serious performance problems.
Override367 17 Apr, 2015 @ 4:35pm 
This is great! Is there a way to make this play nice with mods that increase maximum speed? the AI doesn't seem to know what to do and zooms past
Wartank  [author] 16 Apr, 2015 @ 3:09pm 
@Scram_Uk I send you a friend request, lets have a chat :)
MusingRabbit 16 Apr, 2015 @ 3:02pm 
Hi there.

I'm looking to burn some free time on a project. Currently reading Peter Norvig's 'A modern approach to artificial intelligence', so I'm rather interested in making intelligent agents in games. I haven't looked into scripting for SE, yet; though I'm certainly up for the experience.
Wartank  [author] 16 Apr, 2015 @ 2:05am 
@JakeTheDog: that is possible. Could you try it again and if it crashes go to %appdata%/spaceengineers/spaceengineers.log and share it with me. That way I can tell you what is going wrong and if its sector 15 I can resolve the issue quicker.
Wartank  [author] 16 Apr, 2015 @ 2:04am 
@Wulf_Jarlson: Thank you for the offer! Altough I already have (several) DS ed qued up (and I'm also able to host my own). The problem is that the DS currently does not fully support the modding API. Making it unable for me to get this mod to work
phobia 15 Apr, 2015 @ 5:53pm 
im not shure but i think that this mod is crashin me evry time i put in the command to start
Wulf_Jarlson 14 Apr, 2015 @ 8:31pm 
@Wartank,
On Jan. 5th you posted this reply.
(Copy/Paste)
@Milp: Oops I seem to have removed a bit to much of the previous mod description. I unfortunally do not support dedicated servers at this point. The script needs a actual host player to work. The player entity is needed to create the factions and behind that screen the host is actually the person who is controlling the ship. Right now my aim is to get it to work on SP and normal MP first. AFter that if I can get a hold of a dedicated server to test it on I might expand its compatability

I am involved with a group that can offer a DS to test this mod.
Our TeamSpeak address is, 174.109.45.197

If you are still interested in testing on a DS. Please send me a friend request and find us on TS.
Air Conditioned Sweat Shop 13 Apr, 2015 @ 5:31pm 
thx i might try that, cheers!
Deaso 13 Apr, 2015 @ 4:16pm 
Thanks for the quick and informative reply :)
Wartank  [author] 13 Apr, 2015 @ 2:37pm 
@Attila the Huney Badger: Yes there is no problem with placing your firewall on a large ship. But its indeed true that if you fly very far away the ai scouts will have trouble finding you (since the stations will not move with you). New stations will spawn in the local area of your ship tough so if you stay in the same spot long enough you will become under attack again. But you cut yourself in the fingers as the far far away stations still create resources for the ai to spend. For more information about this you can read the "ai" topics in the discussion list
Deaso 13 Apr, 2015 @ 2:18pm 
First off, Great mod :)

Just a quick question. Will the mod work properly if you place the firewall, etc, on a large ship frame instead of a station? I understand you'll probably need to stay in a local area because of the AI stations, but will they follow your ship around and try to destroy you?

Thanks, and great work!
Wartank  [author] 13 Apr, 2015 @ 11:26am 
@andreykl: Keep an eye on your rewarded bounty (on the top of your screen). when you reload the game check if it doenst reset to 0. If it resets there might be an issue. if not its all fine.
andreykl 13 Apr, 2015 @ 11:00am 
Thanks for the info, I havent seen any problems so far, but I wasn't playng much at that map yet.
Wartank  [author] 13 Apr, 2015 @ 7:47am 
@andreykl: Its a warning from the system that tere is some unexpected 'jitter' in the save file. There are many reasons that could cause this warning to appear but if your game is functioning as expected (and you did not loose any resources) then its nothing to worry about. Most likley your character set is differend then that what SE is using (SE localizes to your windows while the sector 15 uses UTF-8 strictly). In that case its completely harmless.
andreykl 13 Apr, 2015 @ 6:02am 
Each time I start game I see "corruption in file, split header: 1", what does this mean?