Space Engineers

Space Engineers

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Modular Encounters Systems
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Type: Mod
Mod category: NPC, Other
File Size
Posted
Updated
3.330 MB
Sep 24, 2018 @ 10:25am
Oct 23, 2022 @ 11:57am
225 Change Notes ( view )

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Modular Encounters Systems

In 2 collections by Meridius_IX / Lucas
Modular Encounters Collection
19 items
MES-Friendly Mods
59 items
Description
What is Modular Encounters Systems?

This mod was designed to be a flexible framework that will handle nearly all spawning of NPC grids in your game world. It also includes a behavior system that NPCs can use to engage with players and the environment in unique ways. The mod was built to be compatible with existing NPC mods, while also providing new and powerful options to add extra variety and control to how NPC grids appear in the game.

Simply run this mod with any other mod(s) that add NPC grid encounter content (Eg: Reddit Custom Encounters, Air Traffic, Surface Occupation, Etc). This mod will identify the spawn groups included in those mods, regardless of whether or not they were setup to use the advanced features of this mod.

Because this mod is a framework, it does not add any NPC encounters to your world if you load it by itself.


Why Was This Mod Created?

Previously, this mod was two separate framework mods called Modular Encounters Spawner and RivalAI. Previous to those mods, there were two older framework mods that controlled spawning for Planetary Cargo Ships and Planetary Installations.

All of these framework mods were difficult to manage as separate mods, so a decision was made to merge them all into a single framework. Not only does this make it incredibly easier to maintain the project, but it also makes it a lot easier to create new features for use in future NPC encounter mods.

This new single framework was designed to be backwards compatible with all existing NPC encounter mods that were using the older frameworks. Because this framework replaces the limited functionality of some in-game spawning systems, the following world options will be Automatically Turned Off when using this framework:
  • Cargo Ships
  • Random Encounters
  • Enable Wolves (If Planet Creature Spawner Option or Addon is used)
  • Enable Spiders (If Planet Creature Spawner Option or Addon is used)

What Does This Mod Handle?

This mod will take care of the spawning and despawning of several types of NPC grids.
  • Space Cargo Ships - These encounters are one of the oldest types of NPC Grid Encounters. They appear near player proximity every so often and travel in a fixed path for a while before despawning.

  • Lunar Cargo Ships - This is a new type of encounter. These encounters are essentially the same as Space Cargo Ships, however they will only appear near players that are within a shallow gravity field (Eg: Moons).

  • Planetary Cargo Ships - These encounters are similar to Lunar Cargo Ships, only they will appear close to the surface of larger planets.

  • Gravity Cargo Ships - These encounters are similar to Planetary Cargo Ships, however they will only appear in the zone where a larger planet's gravity begins to diminish.

  • Random Encounters - These encounters are discovered as players explore the game world. One change that has been made to these encounters is that they're no longer tied to the world seed in regards to how they appear, but now use the player travel distance and a timer (similar to Planetary Installations).

  • Planetary Installations - These encounters appear on the surface of planets as static grids / stations. They appear as players travel and explore the surface of the planet.

  • Boss Encounters - This is a new type of encounter. When this spawn is triggered, a GPS marker is created near the player. Once the player approaches the GPS marker, a difficult NPC encounter will appear.

  • Static Encounters - These encounters will only spawn once in the world, and will always spawn at a specific set of coordinates in the world. These are useful for scenario builders.

  • Creatures and Bots - These encounters are Character based NPCs that will often spawn and attack the player from the planet surface. Wolves and Spiders fall into this category.

Other Compatibilities

The framework also adds several APIs from other popular mods so that encounter mods can take advantage of their added functionality. This includes (but isn't limited to) the following:

Configuration and Modding

This framework contains several configurations and tools for administrators and modders. The majority of the details can be found at the Modular Encounters Systems Wiki, located Here[github.com]


Restrictions Regarding Republishing This Mod:

Please refrain from republishing this mod on the workshop or anywhere else. Because this mod is used as a dependency by many other mods, it will likely auto-load this mod with any cloned instance - which will cause unstable behavior as a result of 2 instances of the spawner running. If this is not respected, I will exercise my right as the original creator and file DMCA notices against infringing copies at my discretion.


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]



“Copyright 2018 Meridius_IX / Lucas. This item is not authorized for posting on Steam, except under the Steam account named Meridius_IX / Lucas”
Popular Discussions View All (115)
2
Jan 23 @ 9:26pm
Trouble finding config files.
Mister Spaceman
3
Nov 18, 2022 @ 7:15am
Random Encounters not working maybe?
P. Diddy Mike
2
Oct 8, 2022 @ 1:19pm
does anyone else have the same issue with a decated server
booooooo
< >
2,407 Comments
Gaming Dave UK Jan 26 @ 12:46pm 
How do we use:
<DisableBlocksByType>
<string>ObjectBuilderTypeHere</string>
<string>AnotherObjectBuilderTypeHere</string>
</DisableBlocksByType>

To disable the inhibertor blocks? not sure what ObjectBuilderTypeHere means in the context
The Pikeman Jan 25 @ 2:03pm 
Hello I been using in my save this modification https://steamcommunity.com/sharedfiles/filedetails/?id=1139262497 and I wanna know if my save will broke up if I add to one of the mods that you made that adds cargo ships, stations, enemy factions, etc. I suppose the only one that will have problems will be the ones that suppreses vanilla encounters but the ones I wanna add are the ones that add enemy factions as I've told you before. Thanks in advance for the answer.
REV4666 Jan 24 @ 11:31pm 
How does MES handle multiple sets of static weapons ex: 2 autocannons and 2 rails can you configure it to use the rails on large grids and autocannons on small grids?

if not can you configure it to ignore one set of weapons and let a custom turret control them instead? I would just put an empty rotor to satisfy the custom turret controller and set it to fire the rails when a large enemy grid is in from of them
If I accidentally checked Enable Spiders and Enable Wolves then saved the config and started the server, will there be any issue if they are unchecked? Using Torch UI.
CarlVon Jan 10 @ 4:10am 
Is there any way to stop the combat while all players are logged off the server? Thank you.
Vargali Jan 9 @ 2:44pm 
i asked a while ago if there were plans to have build-able versions of the inhibitors for multiplayer reasons... i also remember you were thinking about it... is that still a possibility....
Meridius_IX / Lucas  [author] Jan 8 @ 6:52pm 
Oh hey, that's me! :D
PuggleLeDog Jan 8 @ 6:27pm 
You get rid of the inhibitors by shooting them until they break. As for finding who thought of them, I cannot help you there.
Ren'Dahu Nation Jan 8 @ 6:17pm 
is there a way to get rid of jump drive inhibitors and find the person who thought them up at the same time.......for...reasons
Shinda Akuma Jan 7 @ 4:40pm 
Does disabling the npc grids no longer work? on server