Space Engineers

Space Engineers

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Parallax Concepts (Formerly Surface Occupation)
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Type: Mod
Mod category: NPC
File Size
Posted
Updated
23.707 MB
Sep 15, 2017 @ 3:09am
Apr 25 @ 9:46pm
13 Change Notes ( view )

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Parallax Concepts (Formerly Surface Occupation)

In 2 collections by Meridius_IX / Lucas
Modular Encounters Collection
20 items
MES-Friendly Mods
62 items
Description
Introduction

Parallax Concepts adds several NPC Grid Encounters to your game. This includes Space and Planetary Cargo Ships, and Planetary Installations.


Encounter Information

This table provides information about what to expect with the encounters in this mod. Please note the following may not apply to every encounter. For more information on the attributes, click on the attribute name to view more information on the Modular Encounters Systems Wiki.

Attribute
Description
★★★☆☆ - Average
Grid Difficulty[github.com]
★★★☆☆ - Average
Environments[github.com]
Space, Atmosphere, Gravity
Encounter Types[github.com]
Space Cargo Ship, Planetary Cargo Ship, Planetary Installation, Boss Encounter
N/A
Special Abilities[github.com]
Hand Drill Inhibitor, Personnel Inhibitor, Reinforcements


Mod Rebranding

Previously, there were 3 mods (Air Traffic, Surface Occupation, and Reddit Custom Encounters) that contained a variety of ships and stations. These three mods were reworked to have modernized grid systems, and to fit into 3 faction-specific mods (Imber, Incon, Parallax).

What is Parallax Concepts?

Parallax Concepts is one of the few larger organizations that has managed to sieze a foothold in several planetary systems. While they do not prefer violence or conflict, they are more than capable of defending themselves against attackers.

They have ceasefire agreements with some other larger groups, including an uneasy agreement with Imber. However they are often targeted by smaller Incon ships looking for an easy mark.

Types of Encounters

Parallax includes a variety of ships and stations that spawn in all environments. These encounters are hostile by default towards players and other NPCs.

Ships will typically spawn with basic cargo ship behavior (flying from point A to point B).

Both ships and stations will sometimes spawn with drones that will escort or patrol the areas near its parent grid.

Stations may call for help when attacked. If there is an eligible cargo ship near by, it may deviate from its path to attack the player that is assaulting the station - otherwise drones may be spawned instead.

Special Counter-Measures

Parallax encounters are equipped with Personnel Inhibitor Modules that will slowly depelete player health when too close to these grids. This effect intensifies as you get closer to the module. Stations are also equipped with Hand Drill Inhibitor Modules that will interfere with player drill use when too close to a station. These effects do not happen while players are piloting a grid.

Special Thanks

Special thanks to Dalten and WisdomTooth8 for creating the grids used in this encounter pack.
The official Parallax Concepts Ships & Stations Workshop collection.
Wisdomtooth8's workshop page of original ship and station designs.

Massive thank you to Dalten for reworking and modernizing the grids in this encounter pack!

Restrictions Regarding Republishing This Mod:

Please refrain from republishing this mod on the workshop or anywhere else. Unauthorized copies will be removed from the workshop.

Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]
Popular Discussions View All (3)
5
Nov 26, 2022 @ 11:57am
Health inhibitors
Carlos Spicy
5
Nov 6, 2022 @ 10:16am
Config File? Way to lower spawn rate?
Twiz
1
May 9, 2022 @ 5:37am
Spawn Priority
Terminator
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521 Comments
tyreecottman420 May 30 @ 7:41pm 
how to you find ai ships on the admin pad? yall know what i mean...
Shaemous May 22 @ 5:02pm 
Please nerf the personnel inhibitor: 850m-1km range while bypassing shields is game breaking.
Bubu DE May 14 @ 5:06am 
I rly like the ships from "Parallax", but as soon i try to grind the railgun(s) from one of their ships, the game crashes :(
Aszinine Apr 24 @ 8:46pm 
So far, this is what I've found -

These 3 seems to be floating consistently, though I'm not sure if the AtomHeartStation is intended, as it has thrusters and everything, but they aren't turned on so, I assume it should be grounded.
- Parallax-SpawnGroup-MilitaryInstallation
- Incon-SpawnGroup-AtomHeartStation
- Imber-SpawnGroup-ResourceProcessingStation

The rest here, seem to spawn underground at varying depths. The one's I've listed spawn far enough underground that the doors are inaccessible without drilling, and this is difficult with inhibitors. ))
- Imber-SpawnGroup-FighterDockingStation
- Parallax-SpawnGroup-SecurityOutpost
- Imber-SpawnGroup-FortressTower
- Parallax-SpawnGroup-FrontierOutpost
- Parallax-SpawnGroup-Bunker
- Imber-SpawnGroup-OreProcessingOutpost

There are a few honorable mentions from wasteland encounters, but as they are from a different author, I chose to leave them out. Happy hunting, friend!
Aszinine Apr 24 @ 8:08pm 
Yeah I looked the troubleshooting section up and down, trying to figure out what was happening, and saw that custom placed planets at longer ranges than around 10k km could show signs of these issues, so I cut literally every mod out, started without plugin loader and started a fresh world with a standard star system. Then I spawned in and TP'd around to a few different planets, spawning via SPI, and there were still quite a few that were floaty.
I will go through and spawn a bunch in and find the floaty ones and get back to you shortly! ))
Meridius_IX / Lucas  [author] Apr 24 @ 7:21pm 
@Aszinine - If you're are using a custom world with planets placed very far from the world center (ie further than the vanilla solar system planets), the coordinate system starts to lose precision and can cause issues like that.

However, if you're seeing that in the vanilla star system with the planets placed at their normal positions, then definitely let me know the names of specific grids doing this and I'll grab a shovel to do some digging!
Aszinine Apr 24 @ 7:06pm 
I also had an issue with some of the installations spawning and not being damageable or hackable on my private server with a few friends. This I might have figured out, was due to them not having agreed to the mod.io consent thing. None of your mods show up unless that is agreed to by the client apparently, so I think they were joining the private dedicated without the consent agreement, causing their clients to not load the mod. Then when an installation would spawn for their player ID, it was invulnerable unless I copy pasted it.

Not really sure if any of this has already been mentioned or ruled out but, figured I would leave this here for anyone looking for answers. ))

Great work with your mods, though. They add so much to the game! I will continue to use them even if my grids wingardium leviosa and have jetpack inhibitors.
Aszinine Apr 24 @ 7:06pm 
I've been troubleshooting for pretty much the entire day trying to figure out why some of these planetary installations are spawning in the air above planets.
At first, I thought it was due to my oversized planets, or large world space, or even xml settings or something but, after wiping everything and starting from scratch, I found that even in the base game, with no plugins or mods other than MES and Parallax, things are still spawning in the air on the moon and other planets.
jekdawg100 Apr 8 @ 11:34pm 
can it work with weapon core?
Schraubokopter Apr 7 @ 5:27am 
Does this mod measure on your PCU built? Cause most times i start a game less than half an hour in i get bombed by Arrowheads. I don't have any chance to build a base underground that deep, that it doesn't impact me...